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You have to remember, real life parks have thousands of entries every day, with everyone leaving then thousands more the next day. The game would either have to play insanely fast pace for this to work (so that you couldn't enjoy watching your rides or anything), or it would take real time (1 min in game takes 1 min real life) for days to pass - which just doesn't work from a gameplay perspective.
The thing is, I almost always used to do it in RCT 1, 2, and 3. So I think it's definitely possible to achieve with the right tweaks to the simulation engine.
I thought I was getting it to work for a little while. But I could only turn a small profit by being under-staffed. So it didn't last long.
Just for general info, but its Doable to manage a park with paid entry Free rides.
Guests will pay at the gate for "Unlimited" rides if you work with the games concept of the value of rides. For eg. In challenge mode, you need to start like a small Festival where rides cost your guests the Default ride cost and focusing your investments into eliments rounding off a Complete expirence.
1: 4 Flat Rides
2: one rollercoaster (Fully Decked out with scenery)
3: Tons of Food Variety and other Needie things.
Once your Guests "Think" that the Quality of your rides are so good that they concider the attractions Cheap, thats your Que to charge an Entry Fee for unlimited rides. Now set your rides to cost $0.
As numbered above and if your guests are Happy, then charge an entry Fee at Half the total over all Cost of all your rides that your guests paid before.
Always view your guests thaughts Even before they enter your park or even after they leave the gate.
In my Parks, Guests pay $69 per person or $69 per family. I have 3 Roller coasters and 10 Flat Rides fully decked out with scenery. This works for me and my guests pay the fee with glee.
Please Try my method, if you'd like and i hope i have been of some help.
Azurerail.
I did exactly that in my current park. But it just became unsustainable. Ride operating costs and staff salaries were outweighing the income. I couldn't raise the ticket price without peeps turning away at the gate, and they just weren't buying enough from shops. So I had no choice. I had to start charging a small ride fee on all my rides and they seemed to have no problem with it.
This all happened at about the point you're at with your park.
True, low capacity rides almost always have an up charge
Just keep an eye out on your staff, as they might get bored during closing hours. And close the park using the park management tool, not closing down individual rides / shops / park gates, or it will screw your park rating / game mechanics. And having a somewhat grand square between the guest ignitor and park gates as a buffer to your leaving guests may also help.
I repeat this only once every 5-10 ingame years or so, making poor funds become a thing of the past.
Just as in real life; parks close down at the end of the day, where a new set of paying customers awaits to enter the next day, making theme parks profitable.
I too agree.in P.C, Game time seems slower than it was in RCT 3, so the devs obviously had a work up of time scaling in development? Its better but really needs tuning for a more realistic expirince. I also wish there was an option for game money value to be more approximate to real world values (I.E Rollercoasters costing Millions of in game currency.)
I definitely don't think they should be that expensive in the game just because it takes years of operating seasons to acquire that kind of money. But since the game seems relatively easy enough to acquire hundreds of thousands of dollars, they should definitely be more expensive than they are. It would add a bit more of a sense of accomplishment to building a new coaster.