Does anyone know some good indicators (or what raises) park value?
The obvious one is rides, coasters and stalls...
What about park entrance fee? Will keeping it down raise or lower park value? Will charging 10 cents for bathrooms raise or lower park value? It's pretty confusing.
I am working on SF Magic Mountain - my park value was over 830... then I had my rating at 999 - and its not dropping at all, then the park value started dropping below 700 quickly. I was adding small rides, stalls, restrooms, etc. It's pretty confusing here...
I also added extra handymen to cut grass only - does that help park value? Also added entertainers, security - the park stays very clean... whats the problem?
Nah. The game isn't nearly as complicated as you're making parts of it seem.
Park value is just a combo of rides and land. As rides get older they lose value.
Are there any "old" rides with horrid popularity/satisfaction or reliability? Instead of just always building new stuff in scenarios that require park value, you actually want to replace "old" attractions, possibly with bigger and better ones. Old rides will start bringing down your park value fairly quickly.
EDIT: Gonch beat me to it, yet again. That's been happening a bit lately.Last edited by maXairMike, Saturday, May 28, 2011 6:47 PM
^I'm still in the first year of Magic Mountain!? It seems August is the big 'hit' month. (edit - why would park value drop so fast in the first year operation of 'old' rides?)
^^I figured out I was making it more difficult than it was. I had a new Colossus (much higher E and lower I and N) as well as a new Deja Vu and Revolution - all higher E, lower E and N. And all with higher capacity and on ride photos available. I replaced all that, removed Viper, X, Goliath and Psyclone - replaced them with coasters that were higher E and lower I and N.... it seems futile with the SFMM scenario.
So all the other stuff, entrance fee, free bathrooms, cheap pop, don't affect park value? I'm a little lost :)Last edited by CoasterDemon, Saturday, May 28, 2011 7:04 PM
In the game 'park value' is just a measure of worth. It has nothing to do with your cash (that would be included in company value) or the 'value' represented to peeps.
It's been quite a while, but if I remember correctly, the rides are already there when you start that scenario. Do they begin 'old' when you start? (not really sure, don't remember well, taking a stab)
^All the coasters start as new - opened "this year" at the start of the scenario.
I'm remembering that much of RCT2 is figuring out the quirks of the game, as opposed to how the way things work in the real world.
What the game is telling me is that my park value drops over $100,000 in about August of the first year. That's with a consistent park rating of 999, a bit confusing.
you actually want to replace "old" attractions, possibly with bigger and better ones
If you want to keep value (and profits) up, I would demo a ride and build the exact same one when it drops in popularity. Why drop the Merry Go Round price from $3 to $1 so people will ride? Just build a new one in the exact same spot. It'll pay itself off, and your rides will always be "new."
^There are no ride prices in many of the parks. Like SFMM that I am working on.
If Park Value is the major concern and money isn't, replacing the same ride with a new version will help a lot.
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."
^A new better version that is ;) The Revolution that comes with the SFMM scenario does like 1100 pph, mine does like 2400 pph.
The thing about the SFMM scenario is that you don't have the money to replace big coasters the first year, yet the park value drops like $150,000 come August...
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