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I just wanted to thanks the devs for this campaign mode. I'm sort of a casual player for this game, and so far this brand new campaign helped me A LOT in discovering the features and the "how to play" of Parkitect, when a pure sandbox mode was somehow getting me lost.

Thanks again, and keep the good work on ! This game has a lot of potential, either for casual amateurs like me or (obviously) for hard core gamers/creators/crafters/modders :p
Post edited December 07, 2018 by Herode_
Yes, the campaign mode is great. I quickly lost interest in sandbox mode, but campaign mode keeps me interested.

Despite the tutorial I still didn't figure out how to connect underground pipes (not sure where to connect it to...), though.

Having a real hard time earning money too. Don't have much room to hire people and invest in research without making monthly loses. I already found RCT very hard, but in Parkitect there are additional costs due to having those transporter guys and people wanting to hire more mechanics to help fixing the vandalized objects. And it seems the rides also can't be more expensive than in RCT.
The underground pipes connect to underground connector of the big Deliveries Building, which can usually be found near the park entrance (just like in the tutorial).

Keep an eye on the thoughts of your guests - if they think something was a good deal you can easily increase prices without annoying them.
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Sebioff: The underground pipes connect to underground connector of the big Deliveries Building, which can usually be found near the park entrance (just like in the tutorial).
I guess I'll try it again. I tried moving the pipe to that building (from one of those garbage collectors) but it stil said not connected. I guess I need to find the exact tile to connect it to?

In the tutorial it highlighted where I need to place the pipes, so it was easy. Maybe an indicator where the pipe need to end up would help.
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Sebioff: Keep an eye on the thoughts of your guests - if they think something was a good deal you can easily increase prices without annoying them.
Yes, I'm already doing that. On that first after-tutorial scenario, I build all the available attractions and raised the prize on them until people no longer said it's a good deal (btw, for fruit juice I had people both say it's a good deal and that it is too expensive at the same time). I got 200 visitors in the first year, so I got the optional goal, still my income was only +50/month (no research yet). The default researching already costs 600/month and I wanted to hire a few more employees too to fight vandalism, so I quickly went down to -650/month from there.

By the way, is it smart to have both an entrance price and a price for the attractions? I know that in RCT if you put an entry price, then the attraction price would default to 0, but in Parkitect it did not. It kinda encourages removing the entry price because it's less work than setting it to 0 for everything you build.

Anyway, I'll keep on playing and see if I can improve further. :-)

It's nice to see that you're still active on here. Thanks for the reply!
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RyaReisender: I know that in RCT if you put an entry price, then the attraction price would default to 0, but in Parkitect it did not.
AFAIK it only applies to RCT2. In RCT charging for both entrance and rides is possible (and reasonable as well). It's great solution for Parkitect to follow this format.
Post edited December 11, 2018 by zeffyr
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RyaReisender: I know that in RCT if you put an entry price, then the attraction price would default to 0, but in Parkitect it did not.
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zeffyr: AFAIK it only applies to RCT2. In RCT charging for both entrance and rides is possible (and reasonable as well). It's great solution for Parkitect to follow this format.
Nah, I mostly played the first RCT. Also, what I mean is that the price DEFAULTS to 0, not that it is impossible to set it higher.
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RyaReisender: Nah, I mostly played the first RCT. Also, what I mean is that the price DEFAULTS to 0, not that it is impossible to set it higher.
To be frank it's not entirely true, entrance fee depends on scenario you're playing on - sometimes it's free, sometimes there's a small charge. Go launch the game, check it yourself :)
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RyaReisender: for fruit juice I had people both say it's a good deal and that it is too expensive at the same time
Isn't that a real life experience? Different pricing levels are appealing to different customers.

I'm not trying to derail your topic in any way, you have good observations and valid points.
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RyaReisender: Nah, I mostly played the first RCT. Also, what I mean is that the price DEFAULTS to 0, not that it is impossible to set it higher.
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zeffyr: To be frank it's not entirely true, entrance fee depends on scenario you're playing on - sometimes it's free, sometimes there's a small charge. Go launch the game, check it yourself :)
You're talking about RCT2.

In RCT you can freely set the entrance price on all scenarios. If it's zero and you build an attraction it has some cost to it by default, if you put it to any value above 0 and build an attraction, the cost is 0 by default.
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RyaReisender: for fruit juice I had people both say it's a good deal and that it is too expensive at the same time
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zeffyr: Isn't that a real life experience? Different pricing levels are appealing to different customers.
That may be true but not useful in a simulation game I guess. At least it's hard to tell if I should reduce the price so everybody thinks it's too cheap or live with some people not wanting to buy juice (but then they complain about being thirsty). I guess if multiple drinks are available and people have different preferences and are willing to pay more by preference, it would be nice to see what drink they would pay more for (not sure how it works).
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RyaReisender: You're talking about RCT2.

In RCT you can freely set the entrance price on all scenarios. If it's zero and you build an attraction it has some cost to it by default, if you put it to any value above 0 and build an attraction, the cost is 0 by default.
Nope, I'm talking about RCT 1. Regarding your statement:

"Also, what I mean is that the price DEFAULTS to 0"

I'm saying that in RCT 1 some scenarios have default entrance fee at the start of the game.
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zeffyr: I'm saying that in RCT 1 some scenarios have default entrance fee at the start of the game.
Yes, but that's not what I meant. I mean if you THEN build an attraction, let's say a new rollercoaster, then the default price of riding that would be 0. If you however, edited the entrance price in that scenario and set it to 0 and then build a new rollercoaster, then the default price of riding that would be 2.
I figured out what the problem in the campaign is with the money earning. In the early scenarios you don't have anything researched that reaches a high intensity. This pushes down your earnings tremendously.
You don't need any research in early scenarios, after my modest experience.

At least : you don't need research to meet the requirements of the scenario. I (for now) jump to the next scenario as soon as the current one has been "won", so I don't know what happens if you push on after tne conditions have been met.
Post edited December 15, 2018 by Herode_
I found you need to it do reach the goal within time (optional bonus goal), but maybe you can also solve it by building the same attraction multiple times (never tried). Having 1-2 more attractions with higher intense rating really helps a lot with getting those final 100 visitors or raising your income 400/month to 800/month (only really relevant if the goal involves paying back your dept - getting gold in that early lake scenario was actually the hardest challenge for me).
I'm currently at "Archipelago Adventures" (version 1.2) and my guests are thirsty as hell. I already put a bubbly tea every 20 steps. Is that normal? I will now plaster the whole area full with bubbly tea as the thirst is what's preventing me from getting a 70% rating.