The worst “its a trap” i had was when I accidentally put a no-entry sign the wrong way on a big coaster with a long exit path, so even the “highlight path issues” couldn’t show me the problem.
that happened to me as a kid. i thought i had made a genius design. i went to take a shower. when i came back, my park that was near completion was now near 0% happiness because of the dumbass ai. i was so pissed i had my parents return the game.
Mine will always be building a great building and wanting to admire it from a different angle only to find out the isometric view's been playing tricks on me again and I've placed the roof somewhere else entirely, needing me to start all over again. Learning the CTRL shortcut (embarrassingly late, admittedly, took me years) has helped a lot but it still trips me up sometimes.
I actually wanted to include that before I wrote the script, but after I had uploaded the video I realized I forgot to include it, so maybe for the sequal if I make one.
Imagine this on top of that: You spend hours on a structure, realize you messed up, then spend more hours doing it right, then just as you're almost done, your neighborhood suffers a power outage and you have to start all over again. I was not pleased.
I find it annoying that nauseous guests don't always have the sense to use a first-aid room I conveniently put right next to the exit of the higher nausea rating coaster, or even just _sit down!_
First aid rooms are the only stalls guest won’t seek out when in need. I have discovered putting the first aid rooms with the entrance facing the ride exit is the best way to get guests to use it when in need.
My list when I played as a kid (So RCT1): - Trying to destroy path but guests keep walking on it is one - Flowerbeds are always dead - Realizing all my handymen have been mowing the lawn for months - Bobsled crashes - Accidentally raising the ground/water too much, wasting a small fortune - Trying to right-click tiny scenery objects but destroying path instead - Trying to get a hold on Diamond Heights - Spending months of in-game time building a coaster, only for it to suck - Testing a log flume. It's. Just. So. Slow.
Annoying things: 1. When a Mechanic is sent to fix a broken ride, he takes his jolly good time getting to the ride in need. 2. Guests who just came into the park are in a foul mood, and some leave right after they came to your park. 3. Guests can't find rides in your park even if they are prominent. 4. Guests crowd a section of path and not branching out in other parts of the park.
Here's a few more: - Setting a zone for a staff member to patrol, but since zones are 4x4 grids they creep into queue lines where most staff members have no business. Guess where they will be spending 90% of their patrol time. Bonus points if you somehow manage to get a staff member onto a tile of path he can't leave because of his patrol zone. - Guests who want to leave the park, but who can't find the exit, so they wander up and down the same remote path forever, tanking the park rating (this was fixed in OpenRCT2 I believe). - Being tricked by the camera perspective to place decorations on the wrong tile, making a seemingly-nice structure that looks completely ridiculous when you rotate the camera. - Certain coaster types missing common track elements, such as the large steep-to-flat and flat-to-steep pieces for wooden coasters.
2:21 I was doing a new "no cheats" scenario play-through and I kept getting this same result at Amity Airfield. Always 2950-2999 guests by the deadline. My save file was 3 months out and I must have reloaded it a dozen times and I never broke 3000.
Amity Airfield is extra super shit though, with almost every ride option available selected for obscurity or difficulty of working in with the hardest objective to work to. you have half the thrill and gentle rides you would expect.
I'm not sure if this works or if it is a superstition of mine. I like to intentionally delay queues as an effort to keep guests stuck in lines and be counted toward the guest count. This way it delays the time for when a guest leaves. I do things such as using less trains/cars per train, increasing minimum wait time, and requiring a full load before the ride is allowed to start. Also keep using marketing. I agree, that scenario is ridiculous!
"It's a trap" hit me so bad one time, it was an exit path out over a lake and due to several nearby rides i built after the path without noticing it didn't connect, there was physically no way to connect the path. So I had about 500 guests on a path and only options were to drown them and destroy what remained of my park rating, or pick every single one up and place them on the ground. Took ages to place each and every one back down....
No man, didn’t you read what he said? There was PHYSICALLY NO WAY to do it! He couldn’t have move things out of the way or changed the landscape. The only choice was to drown 500 guests or to move em all one by one 🙄
there is a simple solution to that...give your mechanic a SMALL dedicated area to walk on, with the exit building of the respective ride(s) on his path. I am surprised that this still annoys people, since its quite easy to avoid that problem...
#11 for me would be handymen walking back and forth in a queue line while the path right outside it is completely covered in vomit. I have had this happen far too many times especially when you set zones for handymen. The AI can be so buggy at times.
I was so excited to learn that the heartline coaster has sprites for turn, You can make much more interesting and reasonable layouts with that coaster when you can hack in turns!
I find the more annoying thing about no-upstop rides is less that they go flying and more that their speed has to be perfectly micromanaged. They can go flying but they can also grind to a halt out of nowhere for the same exact reason.
I noticed throughout the years also that can be annoying is how the fairground organ style on the Merry Go Around always seems to overlap any other music nearby, I sometimes have to end up having to turn that music off for that reason.
Hahah, you nailed this one! I think I’ve experienced all of these at some point… my personal most disappointing one is the rollercoaster coming out with 14 intensity. I get how to make coaster now, but as a kid I just wanted to make the craziest stuff I could and people hated it almost every time, hahah. Didn’t stop me though!
the aging rides mechanism is the most annoying thing on this game ever! You make a beautfull big great hi stats expensive cutting edge roller coaster and soon it will atract pretty much noone because it has over 2 years. to make things worse, you need to demolish the entire thing and and build it all over again instead of just giving it a new collor as they do in real life. this game mechanism should have been removed in rct classic.
@@MegaXxfirexx Oh I see. That's actually a very sensible and practical mod. Does it cost $$ to refurbish a ride? I'd imagine it does, but hopefully it's not too much and ends up paying for itself. Thanks also for the response!
@@jefffinkbonner9551 I unfortunately don't remember it's been awhile since I last played open rct if I had to take a guess it might cost the same amount the ride costs if not then its free
Handymen just continuously deciding to be wandering off elsewhere away from high-vomit areas is a particular pet peeve. Even when you give them small areas to patrol, they always seem to just hang out away from where you need them.
11.- In order to make a pretty park you decide to some pathways two tiles or even three tiles wide for the same of symmetry or aesthetics, only to find out that guests are getting lost in these wider pathways all the time.
Paths over water - trying to update them without drowning guests, deleting some scenery and accidentally deleting a path, the fact that guests can walk out on the blinking path segment you haven’t built yet then fall through and drown.
On #4 - I remember years ago in the RCT subreddit, Valdair failed a scenario by ONE. SINGLE. GUEST. That post sticks in my memory and makes me nervous every time.
Roller Coaster Tycoon 1: Having to manually remove “mow the lawn” tasks from your handymen. (Although I usually dedicated 1 or 2 to ONLY the lawn just because I like the way it looks : )
Regarding #4: So close... I don't know if it's considered a cheat, but I turn on the Open RCT2 feature to allow "scenario goals to be finished early", because to me, if the goal is to get 3000 guests in two years, and I can do it in one, then it doesn't matter if something hypothetically goes wrong and I don't have the 3000 guests at the end of year two: I already beat the goal, and I did it ahead of schedule, which is arguably harder to do than completing it normally.
Nacro post but I'd argue due to the park rating requirement, it isn't actually harder to achieve it earlier. (you have to either time advertising near the deadline or keep the guests inside with good park rating) Since both OpenRCT2 and RCT Classic have fast forward, my version of this is meeting the deadline and just fast forwarding.
Your park has received an award for being "The park with the most confusing layout" Despite it being a Single wide grid pattern on a 255x255 map (this one irks me)
I HATE scenarios where you have to charge per ride. I enjoy playing with money turned on, but I have no interest in babysitting all of my ride prices as they age.
1. ...Or NEVER use that type of ride. 2. That's what patrol zones (The blue footsteps icon in the corner of the handyman windows) are for. Use them. 3. Keep all paths connected and this shouldn't be a problem. 4. Save often, and (unless marketing is forbidden in that scenario), use the marketing options often and early (i.e. not waiting til the last minute) too. 5. Don't be greedy. Price the rides at the Excitement rate truncated (NOT rounded) to the dime, and not a penny more. 6. Only way to cope is to either delete each path square slowly, or get the pincers out. 7. Only way is to slow it down, and, if banking turns are available, use them. 8. Another reason to research ONLY stalls/shops at maximum rate (NEVER use a lower rate, period) until both the info kiosk and ATM are available. BOTH are critical components. 9. This goes hand in hand with the necessity of an ATM, and shops and stores. And the Info Kiosk! Max out the price of umbrellas if rain is in the scenario!!!! At an obscenely high price, no one will buy them until it rains anyway, so no lost sales there. If you must, charge a dime (and no more) for bathrooms, and only if you are desperate for money. 10. I saw your review of the Heartline Twister Coaster, so I agree with you. Don't use this one, ever.
3:20 "The problem is if you delete the path, they'll get lost in the grass..." -->Ignores the ~dozen guests now helplessly drowning almost entirely out of view behind the queue line.
The vomit problem is easy enough to deal with. I simply assign patrol areas for all staff. One of the most annoying things for me is when you build duelling coasters, but for some reason 90% of guests queue for only one of them, while the other sends out half-empty trains.
I encountered the trap guests one the other day. I had no idea why my park rating was at zero considering I had the entire paths clean and kept building rides. Then I realised I deleted a section of path and guests were trapped at the ride exit 700 guests left my park at once and it crashed the game
It’s situations like #2 where I pull out the Security Guard temporarily. I have them patrol the area to prevent anymore damage while the Handymen clean everything up. It takes a while for all that puke to be swept up after all. If the guard save any combination of path accessories that are worth $60 or more in total, then that guard earned themselves in. It’s probably not likely they’ll reach that total, but they’ll at least prevent any further damage to the park rating. Of course, a good set of Handymen patrolling near puke machines can help prevent this, but it’s good to have a backup plan that prevents you from ending up having to load your game to months ago.
The most annoying thing in the game for me by far are guests who don't go on rides before they leave because they have a short attention span. This is extremely bad in Pay for Ride scenarios because you can't make profit off of them whatsoever. At least in Pay for Park scenarios you get the guaranteed income from park entry.
2:15 if its getting close, I just put a one way sign to prevent people from leaving and hope that there is a enough time to attract more guests before the rating gets effected.
Also I actually know what the Heartline coaster doesn’t have good excitement. It’s Becuase it doesn’t have lateral G’s which isn’t meant to have any in the first place.
#11 The message that you should raise the entrance fee. but then guests spawning don't even have enough money to enter the park. #12 You made an amazing spagetti ball coaster, but there is just no way you can connect it back to the station.
You've put a lot of creativity in the wordplay for this one, really fun! (as a fellow Dutchie it's extra cool to see your growth in speaking and writing English)
The "I'm not paying that much for.." is probably top shelf for me. Can't explain how annoying it is having to check your rides/lines for such a thing. And maybe the group that manages OpenRCT2 should give the heartline a small bump toward its excitement stat.
Marcel asked it before, I repeated the question before, and I'll repeat it again: What exactly did the Heartline do to Chris Sawyer for him to punish it with the worst stats in the game for a rollercoaster?
I mean. We've all seen it...but have we truly contemplated it? That machine is a thing of nightmares. Just imagine going back in time maybe 300 years and trying to explain it to them.
I can see a series of 10 videos (or just another one like this) coming on methods you can use to address these issues (although I know you've touched on some of them already, but it would be nice to see how to address them too, in your usual educational style).
The game pairing path and queue line colours together is legitimately annoying if you want green queue lines but normal grey pavement you have a ton of toggling to do all the time. Not really an annoyance but a QOL I wish the game had is some way to automate placing down of benches, trash cans and lamps. It's nice to have the paths not look so barren but unless you make a point to always do it whenever you build a new path you have a lot of fiddly work ahead. Another one would be to have some sort of UI element on ride stats to show when you have failed to meet a stat req.
Annoyance 11: a ride crashes that isn’t the bobsled or water dingies, and you have no idea what went wrong or why. Then it crashes again an hour later.
One that happens more when the parks get bigger: a guest is lost because they haven't reached the ride they wanted yet... because they're TIRED and need a break, so the extra time to get there counts it as "lost".
On the subject of point 1. Some years ago you made a video where you showed the link between guest's weight and the clothes they wear. If a guest buys a shirt in a stall, does the guest's weight change too? If so, you could pick the color to either decrease or increase the likelihood of a crash as in 1.
There is no such link between weight and clothes. In that video I used a custom version of the game where the clothes of the guests corresponded to their weight the moment they spawned because it made the video a lot more clear.
When guests get stuck/lost/generally miffed because of transport rides. Especially if you try to get fancy with said rides and/or don’t know that transit rides to get to separated parts of a park is a baaaaad idea
Accurate as hell. Lol, also to avoid the vomit thing, I use markers on every handymen and I overlap them constantly. It helps. Also I turn off the “ mow the lawn” part and they focus on pathways more
Regarding "it's a trap": If the guests are trapped on a small path, how is the information of their displeasure able to translate into the park rating? They can't leave to find someone to complain to, they're trapped. RCT2 was also released before cell phones were super-prevalent, so it would seem unlikely that they were calling or texting park management or whatever authority issues the rating. I guess these guests must have some form of telepathy. Too bad they seem unable to teleport themselves out of unfavorable situations.
How about making a cool open plaza out of path and then realizing that the guests can't navigate anything but straight lines. Everyone is lost and there goes my park rating. I just wanted to reduce over crowding!!!
Here's one more annoying thing for you: falling just short of a ride's minimum length requirement, especially on a ride that needs to fit in a specific area.
Sometimes when you build an extremely dense park it’s nearly impossible to see what you are doing because so many other rides are in the way. Also when the isometric camera makes it seem like paths are connected when they are actually not.
I hate how the camera angle works. I have issues with connecting paths and placing basically anything because of it. I have no clue how others build beautiful parks with complicated scenery
this would be really useful, just something like "Steel Coaster 1 hasn't had any riders for a while" or maybe "Many guests are complaining about the cost of Steel Coaster 1, consider lowing the price" the same way it tells you about guests saying the entrance fee is really good value
"I can't afford Marcel's Giant Woody." See also: "Marcel's Giant Woody looks too intense for me." "I want to get off Marcel's Giant Woody." "I'm not hungry." "I feel sick."
My top 2 annoying things are actually changes made from RCT1 to RCT2. Different cars are no longer upgrades, rather their own seperate rides. And the junior coaster no longer has steep slopes.
My #1 would be coaster crashes. Either because of brake failures which aren't preventable even if you inspect rides every 10 minutes, or because you get something like "restraints stuck closed" when a train has just entered the station and suddenly stops instead of driving through to the front of the station to make room for other trains, causing the next train to crash into it.
For brake failures, I hear that it can help prevent those if you add a brake piece right before the station on rollercoasters, so that even if the train's brakes fail, the piece should catch them. But I'm not sure how well it actually works
Designing the ride so that trains go home at low speed also works. I learned to always do that the first time I played through RCT1. Having the exit at the rear of the station, and pinning a mechanic there, also works, though not perfectly.
@@SpyroForLife In the event of a brakes failure, _all_ brakes apart from block brakes fail. According to some reports from RCT1, adding brake sections can reduce the odds of a brakes failure happening (as can using shorter trains), but your added brakes alone won't save you in the event of a failure.
@@SpyroForLife That's how it used to work in RCT1, I remember using that trick as a kid, but in OpenRCT2 for some reason when brakes fail, it just means all brakes fail, not just station brakes.
"Get off my lawn" can be solved by slower removal of the pathway. Your "Ghost path" actually functions as a pathway for guests that are already on it, and guests will pathfind with it. I think it can even support guests airborne and prevent falling.
To combat the vomit issue, when I build a coaster or anything with a high intensity or nausea rating I build a bathroom next to the exit. I also assign handymen to that area.
The overall path finding IQ of guests is frustrating, especially as that demotivates to play a real life park scenario, because of their boulevard tier of pathing. Or a park, in RCT1 with similar issues, like Evergreen Gardens with their extensive paths.
I HATE discovering a broken path in a detailed park where the layout is so compact and intricate that the visual noise just hides the problem from me for most of a play through!
Barfy paths are bad, but not nearly as bad as they were back in "Theme Park" where guests walking past vomit had a chance to vomit themselves and so a small path with a few vomit puddles on it could cause a huge vomit title wave to rip through the entire park. At least, that's how I remembered it.
In a similar vein to Get Off my Lawn!, I once started a park where I had a big main entrance plaza with stalls and such, but even though they were all in a large square in direct line of sight to the exit, my park rating plummeted because nobody could find the exit even with information kiosks. I'll never quite understand how that happened.
Due to the isometric view, I once only _thought_ I placed an exit directly onto existing path.. a while later I found I was actually dropping guests off a cliff. Whoops!
Great video! It made me super nostalgic. What I was thinking would be neat though is that if you combined this with your more educational content and provided a way to solve these common grievances with the game. Like the mouse ride for example, a simple solution would be to hire a handy man to patrol just the outside of the ride with the footpath tool. Just a thought, keep up the great work!
“You must be this tall to ride on Marcel’s Giant Woody”
Based
Hope I'm tall enough
Marc overmars all over again
0_0
“I want to get off Marcel’s Giant Woody”
The worst “its a trap” i had was when I accidentally put a no-entry sign the wrong way on a big coaster with a long exit path, so even the “highlight path issues” couldn’t show me the problem.
Better than accidentally forgetting to put path to an underground exit... or is it?
@@nonna_sof5889If they fall into the void, their bad mood doesn't ruin my park value
that happened to me as a kid. i thought i had made a genius design. i went to take a shower. when i came back, my park that was near completion was now near 0% happiness because of the dumbass ai. i was so pissed i had my parents return the game.
I'm not paying that much for Marcel's Giant Woody.
Marcel's Giant Woody just isn't worth as much as it used to be.
I can't afford Marcel's Giant Woody
Marvel’s Giant Woody looks too intense for me
Marcel’s Giant Woody makes me vomit
Hey Beavis, this is like the coolest ride we’ve ever been on… heheheheheheheh!
Mine will always be building a great building and wanting to admire it from a different angle only to find out the isometric view's been playing tricks on me again and I've placed the roof somewhere else entirely, needing me to start all over again.
Learning the CTRL shortcut (embarrassingly late, admittedly, took me years) has helped a lot but it still trips me up sometimes.
I actually wanted to include that before I wrote the script, but after I had uploaded the video I realized I forgot to include it, so maybe for the sequal if I make one.
Imagine this on top of that: You spend hours on a structure, realize you messed up, then spend more hours doing it right, then just as you're almost done, your neighborhood suffers a power outage and you have to start all over again. I was not pleased.
Oh gods, if I had a nickel for every time that's happened to me..
I find it annoying that nauseous guests don't always have the sense to use a first-aid room I conveniently put right next to the exit of the higher nausea rating coaster, or even just _sit down!_
Or even to vomit into a trash can... I get that you guys are about to vomit your guts out, but come on!
I mean that sounds pretty realistic, to be honest with you.
@Jeff Buckley I usually do!
Or at least hurl off to the side into the grass! I hear lawnmowers are as effective at removing piles of puke as dry push brooms.
First aid rooms are the only stalls guest won’t seek out when in need. I have discovered putting the first aid rooms with the entrance facing the ride exit is the best way to get guests to use it when in need.
My list when I played as a kid (So RCT1):
- Trying to destroy path but guests keep walking on it is one
- Flowerbeds are always dead
- Realizing all my handymen have been mowing the lawn for months
- Bobsled crashes
- Accidentally raising the ground/water too much, wasting a small fortune
- Trying to right-click tiny scenery objects but destroying path instead
- Trying to get a hold on Diamond Heights
- Spending months of in-game time building a coaster, only for it to suck
- Testing a log flume. It's. Just. So. Slow.
GODDAMN, some of those hit too close to my home!
Accidentally blowing $300 on raising/lowering ground is my number one pet peeve
I had NO clue what to with Diamond Heights
most annoying thing is in the rct 1 (thankfully fixed on rct 2) handyman's default priority on mow grass
Annoying things:
1. When a Mechanic is sent to fix a broken ride, he takes his jolly good time getting to the ride in need.
2. Guests who just came into the park are in a foul mood, and some leave right after they came to your park.
3. Guests can't find rides in your park even if they are prominent.
4. Guests crowd a section of path and not branching out in other parts of the park.
Here's a few more:
- Setting a zone for a staff member to patrol, but since zones are 4x4 grids they creep into queue lines where most staff members have no business. Guess where they will be spending 90% of their patrol time. Bonus points if you somehow manage to get a staff member onto a tile of path he can't leave because of his patrol zone.
- Guests who want to leave the park, but who can't find the exit, so they wander up and down the same remote path forever, tanking the park rating (this was fixed in OpenRCT2 I believe).
- Being tricked by the camera perspective to place decorations on the wrong tile, making a seemingly-nice structure that looks completely ridiculous when you rotate the camera.
- Certain coaster types missing common track elements, such as the large steep-to-flat and flat-to-steep pieces for wooden coasters.
"Just looking at Marcel's Giant Woody makes me feel sick"
2:21 I was doing a new "no cheats" scenario play-through and I kept getting this same result at Amity Airfield. Always 2950-2999 guests by the deadline. My save file was 3 months out and I must have reloaded it a dozen times and I never broke 3000.
Amity Airfield is extra super shit though, with almost every ride option available selected for obscurity or difficulty of working in with the hardest objective to work to. you have half the thrill and gentle rides you would expect.
I'm not sure if this works or if it is a superstition of mine. I like to intentionally delay queues as an effort to keep guests stuck in lines and be counted toward the guest count. This way it delays the time for when a guest leaves. I do things such as using less trains/cars per train, increasing minimum wait time, and requiring a full load before the ride is allowed to start. Also keep using marketing. I agree, that scenario is ridiculous!
"It's a trap" hit me so bad one time, it was an exit path out over a lake and due to several nearby rides i built after the path without noticing it didn't connect, there was physically no way to connect the path. So I had about 500 guests on a path and only options were to drown them and destroy what remained of my park rating, or pick every single one up and place them on the ground. Took ages to place each and every one back down....
Couldnt you've just raised a little bit of land in the tile where your lab rats would've drown? Then work your way up to a path from down there
No man, didn’t you read what he said? There was PHYSICALLY NO WAY to do it! He couldn’t have move things out of the way or changed the landscape. The only choice was to drown 500 guests or to move em all one by one 🙄
#6 I like how the guy right next to the path pulls out his map, just to then wander in the other direction. Classic.
Surprised the “station brakes failure” wasn’t on the list!
The fact that mechanics sometimes get stuck and will never fix your ride is annoying, but, even worse, is that they don't pass on the task.
there is a simple solution to that...give your mechanic a SMALL dedicated area to walk on, with the exit building of the respective ride(s) on his path. I am surprised that this still annoys people, since its quite easy to avoid that problem...
Marcel's Giant Woody is too scary for me!
Hahahaha, that was exactly where my eye fell on... I keep it with the ingame Woody :D
#11 for me would be handymen walking back and forth in a queue line while the path right outside it is completely covered in vomit. I have had this happen far too many times especially when you set zones for handymen. The AI can be so buggy at times.
I was so excited to learn that the heartline coaster has sprites for turn, You can make much more interesting and reasonable layouts with that coaster when you can hack in turns!
It's not even really unrealistic-there were heartline prototypes with turns in them.
#11 - Drowning guests reduces your park rating, even though the RCT gods require you drown a guest every year
I heard sacrificing guests to the VOID works just as well.
That's why you drown the entertainers
I find the more annoying thing about no-upstop rides is less that they go flying and more that their speed has to be perfectly micromanaged. They can go flying but they can also grind to a halt out of nowhere for the same exact reason.
I noticed throughout the years also that can be annoying is how the fairground organ style on the Merry Go Around always seems to overlap any other music nearby, I sometimes have to end up having to turn that music off for that reason.
I kinda love that song and play it all over my park because they will sync up and play together. It is the sound of roller coasters in my mind
No one who has played Roller Coaster Tycoon doesn't have the merry go round theme ingrained into their brains.
at this point I just turn it off before even opening it
Yeah but can we agree that the Dodgems Beat 1 is better than any techno or EDM music that has come out in the last 22 years??
@@jefffinkbonner9551 As an avid fan of EDM, yes.
Hahah, you nailed this one! I think I’ve experienced all of these at some point… my personal most disappointing one is the rollercoaster coming out with 14 intensity. I get how to make coaster now, but as a kid I just wanted to make the craziest stuff I could and people hated it almost every time, hahah. Didn’t stop me though!
1:44 Oooh I hate when that happens. Luckily I always make sure to connect a path from the exit to the main path! Thx for the reminder!!
the aging rides mechanism is the most annoying thing on this game ever! You make a beautfull big great hi stats expensive cutting edge roller coaster and soon it will atract pretty much noone because it has over 2 years. to make things worse, you need to demolish the entire thing and and build it all over again instead of just giving it a new collor as they do in real life. this game mechanism should have been removed in rct classic.
Yeah, I’m glad with the refurbish feature in open RCT2
@@Mopsie There's a refurbish feature? I can't seem to remember that one. Maybe I never noticed it or knew what it did as a kid.
@@jefffinkbonner9551 open rct2 is a mod for rct2 hence why you never saw it
@@MegaXxfirexx Oh I see. That's actually a very sensible and practical mod. Does it cost $$ to refurbish a ride? I'd imagine it does, but hopefully it's not too much and ends up paying for itself.
Thanks also for the response!
@@jefffinkbonner9551 I unfortunately don't remember it's been awhile since I last played open rct if I had to take a guess it might cost the same amount the ride costs if not then its free
Handymen just continuously deciding to be wandering off elsewhere away from high-vomit areas is a particular pet peeve. Even when you give them small areas to patrol, they always seem to just hang out away from where you need them.
There should be a way to prevent them from entering queue path where there's never anything to clean (under normal circumstances)
11.- In order to make a pretty park you decide to some pathways two tiles or even three tiles wide for the same of symmetry or aesthetics, only to find out that guests are getting lost in these wider pathways all the time.
Paths over water - trying to update them without drowning guests, deleting some scenery and accidentally deleting a path, the fact that guests can walk out on the blinking path segment you haven’t built yet then fall through and drown.
It would be cool if you can get dummies in the rollercoaster to test with minimum and maximum weight.
On #4 - I remember years ago in the RCT subreddit, Valdair failed a scenario by ONE. SINGLE. GUEST.
That post sticks in my memory and makes me nervous every time.
I lost a very difficult scenario by less than a second
Roller Coaster Tycoon 1: Having to manually remove “mow the lawn” tasks from your handymen.
(Although I usually dedicated 1 or 2 to ONLY the lawn just because I like the way it looks : )
Regarding #4: So close...
I don't know if it's considered a cheat, but I turn on the Open RCT2 feature to allow "scenario goals to be finished early", because to me, if the goal is to get 3000 guests in two years, and I can do it in one, then it doesn't matter if something hypothetically goes wrong and I don't have the 3000 guests at the end of year two: I already beat the goal, and I did it ahead of schedule, which is arguably harder to do than completing it normally.
Nacro post but I'd argue due to the park rating requirement, it isn't actually harder to achieve it earlier. (you have to either time advertising near the deadline or keep the guests inside with good park rating)
Since both OpenRCT2 and RCT Classic have fast forward, my version of this is meeting the deadline and just fast forwarding.
Your park has received an award for being "The park with the most confusing layout"
Despite it being a Single wide grid pattern on a 255x255 map (this one irks me)
I love that it's an award, so condescending lol
3:14 there is an easy fix for this though: Just place a one way sign on it and wait a few minutes. Wont help with staff sadly.
that or close the ride before deleting it
@@TheMrTangamandapio Also a good idea
I HATE scenarios where you have to charge per ride. I enjoy playing with money turned on, but I have no interest in babysitting all of my ride prices as they age.
"I'm not walking 20 feet to my left to get back on that plainly visible path!"
1. ...Or NEVER use that type of ride.
2. That's what patrol zones (The blue footsteps icon in the corner of the handyman windows) are for. Use them.
3. Keep all paths connected and this shouldn't be a problem.
4. Save often, and (unless marketing is forbidden in that scenario), use the marketing options often and early (i.e. not waiting til the last minute) too.
5. Don't be greedy. Price the rides at the Excitement rate truncated (NOT rounded) to the dime, and not a penny more.
6. Only way to cope is to either delete each path square slowly, or get the pincers out.
7. Only way is to slow it down, and, if banking turns are available, use them.
8. Another reason to research ONLY stalls/shops at maximum rate (NEVER use a lower rate, period) until both the info kiosk and ATM are available. BOTH are critical components.
9. This goes hand in hand with the necessity of an ATM, and shops and stores. And the Info Kiosk! Max out the price of umbrellas if rain is in the scenario!!!! At an obscenely high price, no one will buy them until it rains anyway, so no lost sales there. If you must, charge a dime (and no more) for bathrooms, and only if you are desperate for money.
10. I saw your review of the Heartline Twister Coaster, so I agree with you. Don't use this one, ever.
3:20 "The problem is if you delete the path, they'll get lost in the grass..."
-->Ignores the ~dozen guests now helplessly drowning almost entirely out of view behind the queue line.
I, too, can’t afford Marcel’s Giant Woody, random guest.
The vomit problem is easy enough to deal with. I simply assign patrol areas for all staff.
One of the most annoying things for me is when you build duelling coasters, but for some reason 90% of guests queue for only one of them, while the other sends out half-empty trains.
I encountered the trap guests one the other day. I had no idea why my park rating was at zero considering I had the entire paths clean and kept building rides. Then I realised I deleted a section of path and guests were trapped at the ride exit
700 guests left my park at once and it crashed the game
Lol it crashed?
It’s situations like #2 where I pull out the Security Guard temporarily. I have them patrol the area to prevent anymore damage while the Handymen clean everything up. It takes a while for all that puke to be swept up after all. If the guard save any combination of path accessories that are worth $60 or more in total, then that guard earned themselves in. It’s probably not likely they’ll reach that total, but they’ll at least prevent any further damage to the park rating.
Of course, a good set of Handymen patrolling near puke machines can help prevent this, but it’s good to have a backup plan that prevents you from ending up having to load your game to months ago.
The Vomit Slip n’ Slide is what taught me to use handyman patrol grids.
The most annoying thing in the game for me by far are guests who don't go on rides before they leave because they have a short attention span. This is extremely bad in Pay for Ride scenarios because you can't make profit off of them whatsoever. At least in Pay for Park scenarios you get the guaranteed income from park entry.
OK but there is something even more annoying in rct1: Handymen were mowing grass on default 🤯
2:15 if its getting close, I just put a one way sign to prevent people from leaving and hope that there is a enough time to attract more guests before the rating gets effected.
#11 having a ride break down, and the mechanic that gets called is at the other end of the freaking universe.
2:49 LOL - Guests thinking about Marcel's Giant woody - I'm not paying that much to go on Marcel's Giant Woody
Also I actually know what the Heartline coaster doesn’t have good excitement. It’s Becuase it doesn’t have lateral G’s which isn’t meant to have any in the first place.
It does actually get lateral G's in heartline twists.
@@MarcelVos That is true for the cars, but not for the track itself
#11 The message that you should raise the entrance fee. but then guests spawning don't even have enough money to enter the park.
#12 You made an amazing spagetti ball coaster, but there is just no way you can connect it back to the station.
You've put a lot of creativity in the wordplay for this one, really fun! (as a fellow Dutchie it's extra cool to see your growth in speaking and writing English)
You could really hear the PTSD in his voice when he was talking about the guests getting lost when deleting paths.
This is peak RCT content ❤️ great video dude!
You and Marcel: 😎😎😎😎
@@TheWatchernator Ik, that just what I think of both of them
The "I'm not paying that much for.." is probably top shelf for me. Can't explain how annoying it is having to check your rides/lines for such a thing. And maybe the group that manages OpenRCT2 should give the heartline a small bump toward its excitement stat.
My problem is that guests can't find rides in the park despite having information kiosks selling maps at a good value
Marcel asked it before, I repeated the question before, and I'll repeat it again:
What exactly did the Heartline do to Chris Sawyer for him to punish it with the worst stats in the game for a rollercoaster?
Is it even possible to get over 5 excitement with a Heartline?
@@Wiimeiser By abusing excitement bonuses, yes
I mean. We've all seen it...but have we truly contemplated it? That machine is a thing of nightmares. Just imagine going back in time maybe 300 years and trying to explain it to them.
@@physetermacrocephalus2209 Uh... what?
I can see a series of 10 videos (or just another one like this) coming on methods you can use to address these issues (although I know you've touched on some of them already, but it would be nice to see how to address them too, in your usual educational style).
The game pairing path and queue line colours together is legitimately annoying if you want green queue lines but normal grey pavement you have a ton of toggling to do all the time.
Not really an annoyance but a QOL I wish the game had is some way to automate placing down of benches, trash cans and lamps. It's nice to have the paths not look so barren but unless you make a point to always do it whenever you build a new path you have a lot of fiddly work ahead.
Another one would be to have some sort of UI element on ride stats to show when you have failed to meet a stat req.
The plugin Benchwarmer for OpenRCT2 can place bins and benches for you.
@@galfisk Neat, thank you.
What about every guest getting lost on the same 2-3 tiles, on 2 tile wide paths, at the exact same time, for no aparant reason.
Annoyance 11: a ride crashes that isn’t the bobsled or water dingies, and you have no idea what went wrong or why. Then it crashes again an hour later.
In that case, it can actually be the _restraints stuck closed_ breakdown to blame. I've seen it happen.
"Guest 345 is lost and can't find the park exit."
*clicks on guest monitor*
Bullshit! You're heading right towards it!
I think the worst is the park value. Because it can take years to overcome and it's very annoying.
Marcel knew people like me would be more annoyed by the Comic Sans font than anything else in the video. Well played sir.
If it's a nauseous ride, those first aid stations are more significant than it seems.
One that happens more when the parks get bigger: a guest is lost because they haven't reached the ride they wanted yet... because they're TIRED and need a break, so the extra time to get there counts it as "lost".
A Heartline Coaster stole Chris Sawyer's wife, that's why he hates it so much and the stats are so bad.
On the subject of point 1.
Some years ago you made a video where you showed the link between guest's weight and the clothes they wear.
If a guest buys a shirt in a stall, does the guest's weight change too? If so, you could pick the color to either decrease or increase the likelihood of a crash as in 1.
There is no such link between weight and clothes.
In that video I used a custom version of the game where the clothes of the guests corresponded to their weight the moment they spawned because it made the video a lot more clear.
@@MarcelVos Right! I didn't remember that!
Thank you for the quick response
When guests get stuck/lost/generally miffed because of transport rides. Especially if you try to get fancy with said rides and/or don’t know that transit rides to get to separated parts of a park is a baaaaad idea
Accurate as hell. Lol, also to avoid the vomit thing, I use markers on every handymen and I overlap them constantly. It helps. Also I turn off the “ mow the lawn” part and they focus on pathways more
Regarding "it's a trap": If the guests are trapped on a small path, how is the information of their displeasure able to translate into the park rating? They can't leave to find someone to complain to, they're trapped. RCT2 was also released before cell phones were super-prevalent, so it would seem unlikely that they were calling or texting park management or whatever authority issues the rating.
I guess these guests must have some form of telepathy. Too bad they seem unable to teleport themselves out of unfavorable situations.
i like to imagine it's dozens of guests trapped on a single tile all screaming at the guests on the regular path just a few inches away
@@kackers That could be. If it were me though, I'd just stand there and point and laugh at them - see also "Get off my lawn."
“Something annoying happens that makes you rethink your entire life.”
🤣🤣🤣 That is golden! 🤣🤣🤣
How about making a cool open plaza out of path and then realizing that the guests can't navigate anything but straight lines. Everyone is lost and there goes my park rating. I just wanted to reduce over crowding!!!
Idk if its something im doing wrong but for me and im surprised you didnt mention this. Mechanics not fuxing rides!!!
Here's one more annoying thing for you: falling just short of a ride's minimum length requirement, especially on a ride that needs to fit in a specific area.
Sometimes when you build an extremely dense park it’s nearly impossible to see what you are doing because so many other rides are in the way. Also when the isometric camera makes it seem like paths are connected when they are actually not.
I hate how the camera angle works. I have issues with connecting paths and placing basically anything because of it. I have no clue how others build beautiful parks with complicated scenery
@@CTGrell Openrct2 has a translucent overlay that shows relative height when you place an object holding ctrl.
I wish OpenRCT2 would add a notification which would periodically appear if a ride has a completely empty queue line.
this would be really useful, just something like "Steel Coaster 1 hasn't had any riders for a while" or maybe "Many guests are complaining about the cost of Steel Coaster 1, consider lowing the price" the same way it tells you about guests saying the entrance fee is really good value
"I can't afford Marcel's Giant Woody."
See also:
"Marcel's Giant Woody looks too intense for me."
"I want to get off Marcel's Giant Woody."
"I'm not hungry."
"I feel sick."
*Bobsleds Fly Off Tracks and Explode
Marcel - "I suppose that is a good motivator for your guests to stay in shape"
Hilarious 😂
The ATM should already be unlocked when you start any new game anyway. It's stupid that it's not
My top 2 annoying things are actually changes made from RCT1 to RCT2. Different cars are no longer upgrades, rather their own seperate rides. And the junior coaster no longer has steep slopes.
2:33 - Marcel's Giant Woody 🤣🤣🤣🤣🤣
I hope RCT2 never vanishes from this earth. I love it.
My #1 would be coaster crashes. Either because of brake failures which aren't preventable even if you inspect rides every 10 minutes, or because you get something like "restraints stuck closed" when a train has just entered the station and suddenly stops instead of driving through to the front of the station to make room for other trains, causing the next train to crash into it.
For brake failures, I hear that it can help prevent those if you add a brake piece right before the station on rollercoasters, so that even if the train's brakes fail, the piece should catch them. But I'm not sure how well it actually works
Designing the ride so that trains go home at low speed also works. I learned to always do that the first time I played through RCT1.
Having the exit at the rear of the station, and pinning a mechanic there, also works, though not perfectly.
@@SpyroForLife In the event of a brakes failure, _all_ brakes apart from block brakes fail. According to some reports from RCT1, adding brake sections can reduce the odds of a brakes failure happening (as can using shorter trains), but your added brakes alone won't save you in the event of a failure.
@@SpyroForLife That's how it used to work in RCT1, I remember using that trick as a kid, but in OpenRCT2 for some reason when brakes fail, it just means all brakes fail, not just station brakes.
Marcel's Giant Woody is too intense for me! 😂
"Get off my lawn" can be solved by slower removal of the pathway. Your "Ghost path" actually functions as a pathway for guests that are already on it, and guests will pathfind with it. I think it can even support guests airborne and prevent falling.
I like how you can't help but get a little bit angry with the "get off my lawn" bit.
To combat the vomit issue, when I build a coaster or anything with a high intensity or nausea rating I build a bathroom next to the exit. I also assign handymen to that area.
I had #3 happen to me live on stream yesterday, it was not good time but I got a good laugh out of it! 😅 Great video.
The overall path finding IQ of guests is frustrating, especially as that demotivates to play a real life park scenario, because of their boulevard tier of pathing. Or a park, in RCT1 with similar issues, like Evergreen Gardens with their extensive paths.
I HATE discovering a broken path in a detailed park where the layout is so compact and intricate that the visual noise just hides the problem from me for most of a play through!
Barfy paths are bad, but not nearly as bad as they were back in "Theme Park" where guests walking past vomit had a chance to vomit themselves and so a small path with a few vomit puddles on it could cause a huge vomit title wave to rip through the entire park. At least, that's how I remembered it.
I swear the "guests ignore ride intensity" cheat is the best thing ever put into the game
In a similar vein to Get Off my Lawn!, I once started a park where I had a big main entrance plaza with stalls and such, but even though they were all in a large square in direct line of sight to the exit, my park rating plummeted because nobody could find the exit even with information kiosks. I'll never quite understand how that happened.
Hmmm... Marcel's Giant Woddy...
I could feel Marcel's anger in 6. You've dealt that far too many times, haven't you?
Due to the isometric view, I once only _thought_ I placed an exit directly onto existing path.. a while later I found I was actually dropping guests off a cliff. Whoops!
Great video! It made me super nostalgic. What I was thinking would be neat though is that if you combined this with your more educational content and provided a way to solve these common grievances with the game. Like the mouse ride for example, a simple solution would be to hire a handy man to patrol just the outside of the ride with the footpath tool. Just a thought, keep up the great work!
1:45 - I love how unbothered the black t-shirt guy is at being trapped.
There should be a challenge or an award for "Most Vomit in the Park"
Has to be the never ending “I’m not going on Marcel’s Giant Woody, it isn’t safe” following the dreaded station brakes failure for me
it never seizes to amaze me just how much detail there actually is in this game
It is as if the handymen see a mess in the next tile of pathway and then head back the way they came, which is clean. They need too much supervision.