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Сообщить о проблеме с переводом
More like the Harbor and the Beach. Push the player to explore all the mechanics the game has to offer.
On the other hand some other levels have really high guest count compared to the little amount of time given to reach the optional goal. And the more I look at other people's reactions to parks and videos online the more I feel it's quite a general feeling and not just a personal feeling.
It's not gamebreaking either but slightly annoying I'd say.
Also some goals such as reaching X% of cleanliness or decoration are a bit broken when not required to hold them for a period of time because you basically score the goal before the end of the first month (you can't mess them up basically).
Any specific levels? I haven't noticed a problem so far (just started Coaster Canyon). Have you tried massive advertising campaigns? I'll generally spend about 10K on advertising, taking a loan to do it.
Challenge goals shouldn't be easy.
The three levels I couldn't complete with optional goal so far are Coral Island, Adventure Island and Biscayne Beach. I also struggled with Victoria Lake I think it was (not sure for this one).
And in all instances I realized that RNG was playing a major part. In Biscayne Beach in particular I built one ride and nothing else. Nothing happened for a bit, just gained about 20 guests in total in the park at the same time in about a month and a half. And then "A nearby park closed drawing more guests to your park" and I had +150 guests flooding in my park and finished the level suddenly just after the optional goal (2 months after, yay).
It's not the only time where I felt that those normally small RNG events actually had a massive impact on my performance.
I really really really hoped the optional goal was asking you to really make a massive and super functional park rather than quickly making the objective.
Adventure Island can be done by Year 1, July
https://steamcommunity.com/sharedfiles/filedetails/?id=1623426951
1) Take the biggest two loans
2) Spend almost all the money on coasters
3) Spend what's left on Park Advertising
4) Survive the near bankruptcy and then as ride money starts flowing, build calm/thrill rides, hire some staff, put down a bench or two and add some decoration.
I can't remember if some research was needed for these coasters or not. If research is needed hold off on the second loan until there the tech is available to build a nice coaster.
Your park will reach a guest count "cap" based on how many rides you have. You can be in equilbrium with guests in/out perfectly balanced - then build a new coaster and suddenly your guest cap goes up and new guests start streaming in. The best way to get new guests is to build new rides. The second best is advertising which doesn't raise the cap (I think) but increases the rate at which guests come in (I think). I advertised heavily a park with no rides - no guests came in.
Now I really feel that currently the loan and ad campaign mechanics are too impactful and makes for a strange experience. About 90% of objectives are solved thanks to either a loan, an ad campaign or both. Sometimes it feels a bit too much like an advertisment/finance simulator rather than creating an actual park, and it bothers me.
I would love for the advertisment entire system to be a lot more transparent on its impact, whether straight up telling you thanks to that campaign you gained x% more results or whatever. And likewise have an estimate of the impact of a campaign before your start it.
As for the loans system I really don't feel the way it works is really satisfying. The optimal way to play the game is to constantly spam the higher loans to build as much as possible and quickly get money and then play the minigame of clicking to pay back your loans and as soon as this is done do it all over again.
Basically to summarize my feelings on both ad campaigns and loans I feel that they favor way too heavily a "burst" type of building where not a whole lot happen for a while but suddenly you can build in pause for hours until you're finished. I'd love for the game economy to be more streamlined and not allowing you to build too much to begin with and neither to have to wait a while to build again.
First I think you should be given access to really terrible loans to begin with, small amount of money for super high interest rate. And then as your park grows (either measured by guest count, profit or simply tickets sold) you get access to more interesting deals with higher amount of money to get as a loan and lower interest rate. It would make sense in terms of "realism" and I think would streamline a bit more the experience.
I may be in the wrong or simply my playstyle isn't exactly in lign with what the game offers, I don't know. But I still feel that at the very least players would benefit from having a better feedback on ad campaigns and we need options to fund back loans automatically, or just add a shortcut on the UI so you don't have to open that bloody menu every single time you want to pay back.
I've made it further in the game now and the scenarios do get better (to my taste). Hickory Hills is the best yet, no terraforming + height restriction = no monster blueprints. I particularly like the incomplete wooden coaster - extremely suggestive. Also looking forward to Sakura Gardens as it will not allow my usual high intensity coaster strategy.
I think you dreamt it, unless I'm mistaken the scenarios are fix and have no randomness when it comes to their layout.
Completed Sakura Gardens. Disappointingly mild skew. Fully 10% of my guests wanted rides of intensity 70-80. About 8% wanted 80-90 and maybe 6% 90-100. From the flavor text I was expecting zero ridership above 30 intensity. I struggled initially because I spent my initial capital on low intensity rides, only to get complaints about nothing exciting to ride.
https://steamcommunity.com/sharedfiles/filedetails/?id=1627316390
Pretty much every park has the bulk of the rides in the 30-60 zone (where Sakura preferences peak) because that's roughly where thrill rides are. No park I've built so far would have failed with these guest preferences.
"Be careful of building thrilling rides, however - as the guests visiting the gardens prefer gentle, calmer rides."
For me this was a 7 ride park implying that each ride needs to target 1/7th or 14% of the guests. That means one coaster in the 80-100 (Very High) range and a second in the 60-80 (High) range.
I took Twister as the benchmark "thrill" ride and it has an intensity of 30.
I'd suggest a much more dramatic skew.
I mostly struggled with money and RNG in my playthrough. Sometimes I missed the time limits because of random events and loading a savegame fixed it, because a positive event happened instead.
When I finally figured out some good coaster builds that made lots of money, the game got much easier. Orchard Acres for example seemed pretty difficult but when coming back with new strategies it was easy to complete. The last park I had trouble getting the second coin was Disaster Peaks. I failed with 748 guests. Personally I think that was the biggest challenge but the great thing is:
Once you complete the timed optional goal, it stays cleared forever. I used that for a dirty trick: Once I had 750 guests and the ratings I knew I couldn't pay back the loan in time. So I just sold stuff and payed back. That cleared all the non-optional goals. Obviously I couldn't hold the guests after that but now there was unlimited time for completing the park.
---------------------------
More general thoughts:
I think the difficulty does not ramp up very well. The last 5 parks feel really weird and some of them far too easy.
Disaster Peaks is challenging because of the pre-condition and the relative high guest count of 750. But you get lots of money for some goals on the way.
Sheer Cliffs is really nice land and enjoyable to play but 400 guests in 3 years is far too easy for the 2nd last park.
Robopark feels really empty and easy too with 500 guests in almost 3 years and great starting conditions (a good coaster and some high-intensity rides to make money and 25.000 cash).
Silica Slopes has a 400 guest goal in 4 years, with cash coming in for 250 guests and a great rating. Also all necessary shops unlocked.
In the last park you have 5 years for 500 guests, 75% happiness and no loan debts (and you get 10.000 for 250 guests in your park). The third park Victory lake demands 300 guests and no loan debts withing less than 2 years (you get almost nothing from completing goals on your way). Obviously the weather is more challenging in the last park, but you start with good rides, lots of cash and all necessary shops unlocked.
Overall the parks are very hit and miss. Some are great (Coaster Canyon, Pagoda Valley, Hickory Hill, Batavia Cay, Honey Hills, Adventure Island, Biscayne Beach) and some are really boring/strange (Kaiserberg, Robopark, Zalgonia, Nova Labs, Western Roundup). Nevertheless I enjoyed the campaign.
Some parks early on are surprisingly challenging and then some others later on are really simple to tackle. Now that I've got better at finding out how to make guests really happy (and my wallet) I can easily go back to parks I didn't fully complete and get the optional goal in time this time. But the progression still feels strange.
I'm about 2/3rd in the campaign I think, maybe slightly less but I'm still loving it. Big variety of parks.
Would be super cool to have scenario creation contests in the future to be added as "official" campaign!
This turned out to be a problem with the market research result graph showing inaccurate results. The skew is much more extreme in reality and supposed to look similar to this: https://puu.sh/CyAhi/97fe979358.png
Will be fixed with the next update.