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RCT2 What is `Ride Satisfaction`? -- Also new to forums!

#1
Hey Forum,

First of, let me say I'm new here and you can all call me Danny Smile -- I'm 20 y.o and have recently got back into RCT2 since I haven't played it for a LONG time!!

I've been taking the game a lot more seriously as I did as a kid, and so when I built a small theme-park I was a little confused/concerned about the satisfaction levels on my rides... And I can't seem to find an explanation of it anywhere online.

I understand a ride's `Popularity` level is the percentage of people who consider going on the ride, and do so. But I don't completely understand what a ride's `Satisfaction` level is. So I have a few questions:

Is it possible to achieve 100% satisfaction?
My coasters tend to have around 70-75% but this can sometimes dip as low as 40% at times...how come?
What are ways to heighten ride satisfaction?
If not 100%, what is a good percentage of satisfaction to aim for?
I noticed my coasters with higher intensity also tended to have higher satisfaction...What ratings do you normally aim for? (eg: 5-7 intensity, >6 excitement <4 nausia >70% satisfaction?)

edit: 1 more (possibly silly question) is satisfaction actually even important? and how come?

I also noticed basic rides like the Ferris Wheel only have around 40% satisfaction, again is this boostable?

thank you all so so much, and I look greatly to meeting you all Smile
- Danny.
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#2
im guessing its how pleased peeps are with the ride, whether it was worth their time or not. if they are queuing for a long time, they want to be happy that they spent the time in the queue
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#3
Satisfaction declines way to fast in RCT3. And from what I have noticed what may also comprehend to RCT2 is that the lower it goes the less amount of people ride it. What I normally do to make the satisfaction higher is to close the ride completely and either rebuild the entire ride or just re-build a small section of it. Satisfaction then goes up to around 85-100% each time.
User Thread: https://forums.rctgo.com/thread-23653-po...#pid133975
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#4
(Apr 16, 2014, 02:42 PM)nathan8848 Wrote: Satisfaction declines way to fast in RCT3. And from what I have noticed what may also comprehend to RCT2 is that the lower it goes the less amount of people ride it. What I normally do to make the satisfaction higher is to close the ride completely and either rebuild the entire ride or just re-build a small section of it. Satisfaction then goes up to around 85-100% each time.

Your little cheating guy Smile, its only while than the ride counts as "new" and not 1 or 2 years old.
This little trick dont work in RCT1 btw, a reason why i like this game, no cheating possible (only fun cheats).
But if a ride is grand, than peeps ride it in fact how old it is, but normally flatrides should be replaced every 3-4 years in RCT1 and 2. It can be replaced earlier if the income profit is more/even than the building costs.
Long Q-Lines are an absolutly no-go in RCT1, and not really good in RCT2, peeps dont want to wait to long. Hiring an entertainer only for a long Queue can help to avoid this a little bit.

The results (Excitement/Intense/Nausea) are not that importent if a ride has an high/low satisfaction.
An importent thing is, how often a ride are "broken down" and how fast it would be fixed when its broken down. Hiring loose Mechs are not good, normally every Coaster and bigger trackride should have one specific mech to avoid long fixing times and the most horrible thing "station breaks failure" Smile.

100% satisfaction is possibe but nor for a long time Smile, because you cant build everything perfect for every sort of guests, its just like in reallife.
I dont know if there is a math-formel for the satisfaction, but try to build coasters, where the Excitement is higher than the Intensity.
Thats allways good Tongue
(on some coaster types its hard to build that but nothing is impossible)

The Ferris Wheel is one of the shittiest things that RCT1 and 2 have in the gentle sortiments, and the Space-Rings are not that best. Mainprob on this flatride is that peeps are hanging a full turn in, they enter the wheel and than wating time, next 2 peeps enter, wating time and so on. so the first peeps that enters the whell getting bored about it if the wheel turns maybe the half from a full round.
An reason why most people call this the "Shitty-wheel" and try to avoid to build this thing Tongue

BtW, welcoem on RCTgo Danny Smile

Lg Cheleste
My Feedback can hurt like a
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#5
Hi Danny. Nice to have you with us in our little community.

(Apr 16, 2014, 05:41 PM)Cheleste Wrote:
(Apr 16, 2014, 02:42 PM)nathan8848 Wrote: ….. What I normally do to make the satisfaction higher is to close the ride completely and either rebuild the entire ride or just re-build a small section of it. Satisfaction then goes up to around 85-100% each time.
Your little cheating guy Smile, its only while than the ride counts as "new" and not 1 or 2 years old.
This little trick dont work in RCT1 btw, a reason why i like this game, no cheating possible (only fun cheats)……

In my old park I had hundreds of staff roving around the park with no patrol areas while I was under the assumption they would all get all the work done. It turned out they always ended up congregating in a few certain areas while ignoring most other areas of the park.

I have observed the same thing that Cheleste has observed, that overlapping patrol areas or no patrol areas at all do not mean there is more than one staff dealing with the work; it means almost no staff will deal with it as the game continually assigns and reassigns different staff in the same category to do the same task.

(Apr 16, 2014, 05:41 PM)Cheleste Wrote:
(Apr 16, 2014, 02:42 PM)nathan8848 Wrote: ….. What I normally do ….. is to close the ride completely and either rebuild the entire ride or just re-build a small section of it…..
…..This little trick dont work in RCT1 btw, a reason why i like this game, no cheating possible (only fun cheats).
But if a ride is grand, than peeps ride it in fact how old it is, but normally flatrides should be replaced every 3-4 years in RCT1 and 2. It can be replaced earlier if the income profit is more/even than the building costs.

In RCT1, when I used to try and run money-making parks I used to replace my rides whenever the guests stopped queueing form them in their former numbers. This always made me more money in the long run.

(Apr 16, 2014, 05:41 PM)Cheleste Wrote: ….. Long Q-Lines are an absolutly no-go in RCT1, and not really good in RCT2, peeps dont want to wait to long. Hiring an entertainer only for a long Queue can help to avoid this a little bit……

This comment is along the lines of my experience. The RCT1 guests seemed to be particularly sensitive to the slightest inconvenience and if I remember correctly long queue lines in RCT1 could actually lower the rating of the park while in RCT2 the only affect seemed to be thoughts from the guests that the lines were too long. Just like you observed, entertainers in the queue line seemed to help a little but whether in RCT1 or RCT2 the queue line TV’s never seemed to make any difference to the extent that I never got into them when I switched to RCT3.

I ought to give queue line TV's a try again in my current park just to refresh my memory as to how they look, although I’m sure the custom ones I have installed will look much better.

(Apr 16, 2014, 05:41 PM)Cheleste Wrote: The results (Excitement/Intense/Nausea) are not that importent if a ride has an high/low satisfaction.
…..

This is an interesting observation, something I’ve never myself noticed. I’ve at times been bothered with a low satisfaction but have never taken enough interest to give it as much thought as you have.

(Apr 16, 2014, 05:41 PM)Cheleste Wrote: I dont know if there is a math-formel for the satisfaction, but try to build coasters, where the Excitement is higher than the Intensity.

I’ve observed a rough formula for a terrific EIN reading. Roughly, excitement should be twice intensity, nausea should be half of intensity but this is a rough calculation. Given this, if the RCT3 ride/coaster has an E of 5, an I of 5 and an N of 5 this is acceptable (e.g. in-game flat ride Sky Sling) but if one could get this same ride to an intensity closer to 15 and a nausea closer to 1 with an intensity remaining at around 10 that’s what would make the ride exceptional. If one can’t get it exactly split in this way it’s better to have comparable E and I readings rather than to have comparable I and N readings.

The easiest way to get the excitement up is to place another ride, a building or some scenery very near. Although they don’t have any intersection issues, custom items do make a difference. To confirm this I’ve observed animals in enclosures scratching themselves against custom trees, so although there isn't any problem with intersection the game engine does recognize that there's something there.

(Apr 16, 2014, 05:41 PM)Cheleste Wrote: ….. The Ferris Wheel is one of the shittiest things that RCT1 and 2 have …..

There are some excellent custom ferris wheels where the riders all get on the ride in one go. It doesn’t seem right at first but when one understands the boredom that has been factored out then it makes perfect sense. I got used to it quite fast.
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