RollerCoaster Tycoon World

RollerCoaster Tycoon World

Borealis Apr 3, 2016 @ 11:00pm
Intensity and Nausea Rating Calculations Stink
I'd really like to know how the Intensity and Nausea ratings are calculated. I made a very simple small double oval wooden roller coaster using the traditional piece by piece method. I made it high enough to create a shallow drop, steep drop, shallow drop first descent. (I hope that made sense, it just means it was not a very high coaster at all.) It circled back within itself having 3 humps along the way before I auto connected (since the lengths don't line up using the piece-by-piece format). The curves were at the top of hills and weren't very fast so I didn't bother banking them.

I ran a test on this track and had an Intensity of 21 and Nausea of 18. What is up with that? I didn't even take it high enough to use any of the 'special track'. And to top it off the Excitement level was only 1.2.

I also tested the default wooden rollercoaster models (which apparently were build strictly with the 'pull the track in whatever direction' method. Those had abrupt hills, dips, twists, and I kept waiting for the train to jump off the track. But two of them actually had lower Intensity and Nausea scores. (And this was only the woodies.)

If you look at the scenario coasters, you find one after the other with Intensity of over 18 and Nausea over 14. The peeps are terrified of coasters with these ratings. (And the conditions of those scenarios weren't to fix a broken park.)

I really think Intensity and Nausea scoring really needs to be tweaked in the worst way. Also, what I'd like to see is an overlay over the track following a test run that shows where the Intensity and Nausea conditions are so I can adjust them to get the design I'm looking for.

How Excitement is calculated is a subject for a post all it's own. How an Observation Tower can have an Excitement score of 3.5 while a rollercoaster is only 1.2 makes my head hurt....
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Showing 1-14 of 14 comments
Nos Apr 3, 2016 @ 11:17pm 
Yeah stats need a lot of work. Excitement is always really low, when nausea and intensity are always very high. It's pretty consistent across the board :/
Gear Ratio Apr 3, 2016 @ 11:27pm 
Yeah, the numbers need tweaking. I tried to make a decent coaster yesterday, but got frustrated with the numbers and gave up after not being able to make a coaster with an intensity rating under 20.
Give it time, I'm sure this issue will be addressed in coming patches.
I think this has been one of the worst problems this game has. I have spent hours trying to build a roller coaster with reasonable ratings until I started to have a headache. I realise this is not my problem. Even the pre-made roller coasters ratings are bad. Do something developers, please. I have stopped playing because of this. I don't want to waste time building roller coasters (which should be the main attractions of the park) that no one wants to ride.
cdimartino1 Apr 30, 2016 @ 10:22am 
Originally posted by jbezdecny:
I'd really like to know how the Intensity and Nausea ratings are calculated. I made a very simple small double oval wooden roller coaster using the traditional piece by piece method. I made it high enough to create a shallow drop, steep drop, shallow drop first descent. (I hope that made sense, it just means it was not a very high coaster at all.) It circled back within itself having 3 humps along the way before I auto connected (since the lengths don't line up using the piece-by-piece format). The curves were at the top of hills and weren't very fast so I didn't bother banking them.

I ran a test on this track and had an Intensity of 21 and Nausea of 18. What is up with that? I didn't even take it high enough to use any of the 'special track'. And to top it off the Excitement level was only 1.2.

I also tested the default wooden rollercoaster models (which apparently were build strictly with the 'pull the track in whatever direction' method. Those had abrupt hills, dips, twists, and I kept waiting for the train to jump off the track. But two of them actually had lower Intensity and Nausea scores. (And this was only the woodies.)

If you look at the scenario coasters, you find one after the other with Intensity of over 18 and Nausea over 14. The peeps are terrified of coasters with these ratings. (And the conditions of those scenarios weren't to fix a broken park.)

I really think Intensity and Nausea scoring really needs to be tweaked in the worst way. Also, what I'd like to see is an overlay over the track following a test run that shows where the Intensity and Nausea conditions are so I can adjust them to get the design I'm looking for.

How Excitement is calculated is a subject for a post all it's own. How an Observation Tower can have an Excitement score of 3.5 while a rollercoaster is only 1.2 makes my head hurt....
Yeah this is a big problem, I have the same problems, it just makes me not wanna build a coaster because it is so frustrating and annoying. This has to be fixed soon I mean the game is Roller Coaster Tycoon World right you should want to build coasters and not get frustrated.
nomadrider Apr 30, 2016 @ 4:55pm 
The ratings make it almost impossible to build a coaster that is realistic. Build something real people would want to ride and peeps will hate it in the game. Build something so lame it would never be viable in a real world park and the peeps in game will love it. Boring slow flat coasters are not what real people like but in the game they are what peeps want.
cdimartino1 May 1, 2016 @ 6:14am 
Originally posted by nomadrider:
The ratings make it almost impossible to build a coaster that is realistic. Build something real people would want to ride and peeps will hate it in the game. Build something so lame it would never be viable in a real world park and the peeps in game will love it. Boring slow flat coasters are not what real people like but in the game they are what peeps want.
Yeah exactly, I just don't get it, it's not realistic at all.
Wyattpoop May 1, 2016 @ 7:55am 
they need to fix the vertical and lateral g force calculations. there is no possible way im pulling 6 g's of vertyical forace and almost 4 g's of lateral force and a roller coaster that doesnt even break 100 feet. thats where the problem lies
Wyattpoop May 1, 2016 @ 7:57am 
Originally posted by jbezdecny:
I'd really like to know how the Intensity and Nausea ratings are calculated. I made a very simple small double oval wooden roller coaster using the traditional piece by piece method. I made it high enough to create a shallow drop, steep drop, shallow drop first descent. (I hope that made sense, it just means it was not a very high coaster at all.) It circled back within itself having 3 humps along the way before I auto connected (since the lengths don't line up using the piece-by-piece format). The curves were at the top of hills and weren't very fast so I didn't bother banking them.

I ran a test on this track and had an Intensity of 21 and Nausea of 18. What is up with that? I didn't even take it high enough to use any of the 'special track'. And to top it off the Excitement level was only 1.2.

I also tested the default wooden rollercoaster models (which apparently were build strictly with the 'pull the track in whatever direction' method. Those had abrupt hills, dips, twists, and I kept waiting for the train to jump off the track. But two of them actually had lower Intensity and Nausea scores. (And this was only the woodies.)

If you look at the scenario coasters, you find one after the other with Intensity of over 18 and Nausea over 14. The peeps are terrified of coasters with these ratings. (And the conditions of those scenarios weren't to fix a broken park.)

I really think Intensity and Nausea scoring really needs to be tweaked in the worst way. Also, what I'd like to see is an overlay over the track following a test run that shows where the Intensity and Nausea conditions are so I can adjust them to get the design I'm looking for.

How Excitement is calculated is a subject for a post all it's own. How an Observation Tower can have an Excitement score of 3.5 while a rollercoaster is only 1.2 makes my head hurt....




after you test a roller coaster, there is an overlay in the test tab in construction mode. just click on the faces
Wyattpoop May 1, 2016 @ 8:01am 
i will also say that its not impossible to make a good rollercoaster. i have plenty of realistic coasters with 7 to 9 excitment, around 8 intensity, and only 4 to 5 nausea ratings. you just cant go over like, 120 ft. high, unfortunatly.
Maj. Herb-Head May 1, 2016 @ 5:54pm 
From my perspective it is HOW the coaster flows, the smoother the better. I have done a Hyper ride that is 15.1 Intensity and I've got it down to only 8.1 Nausea at the moment. Could get lower I think, considering it started with over 12 Nausea, not done too bad. By the way it currently has a 3.4 Excitement and 11.9 Safety. It has a drop at 180ft and a second at the full 263ft, loops, twists all sorts. Don't forget Excitement is also linked to scenery objects too.
Shujin May 1, 2016 @ 6:08pm 
you can push the excitement rating by placing scenery objects
cdimartino1 May 2, 2016 @ 9:20am 
Originally posted by wyatt.bella:
i will also say that its not impossible to make a good rollercoaster. i have plenty of realistic coasters with 7 to 9 excitment, around 8 intensity, and only 4 to 5 nausea ratings. you just cant go over like, 120 ft. high, unfortunatly.
That's ridiculous, how many coasters now go way over 120ft and that's what people look for now. Hopefully they fix this issue.
rcthardcore May 2, 2016 @ 11:55am 
They must have used Common Core math. LOL
Theme Park Games May 2, 2016 @ 4:06pm 
I do believe they will tweak the numbers again. Threads like this help them understand that changes still need to be made.
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Date Posted: Apr 3, 2016 @ 11:00pm
Posts: 14