RCT complaints.

Timber-Rider's avatar

Here are some of my biggest RCT complaints.

Cheap customers!! Even with some items at less then a $1.00 the guests will not buy them. Or, if you place a hungry guest near a food item, they won't buy it, yet complain that they are still hungry.

Broken park benches! Guests break park benches, lamps, and garbage bins for no reason. You replace everthing, and they are all broken just seconds later.

Broken rides. Some rides break down immediately after they have been fixed. Or they get stuck, and you have to rebuild them. Or they crash for no reason. It bugs me, because I try to cover my coasters with at least 2 mechanics, and they still break down every second.

The "I want to go home bunch." It seems even if you place these people right next to the exit they don't leave!! They just circle, and bring down the park rating.

Guest who stay for less than a second. They walk into the gate and are mad as soon as they enter, and they leave.

Guests who are sick, who will not use the first aid booths, yet yak on the ground. It's almost like having a first aid booth is pointless.

Lazy handy men. They don't water the gardens, or, they end up out of their work zone for no reason. Usually pacing somewhere in the grass when they are not instructed to go there...I turn off "Mowing." on all of my handymen. Pointless job.

a_hoffman50's avatar

I think this is a case f you're doing it wrong. Once the reliability of the rides is at a certain point, you should replace them. Trash cans everywhere + multiple handymen covering messy places (I have them only clean trash as gardens get watered with the rain, or I have one handy man that waters and the rest do trash.)

One thing I wish they had (in all versions 1-3) was a "Rehab" option that you could click on to your rides when their reliability starts to go down... especially coasters. If you build elaborate stations or if they interact with other rides or scenery (or go below ground level), you can't even save them and then delete and replace them with an exact copy, you have no choice but to rebuild.


"Yes... well... VICTORY IS MINE!"
LostKause's avatar

I don't know about RCT3, but one and two had a save track feature, if I recall correctly, SLFAKE.


All three versions have a "Save Track" feature. However, if you have a track integrated with other tracks or scenery (especially underground tunnels) you have to get rid of stuff, delete the track, put in a copy of the track, and then redo your scenery around it. Tunnels, if I recall correctly, are really a problem when it comes to this.


"Yes... well... VICTORY IS MINE!"
LostKause's avatar

I am sure that I recall an option to save scenery with your track.

The underground tunnels caused problems with me though.


Lord Gonchar's avatar

I believe the work-around is to dig trenches where the tunnels would be so that the track sits at ground level with the parts meant to be tunneled below ground level. Then delete the parts below ground level, raise the land and rebuild.

Super quick for simple undereground tunnels, less so for more complex tunneling.

And I'm with Krause. Just save the scenery with the track file.

Last edited by Lord Gonchar,

One method (which I did very rarely due to the tediousness) was to delete sections of the old ride at a time, build new ride to fill in those sections, and repeat.

But yes, a rehab option would be nice. Maybe have it so you have to close the ride, and then the reliability goes up over time based on how many mechanics are looking at it or something.

Timber-Rider's avatar

I found out something that is really irritating about the handymen in my rollercoaster tycoon2 game. If you click on a handyman, and check on his tasks, you should see how many gardens he has watered, or, how much trash he has swept, and you would think how many trash bins he has changed. Right?

Well, I looked at each of my parks, and I discovered that none of my handymen were changing the bins. Every one of them said 0 bins emptied. So, what is the point of having the bins if they are going to be vandalised or never changed? And, even when you have bins the guests just throw their trash on the ground anyways.

I'm just wondering if there is a glitch in my game, or if having handymen is just a pointless feature of the game to get you to spend your money, like building 11 first aid stands, and still 1,000 people walking around the park going I feel sick and won't use them.

Here is another thing I noticed. Just for the heck of it, I sometimes click on a guest who is arriving at the park, and sometimes they come into the park, and as soon as they pass the gate, they are either mad, or instantly have the exausted look on their face, and want to go home. Some pay to come into the park and turn around and leave. What's up with that?

My largest park is Magic Mountain, and I have made it quite large, and have over 7,000 guests. It's my favorite.

Last edited by Timber-Rider,
CoasterDemon's avatar

^One thing I always do is assign each handyman to about 5 squares of double wide walkway. So that's what, 5 - 4x4 sections on double wide walkway = 20 small squares (maximum) to keep clean per handyman. That's a general rule of thumb I use, but decrease the area for ride exits (lots of puke).

When people break benches and garbage cans, it's usually because the area is too crowded. See what's going on there, people may be getting lost. You may have to increase the ground area there. I always make walkways 2 wide (enough room to walk), but usually not more (the peeps will get lost then). Also, assign security guards to high traffic areas - I think they help with the breaking benches.

The Magic Mountain scenario has many confusing walkways, etc. I find the game to be low on intelligence; people start heading for a ride but will go back and forth continuously when they don't turn to continue on that path. Then you get lots of peeps breaking benches, getting mad, trying to "head to Revolution" (which is on the other side of the park) and end up wanting to "go home."

A friend told me RCT3 has some sort of increase in intelligence, but I haven't played that version enough to notice. I much prefer RCT2.

^One more thing - your park is getting crowded at 7,000, so people are going to get annoyed. The population will max out somewhere around 8 or 9 thousand.

Last edited by CoasterDemon,
Billy
Lord Gonchar's avatar

Best paths are single-wide.

If you're going to go wider peeps get stupid. Rather than two-wide side by side, make it three-wide and break the middle with flower beds, statues and stuff with a path piece connecting the two sides at each end of the beds/breaks (5-to-7 long each) - makes for better throughput, doesn't confuse the AI as much and looks most like big-park midways in the process.

I'm pretty sure that's how it goes, but my memory may be off. It's been a while.


ApolloAndy's avatar

Hell, you can even you two wide side by side, as long as you put fences between the paths so there's no crossover. As far as I can tell, the peeps only make decisions as intersections and have a semi-random algorithm to which turn they take, so the less intersections, the less confusion.


Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."

Lord Gonchar's avatar

Exactly.

You have to work at it if you want form and function in your RCT2 park.

The best working parks don't look good and the best looking parks dont play well. Takes some skill and every trick you can use to achieve both.


Timber-Rider's avatar

CoasterDemon said:
^One thing I always do is assign each handyman to about 5 squares of double wide walkway. So that's what, 5 - 4x4 sections on double wide walkway = 20 small squares (maximum) to keep clean per handyman. That's a general rule of thumb I use, but decrease the area for ride exits (lots of puke).

When people break benches and garbage cans, it's usually because the area is too crowded. See what's going on there, people may be getting lost. You may have to increase the ground area there. I always make walkways 2 wide (enough room to walk), but usually not more (the peeps will get lost then). Also, assign security guards to high traffic areas - I think they help with the breaking benches.

The Magic Mountain scenario has many confusing walkways, etc. I find the game to be low on intelligence; people start heading for a ride but will go back and forth continuously when they don't turn to continue on that path. Then you get lots of peeps breaking benches, getting mad, trying to "head to Revolution" (which is on the other side of the park) and end up wanting to "go home."

A friend told me RCT3 has some sort of increase in intelligence, but I haven't played that version enough to notice. I much prefer RCT2.

^One more thing - your park is getting crowded at 7,000, so people are going to get annoyed. The population will max out somewhere around 8 or 9 thousand.

Actually, my park rating on my park with 7,000 guests is above 700. A majority of the guests are happy. I think, what I am going to do in the future is build areas with just benches and trash barrels and place a handy man and security guard in each spot. That way I don't have to hunt for the benches to fix them. I will know exactly where they are. I also find that lengthy ride exits with benches and barrels don't get smashed as much as those on the main paths, that's with a no entry sign at the end of the path.

The only problem with that is, they can get pukey. But, it seems even if you put the first aid stand in an area where there is a lot of intense rides, the guests don't use them. I think that's pretty lame. If you are going to have sick guests and first aid stands the game should be smart enough to tell the guest to go there. Kinda dumb.

Another thing that irritates me, is that some mechanics do not stay in their assigned work area. If there is a path near the station of a roller coaster, but not connected to it in any way, the Mechanic will somehow get on that path and end up wandering, and not fixing the rides in his work area. I put up fences, even lowered the ground, and the mechanic still manages to get on that path. I finally moved the path all together, and changed his work area, but, it seems like you shouldn't have to do that.

Last edited by Timber-Rider,
Raven-Phile's avatar

Yay. A wall of text. Was quoting his whole post really necessary? Just saying.

CoasterDemon's avatar

^But Josh, what I had to say is SOOO important ;) Had to be repeated.

I find when I leave walkways single wide, people really start complaining about over crowding. If I separate a double walkway with fence, that will help my overall situation? Seems that wouldn't look so good.


Billy
Lord Gonchar's avatar

Or you could just use my suggestion for a 3-wide, decorated midway broken up in the middle with flowerbeds, statues and such.


I would guess you delete the fences after you build the double wide path. They won't automatically connect and you no longer have a random fence in the middle of your walkway, just a green strip.


Original BlueStreak64

Lord Gonchar's avatar

That's actually another really good trick. And if the green bugs you, change the land under the path to something else. You can get quite decorative.


And here I thought the three-wide was my personal, patented technique.


My author website: mgrantroberts.com

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