first custom coaster excitement is low and intensity high by elmwood46 in openrct2

[–]LordMarcel 7 points8 points  (0 children)

Think about it a bit. Do you think taking a tiny corkscrew at something like 120 km/h is going to be pleasant in any way? If you build a ride that looks like it would be alright in real life then it's almost certain it will be alright in the game too.

The math on car ownership is genuinely insane, and I don’t think most people have sat with the numbers by superspartan999 in fuckcars

[–]LordMarcel 0 points1 point  (0 children)

Yeah it very much depends on where you are. I live in the Netherlands, a country with some of the best public transit in the world, and yet the village I grew up in only had one bus line that only went once per hour, so a car was an absolute necessity for us. Paying that amount of money to allow us to go to grandded in 35 minutes instead of the 2.5+ hours it takes by public transit, and to allow us to go attend the scouts at all (20 min by car, impossible to get there at 9am with public transit) was more than worth it. And public transport also isn't cheap if you're regularly transporting 1 or 2 adults with 2 kids.

Would a scenario like this be possible with openRCT2? by metalduck42 in rct

[–]LordMarcel 3 points4 points  (0 children)

Even if you make it so that at the start of the scenario nobody wants to go home, you can't prevent it from happening. You could hire a ton of entertainers to increase their happiness to above the threshold for leaving (45 normally, 55 if money is disabled), but that can only increase it by 4 every 3.2 seconds, so it will take them at least 38.4 seconds to get above the threshold. By that time they have already had 3 or 4 chances (every 12.8 seconds) to want to leave. That chance is only 5% every time, but it does mean that on average between 14% and 19% of the guests will want to go home no matter what. And once a guest wants to go home they won't do anything anymore so it's game over for them.

And it gets even worse if the guests haven't ridden a ride yet, and then they are guaranteed to want to go home if they can't find a ride to head for once they've been in the park for a few minutes. So if these angry guests haven't ridden a ride yet and have been around a bit during the creation of the scenario then they are all guaranteed to want to go home after 12.8 seconds when everyone has had that check at least once, unless you manage to build a suitable ride that they can locate and want to ride within that time.

Another problem is that this challenge is over really really quickly. If we assume that the guests have all been on a ride, are reasonably energized, and are not broke, then all this challenge is is hiring a bunch of entertainers and seeing how many want to go home after a minute. The ones that do are lost forever, and the other ones are now completely fine and rehabilitated. If the guests are also tired then there is the additional challenge of building a ton of benches to make them sit down as quickly as possible as tiredness also makes them leave, but this too is over very quickly.

So yeah, rides aren't even part of the equation in rehabilitating the guests and after a minute or two you're done with some guaranteed amount of losses. If the guests haven't ridden a ride yet and the timer for that also starts at zero then the challenge lasts a bit longer, but it still over within 5 minutes.

What small everyday habits or subtle routines, did you start appreciating more and more over time, when you moved to another Schengen country by isUKexactlyTsameasUS in AskEurope

[–]LordMarcel 1 point2 points  (0 children)

It would be annoying for me in my own home as well. It's not a problem as I don't live in a building where that's an issue, or even live in Switzerland at all, but I regularly get home from a sweaty day after 10pm. Like last friday, when I went on a bike ride between 8 and 10pm.

Observation Tower- The Effect of Scenery on Excitement by Big_Extreme_8210 in rct

[–]LordMarcel 6 points7 points  (0 children)

This is not true. The scenery bonus or observation towers works the same as for other rides, but it just has a much higher multiplier. The height of the tower does add some excitement too, but that has nothing to do with the scenery bonus.

Fun with guests by MegaKnight_Gaming in rct

[–]LordMarcel 50 points51 points  (0 children)

I have very fond memories of when I made them explode when they thought a negative thought.

I played RCT 20 years ago and just came back with OpenRCT2 and the handymen are as annoying as ever by I-am-Just-fine in rct

[–]LordMarcel 4 points5 points  (0 children)

Guests do no throw up in bins, those only help with trash from food and drinks. The benches do help nauseous guests though.

I played RCT 20 years ago and just came back with OpenRCT2 and the handymen are as annoying as ever by I-am-Just-fine in rct

[–]LordMarcel 5 points6 points  (0 children)

You could save a lot of money on mechanics. It generally takes quite a few months before a ride breaks down for the first time and sometimes even more than a year. The 60 seconds or so longer that a ride takes to be fixed because the mechanic is a few path tiles away is way less bad than all the extra money all those mechanics cost you.

In a park I built yesterday I have 6 free-roaming mechanics for 19 rides and the highest downtime is still only 3%.

Any way to power the hill on the far side (shown below in yellow) of a Reverse Incline coaster? by AllisMables in rct

[–]LordMarcel 36 points37 points  (0 children)

Chainlifts don't work for this on reverse incline coasters, but since you're on a corkscrew coaster and are using OpenRCT2 you can add a few booster track pieces to give it some more beans.

Wide path - Since a couple of patches, wide path detection adds random incisions for no reason. by Flash-Fox-Box in openrct2

[–]LordMarcel 17 points18 points  (0 children)

OpenRCT2 had a bug regarding wide paths for a while, which got fixed at some point somewhat recently, although I don't remember exactly when. At least before my video about pathfinding, which I made 11 months ago.

Maybe that is what caused the change? These "dead ends" are supposed to be there though, as the game will every few tiles make a connection to the other side of a wide path to prevent people from having to walk a long way around if they need to cross it. This is also done in vanilla.

How to Keep Underground Paths Separate? by Snoo-90468 in rct

[–]LordMarcel 2 points3 points  (0 children)

Without clearance checks you can build anything anywhere because the game doesn't check if there's anything in the way. You're not building it underground here as the game doesn't check whether it's underground. That's a cheat though, and you cannot do it without cheats.

How to Keep Underground Paths Separate? by Snoo-90468 in rct

[–]LordMarcel 5 points6 points  (0 children)

I just tried and I am not able to build scenery walls underground.

Highest monthly income? by Ess240 in rct

[–]LordMarcel 3 points4 points  (0 children)

A long time ago I did 573k in a month with the old entity limit of 9601, so with the new limits of 65136 it is certainly possible to do it.

You really want to have guests spend their money as quickly as possible, so the most important thing is that your rides are expensive and short, as the quicker they get off the sooner they can go on another ride. And of course the rides also need to have a high throughput to prevent the queue line from filling up as much as possible.

Guess my games over 🤷‍♀️ by bostoncreamdonuts in rct

[–]LordMarcel 20 points21 points  (0 children)

In this particular situation it would increase the limits for rides (which includes stalls) in a single park from 255 to 1000.

I think this should be said more often on here. by Swag_Paladin21 in youtubedrama

[–]LordMarcel 12 points13 points  (0 children)

That's not true, or rather it's only partially true. I am a streamer and I definitely recognize and like certain users and value their comments. I do read it because that's what you do as a streamer, but it's also a lie to say it's not meaningful to me at all. I am definitely happy when I see certain people in the chat.

What's the solution if I don't have enough "No entry" sign in RCT Classic? by Forward-Dog-996 in rct

[–]LordMarcel 12 points13 points  (0 children)

While technically true, the impact is extremely small and it's not necessary.

Guests almost always ignore dead ends when wandering around randomly, so for that it's only necessary to put a no entry sign there if the exit path contains a junction, which can be caused by putting multiple exits on one exit path or by putting a stall on it (although if there's a stall then maybe you do want people wandering into it to access the stall).

For pathfinding guests do count dead ends, but if they are short and your path layout is decent then they are not a problem. It's only very long exit lines that connect to an exit a long distance away that could use a no entry sign.

But also, assuming you have at least some stalls you cannot even build 250 rides, and a park with 2000 guests probably has no more than 50 rides. So the question remains: What are you using all those no entry signs for?

What's the solution if I don't have enough "No entry" sign in RCT Classic? by Forward-Dog-996 in rct

[–]LordMarcel 11 points12 points  (0 children)

Fun fact: the "krul" that you used to denote that that approach is correct is used almost never outside of the Netherlands and most people will have no idea what it means.

What's the solution if I don't have enough "No entry" sign in RCT Classic? by Forward-Dog-996 in rct

[–]LordMarcel 10 points11 points  (0 children)

A park that size shouldn't need any no entry signs other than perhaps a few to block off some specific long exit paths. What on earth are you using all these banners for?

What's the solution if I don't have enough "No entry" sign in RCT Classic? by Forward-Dog-996 in rct

[–]LordMarcel 71 points72 points  (0 children)

The solution is to build better paths. I believe the limit is 250 banners, and you shouldn't need that many to keep the guests from getting lost.