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I add between .40 and .90 to the base price of thrill rides.
I price umbrellas at £3.90 and increase prices of drinks, and some food products by .40. (increments of .40 and .90 are my base increments for most products and rides, but, not ice-cream, sweets etc. I usually don't increase these, but, if I do it will be no more than .20)
The above pricing has made completing all the scenarios pretty easy. Some scenarios can be completed in a matter of a couple of game months.
You need to get a balance between making your park profitable and keeping your punters happy. Lots of decorations, seating, staff and food stalls will allow you to increase prices. If you can't afford the luxuries, then you need to charge less. You can make small increments in prices as you increase park desirability. Keep an eye on thoughts and statistics to judge if/when you can increase a price.
Its tricky to get it right. Vending machine prices can be doubled right out of the box, most foods an drinks can handle a 1-2€ increase.
Rollercoasters can go over 10€ and good ones over 15€ flat rides I mostly add 2€ to the expensive ones and 1€ to the cheaper ones.
There is no need for min-maxing since the game is really forgiving and easy.
See, this is interesting to me. Do ride ticket prices affect guest interest? Or is it just an all or nothing "I want to ride this, so if it's under x price, I will?"
I've been trying to understand how to maximize interest in high throughput rides.. but reducing the price arbitrarily and *hoping* it increases interest doesn't seem smart since it reduces profit, unless I can be sure that there's an effect on guest interest - then it's just a matter of figuring out the "sweet spot."
Anyone know if the actual guest logic has been figured out? Not just for max price, but ride interest, decision to turn down a pathway or not, etc...
Nearly every scenario can be completed in 6 months or less if you keep prices reasonable and provide well for all "comfort" needs. I think that my generally preferred pricing is probably a rule of thumb "sweet spot" which suits, more or less, all scenarios. Full rides at moderate prices can be more profitable, by far, than half full rides at very high prices. Plus most scenarios have a guest number element to satisfy. If guests go home because they are out of money, or tired, or bored or hungry or dissatisfied then they are not going to be in the park buying food, staying longer and getting more money from the cash machine.
Immersion is a significant factor in guest behaviour. The idea here, to my mind, is not to maximise individual ride income, but to maximise the total spend from each guest - empty their pockets and their cash withdrawal potential. You need them not only to spend every penny they arrive with, but, to use the cash machine for more money and to stay longer.
The more your guests are immersed in the park, the more they want to stay longer and to spend more. That is not speculation, that is fact. Path choice is towards needed services, preferred rides then if no goal but not ready to go home or too tired the path choice is random. Tired, thirsty or hungry guests will leave the park - feed them and provide lots of seating to keep them in the park.
Customer dissatisfaction due to high prices, inadequate facilities, poor decoration, dirt, vandalism etc. will inevitably have them leaving the park with cash in their pockets.
You can get a good measure of guest needs, satisfaction, preferred ride type etc. simply by examining the available data, particularly "guest thoughts."