RCT Discussion / Coaster ratings vs. appearance

  • JKay%s's Photo
    I've been wondering about this for awhile now... On my current park project, when I build a new coaster I can't decide which is more important?? The vibe I get from the NE perspective is that appearance is boss, but I like the challenge of building a coaster that has top-notch ratings.....I know I'm probably not the first to ask this, but please give me your insights. ???
  • posix%s's Photo
    The ratings aren't that important as long as the intensity is less than 10 and the nausea rating less than 8.
    However, good ratings can not make up for a crappy look or theming.
    So I'd say that both are more or less equally important.
  • Koaster Kid%s's Photo
    Depends who you're doing it for. If you're planning on submitting it to NE for any reason, go for the looks. If it's just for your own satisfaction, go ahead and screw around with it till you like it. RCT is a creative outlet, first and foremost so be er... creative. :!!:
  • Butterfinger%s's Photo
    You know, the coaster with the best ratings ever looked like crap. Most of the coasters considered amoung the greatest ever haven't had that great of ratings either. Ratings just dont mean much (if any) as to how good a coaster is IMO, which is probably what most other people will say as well. They are nice to have, but not a necissity.


    Other things you need to be aware of other than appearance are things like pacing, layout, and elements of a coaster though. It would be hard to have a good ride without them.
  • mantis%s's Photo
    Ratings are helpful when pointing out completely unrealistic mini-turns and stuff like that.

    I always try and work to under 10 intensity, and consider anything with 10+ excitement a bonus. I do the synch/path under station trick with each coaster just as a habit. I think it's nice to see a coaster is 'enjoyable' from the game's perspective, and doing those two things doesn't compromise the rest of the ride so I don't see the harm.
  • Rage%s's Photo
    I try to make a coaster look good while retaining stats. Unfortunatly failure is common :(
  • PyroPenguin%s's Photo
    Apperance is always the most important, but the ratings still have to fall within a range of under 10 intensity, under 8 nausea, and 8 or above for excitement.
  • CoasterkidMWM%s's Photo

    [font="tahoma"]The ratings aren't that important as long as the intensity is less than 10 and the nausea rating less than 8.[/font]


    The nausea rule to me has an expection up to 12, because I think the game calulates nausea TERRIBLY inaccurately and suspendeds nausea's are alwaays thru the roof. Basically look over ratings.

    Alsofor coaster building, remember pacing :D
  • natelox%s's Photo
    It depends on what type of ratings you're going for. Personally, a coaster needs good ratings for me to really like it. If intensity is too high (over 10), or excitment is too low (relative to coaster type), it just turns me off. I think you, and everyone else, should be able to make a coaster that looks good and has good stats. To me, they are a necessity, and need to be together.

    Ps. CoasterkidMWM, hit the 'delete' button.
  • Ozone%s's Photo
    p.s. natelox, he doesn't have a delete button. Only parkmakers and mods.
  • gymkid dude%s's Photo

    The nausea rule to me has an expection up to 12, because I think the game calulates nausea TERRIBLY inaccurately and suspendeds nausea's are alwaays thru the roof. Basically look over ratings.

    Alsofor coaster building, remember pacing :D

    oh, surely the King of Suspendeds should be able to get feasible ratings! I did in Pharaoh's Realm, my minipark, it had 8.4 excitement and adequate intensity and nausea ratings.

    :-). I R da TRU king of suspendeds!


    Um, ratings mean shit...except intensity, and if intensity is fine, you shouldn't have a nausea problem. So, as long as intensity < 10, looks are everything
  • Panic%s's Photo
    It depends what kind of coaster you are making. NEVER concentrate on the stats for Inverted, Stand-Up, or Suspended coasters. On the first two, Chris Sawyer inserted an extra program into the game so that the intensity is always above 9, no matter what you do. On Suspendeds he did some more programming so the nausea will always be as high as the excitement.

    ;)X

    With big-scale coasters, bad ratings are almost unavoidable, except Hypercoasters. If the coaster is below 100 feet, try to keep the Intensity below 9 or 9.20 and the Nausea below 7.

    There. Is. No. Delete. Button.

    Use the Edit as best you can.
  • Tech Artist%s's Photo
    I think both.
    In a park you always want ot have good theming and architecture but that doesn't mean you should slack on the coasters. In a rating, theming itself is 1/2 the other half of would be coasters. Basicly , who would want to go to a park with bad coasters? So IMO Coasters and Apperence are both equal.
  • \/\/33/\/\an%s's Photo
    Appearance as long as intensity is under 10 and exct. over 7.
  • AustinPowers%s's Photo
    Both...there's no reason you can't make a good looking coaster with good stats...
  • Coaster Ed%s's Photo
    There's more to it than just appearance or stats though. Coasters aren't just static objects, they have movement. To build a great coaster, it's not enough to have it look good. It has to be an experience as well. The speed and the path of the coaster train are just as important as the track itself. Don't forget the movement. :xmas:
  • Blitz%s's Photo
    ed... You do me proud. Glad to see you spreading my good word. :scarface:
  • Madhollander%s's Photo
    i always build my coasters purely on appearance, then when i'm done, i test it and check the ratings, and then i'll look what can be done to: 1 make the ratings drop, 2 keep the coaster looking good.

    i try to find a balance between the looks and the ratings...

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