RollerCoaster Tycoon 2: Triple Thrill Pack

RollerCoaster Tycoon 2: Triple Thrill Pack

Tarra Sama Mar 12, 2021 @ 6:09pm
All my guests are cowards
"Corkscrewcoaster looks too intense for me!"
Literally has like 1 loop, and 2 sharp turns...
Jesus, did like the most scared person in the world create these games? It's hard as heck to make a coaster without guests being scared of it. I've made bad ass looking coasters that ran great and yet...
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Showing 1-10 of 10 comments
Are you playing a scenario where guests only prefer lower intense rides? Most scenarios you should have no issues getting people on high intensity rides. Guests do have a range of preferred intensity so it's best to have a mix of ride types to satisfy different guest preferences. So guests that don't like high intensity rides will avoid your intense coasters and look for other rides while intensity junkies will flock to them.
Tarra Sama Mar 14, 2021 @ 10:42pm 
Originally posted by chris.ferrantegerard:
Are you playing a scenario where guests only prefer lower intense rides? Most scenarios you should have no issues getting people on high intensity rides. Guests do have a range of preferred intensity so it's best to have a mix of ride types to satisfy different guest preferences. So guests that don't like high intensity rides will avoid your intense coasters and look for other rides while intensity junkies will flock to them.
How do you get them to do so? I couldn't find it anywhere.
Originally posted by Tarrabyte:
How do you get them to do so? I couldn't find it anywhere.

Each guest has a preferred intensity rating. If you select the individual guest you can review their rating. I'm assuming your coaster has an intensity below 10; coasters with 10+ intensity start getting big penalties to their excitement stats.

You can check the collected guest thoughts to see if there's anything about the ride there. Guests could refuse to go on coaster for several reasons. Price could be too high (I'm not paying that much to go on [Ride Name]), had a crash recently (I'm not going on [Ride Name], it's not safe) or it's currently raining (I'm not going on [Ride Name] while it's raining).

Also make sure the queue path is created properly, etc.
Tarra Sama Mar 15, 2021 @ 6:50pm 
Originally posted by chris.ferrantegerard:
Originally posted by Tarrabyte:
How do you get them to do so? I couldn't find it anywhere.

Each guest has a preferred intensity rating. If you select the individual guest you can review their rating. I'm assuming your coaster has an intensity below 10; coasters with 10+ intensity start getting big penalties to their excitement stats.

You can check the collected guest thoughts to see if there's anything about the ride there. Guests could refuse to go on coaster for several reasons. Price could be too high (I'm not paying that much to go on [Ride Name]), had a crash recently (I'm not going on [Ride Name], it's not safe) or it's currently raining (I'm not going on [Ride Name] while it's raining).

Also make sure the queue path is created properly, etc.


>below 10
No no, other way around. I had to water it down to the point to where you have to ask if there's any flavor in it at all.
kev Mar 17, 2021 @ 11:04pm 
all my friends are creepers they explode, get too close they might explode your home
furbleburble Apr 18, 2021 @ 10:57am 
Originally posted by Tarrabyte:
"Corkscrewcoaster looks too intense for me!"
Literally has like 1 loop, and 2 sharp turns...
Jesus, did like the most scared person in the world create these games? It's hard as heck to make a coaster without guests being scared of it. I've made bad ass looking coasters that ran great and yet...

Check your coaster's Lateral Gs. IIRC, you want to keep them below 2. To understand lateral Gs, think of the feeling you experience when taking a turn too fast and you feel like you're being thrown out the car door. You can reduce this feeling by banking the turn and/or by lowering the speed before entering the turn.

Positive and negative vertical Gs also have their limits, though I cannot recall what they are. If your coaster's going through the loop too fast than the Gs might be too high, increasing the intensity unnecessarily.

There are limits to what humans can handle so the rating system has some grounds in reality, which means the coaster looking bad ass doesn't mean much if the ratings are no good.
Tarra Sama Apr 19, 2021 @ 3:57pm 
Originally posted by furbleburble:
Originally posted by Tarrabyte:
"Corkscrewcoaster looks too intense for me!"
Literally has like 1 loop, and 2 sharp turns...
Jesus, did like the most scared person in the world create these games? It's hard as heck to make a coaster without guests being scared of it. I've made bad ass looking coasters that ran great and yet...

Check your coaster's Lateral Gs. IIRC, you want to keep them below 2. To understand lateral Gs, think of the feeling you experience when taking a turn too fast and you feel like you're being thrown out the car door. You can reduce this feeling by banking the turn and/or by lowering the speed before entering the turn.

Positive and negative vertical Gs also have their limits, though I cannot recall what they are. If your coaster's going through the loop too fast than the Gs might be too high, increasing the intensity unnecessarily.

There are limits to what humans can handle so the rating system has some grounds in reality, which means the coaster looking bad ass doesn't mean much if the ratings are no good.
that's really interesting. I'll keep that in mind
furbleburble Apr 19, 2021 @ 4:29pm 
Originally posted by Tarrabyte:
that's really interesting. I'll keep that in mind

That is a response I sometimes give to people when I am being facetious, so I honestly don't know if you're being facetious or not. I'd rather not make any assumptions.
Tarra Sama Apr 20, 2021 @ 7:50am 
Originally posted by furbleburble:
Originally posted by Tarrabyte:
that's really interesting. I'll keep that in mind

That is a response I sometimes give to people when I am being facetious, so I honestly don't know if you're being facetious or not. I'd rather not make any assumptions.
Nah, I know how to build awesome rides, but a lot of times, I have to downplay them like crazy, so anything I'll take.
Updog Jun 28, 2021 @ 8:40am 
What speed is it snapping around those corners though? Once the lat G's pass a threshhold then your the excitement gets divided by 4 or something. And the intensity becomes way too high. You can still build crazy coasters, just watch the graphs get drawn of the lat and vertical Gs as you test the ride. If they are suddently spiking into redzone as you whip round a corner then the whole ride will become really undesirable. Sometimes it is literally just one tiny little thing on the ride that ruins the whole thing and requires very little to turn it around.
If you hit the requirements for the ride you can build it as crazy as you want and people will flock to it. If you go and place a sharp bend without brakes before it then it will become worthless.
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