Excitement: Difference between revisions

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Ride design is crucial for increasing Excitement. Adding variety to a ride, while decreasing parts that cause discomfort or boredom for the rider, will increase the excitement rating. Generally, rides that have sections that enter the ground are more exciting than rides that stay above-ground. Also, rides that have portions of it going over water will have higher excitement ratings. Rides that have lots of sections with high Positive and Negative G- forces or high Lateral G's will have lower excitement ratings; this is evidenced by many rides built that have very low Excitement Ratings while also having ultra-extreme [[Intensity]] ratings - the excessive G-Forces of the ride make the ride not enjoyable, and the excitement rating suffers. An intensity rating must always stay below 10, for the ride to stay exciting.
 
For non tracked rides, the basic excitement rating is set, but can be increased by the surroundings (scenery, rides, etc). In the ride operations menu, making the ride time longer (by increasing the number of swings, turns, the time limit etc) increases the excitement rating, but only by a small amount. In go karts, having more laps increases the excitement rating, but only by a bit.
 
Nearby scenery and theming can massively increase the excitement rating. It doesn't matter what kind of scenery you place, quantity counts. Nevertheless, If too much scenery (up to 48 items, depending on the ride) had been used, the excitement rating would stop increasing at some point. That does not work for indoor rides like the 3D Cinema.
 
For non tracked rides, the basic excitement rating is set, but can be increased by the surroundings (scenery, rides, etc). In the ride operations menu, making the ride time longer (by increasing the number of swings, turns, the time limit etc) increases the excitement rating, but only by a small amount. In go karts, having more laps increases the excitement rating, but only by a bit.
 
Nearby scenery and theming can massively increase the excitement rating. Even decorations as minor as planting trees or bushes can increase excitement, but when a theme is developed and the ride conforms and works within this theme (or vice versa), there is a potential to massively increase excitement scores, depending on the ride. In this way, the games simulate reality, as good theming surrounding a ride can in many cases substantially improve a riding experience. Nevertheless, If too much scenery (47 items) had been used, the excitement rating would stop increasing at some point.
 
Also, having coasters interlocking themselves or others, or having pathways or other rides going trough loops or corkscrews also greatly improves excitement ratings.
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1. The primary factor for excitement is intensity. More intense rides generally have higher excitements. But eventually the relationship stops increasing and drops.
 
2. Excitement can only increase by up to 3 points by having other rides passing close to the tracks. The more rides nearby increases the excitement rating, but eventually the rating stops increasing even if you build more rides close by. For some rides, like Car Ride, it's crucial to have the track interlock with itself.
 
3. Underground sections increase excitement by up to 2. The more underground-above ground intersections in a ride, the higher the excitement increase, but eventually, the rating stops increasing, even if you have more intersections.
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5. Playing music increases the excitement, but not by much. E.g 0.3 points.
 
6. Having more scenery /interlocking paths close to the ride increases excitement, but place more than 4148 pieces atand leastthe 4rating tilesstops awayincreasing. fromThis works in a range of 5 tiles around the track"yellow arrow" every ride has. At tracked rides, andthis is at the ratingstation stops(only increasingstation 1 counts) 1 tile behind the lights.
 
7. The last way to increase excitement is to "synchronise with adjacent stations". This can increase excitement by as much as 1.5. It doesnt matter if the coasters keep up with each other, just checking this option will increase excitement ratings by a fixed amount.
 
 
 
This tiered system is most probably the reason why roller coasters in RCT1 rarely have extreme and ultra extreme excitement levels.
 
 
 
Some rides will characteristically have lower Excitement ratings than other rides. [[Roller Coaster]]s will typically have the highest excitement ratings, followed by [[The_Complete_Rides_List#Water_Rides|Water Rides]] and [[The_Complete_Rides_List#Thrill_Rides|Thrill Rides]], then [[The_Complete_Rides_List#Gentle_Rides|Gentle Rides]] and [[The_Complete_Rides_List#Transport_Rides|Transport Rides]], although there are exceptions in each category. Since riders will pay more to ride a more exciting ride, it is typical, in a [[Admission#Pay-Per-Ride Park|pay-per-ride park]], to have the Roller Coasters have the highest admission cost, since they are (usually) the most exciting.
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