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Fordítási probléma jelentése
Good Luck.
Broken rides count againist your parks rating and will sometimes cause guests to leave.. so when rides break down.. lots of people walk out.. when it's fixed new people arrive and give you some cash.
The guests stay in the park, almost none of them quit the park and after a while, you don't gain anything more....
I made a post on Frontier bug forum, because I consider this is a bug. Nothing... no reply, didn't play recently, but I don't think they changed anything about that.
I think they just don't care.
People should quit the park after a given time, just like in real life. It's quite absurd to make them spend their life in the park because they don't pay for each attraction!
The solution is, when you see you loose money, to close the park, wait for most of the guests being out and reopen it... But this is almost as stupid as not enjoyable.
So now, in my parks, I simply charge at each attraction, and just don't use entrance tickets. These are just of no use with this behaviour.
If you've capped the number of guests in your park to 2,000 people that means you will get about 400 new guests each month as the guests with no money finally leave after a four month stay. That usually means that a smaller pay-one-price park is not going to generate a lot of income from entry fees and shop sales.
I also feel that this guest behavior feels like a bug if you have a scenic park which drives the prestige ratings.. The triggers for making a guest go home should have been when their energy, thirst or hunger level turns red (not zero) while walking AND they decide not use an ATM to get more cash AND they don,t have enough csdh to purchase the food or drinks they need, they should immediately go home.
That would allow players to make a pay-one-price park work like it should. New guests would then know if they have enough money to pay the park entry fee and have drink and food money to hang around for awhile. That would be a real world behavior.
A little trick you can do if you need a boost of cash & new guests is to shut down your major rides. A large chunk of guests will leave the park and you'll get a new round of guests coming in.
I do not recommend closing your park, this will result in refunds which will drain your funds so only close the rides down. A lot of them will also head straight for your stalls before leaving giving those a boost as well.
The other option is taking your park into scenario editor, give 100% of all guests the "Day Tripper" trait & then they'll leave the park sooner (around 2 hours instead of 3+). You can take it back into challenge mode and continue playing in that way.
Nice tips about closing only your rides and the Day Tripper option. I'll have to try that.
Took a look at your parks and ioved what I saw. I build the same way, medium sized but scenic.
It takes time to figure out the balance.Until your set with $ just keep shops and staff to a bare minimum.
I also noticed that guests go to the exit of my park and get back in. After a while I was loosing money again until I was on negative.
I notice that my rides and tickets income changes abruptaly. One moment I am making 17K an in the other -4K.
As I said I am way over a park start. I have 2800 guests and 1800 Park rating.
The majority of my rides are on negative profit, and I don`t know why. Great part of my guests concentrate on a coaster and dont visit other rides.
Another thing that makes me crazy is that my park management keeps bouncing from -13k to zero and than rises up again.
As a suggestion for ride pricing, I've heard that $6 per ride per star is the way to go, but that doesn't factor in entrance fees. Entry fees tend to mess up all of the "best" pricing for the park, especially once you factor in maintenance for rides and shops.
You can go with stupid expensive entry tickets, but have to give nearly free rides, or you can do the opposite.
I've easily made 500.000 in 2 hours or so.
If Steam's too bulky for you, try my mod that makes it a lot more compact ;)
Seriously though, try it, open it, and look at your park entrance.
You have too many rides for the admission price. If you want to keep the number you have you'll need to run advertising campaigns. BTW you will NEVER make nearly as much money charging entrance fees as you do on a per-ride basis.
If you do an entrance fee and free rides this will always be the case. The rides themselves are not generating any income and are always operating at a net loss.
It's the primary reason I gave up on a set entrance fee and free rides: you can't properly budget each ride independently. At first it seems like you are saving yourself time/micromanagement by avoiding having to fine tune prices/prestige per ride, but the amount of mental gynastics you need to do to factor this: [entrance fee * actual new guests / total ride and staff costs = profit/loss]. It's much more work (and you have to tally and do it manually) and means every new ride needs costly food/drink stands or a large, sometimes damaging increase to the entrance fee to support it.
The game economy is just not set up to imitate real life US/EU theme parks. It's clearly balanced around a canival/fair economy where entrance fee is small/free and each ride must generate it's own income based on it's individual prestige/age. The entrance fee doesn't scale properly to work like a real theme park would because the timescale isn't simulated accurately. IRL, they charge $50-100 per person, per day. In-game you're only charging people (maybe) once every 3 months and are paying the maintenence and staff costs as if 3 months has passed, but in terms of guest cycling and repaying the entrance fee, it's really only been less than a day (because guests don't leave and repay 90 times in that "3 months" as they would IRL).