The Micro Coasterball is the most overpowered coaster in RCT3
▲ 3 r/rct

The Micro Coasterball is the most overpowered coaster in RCT3

Introduced in Wild Expansion Pack, the Micro Coasterball is the most broken ride to exist in terms of how much you can make with such a simple design.

At just a mere 4 tiles excluding the entrance and exit, this design is even more space efficient than the RCT2 Micro Corkscrew

https://preview.redd.it/1wfdhtry2n9h1.png?width=706&format=png&auto=webp&s=c2e571347d4252e3cfcaa9c553c9a9f565d93870

This design costs a mere $854 to build, and attracts 95 guests to this tiny little ride, but that's not all, take a look at the stats of this coaster (set to operate at 126km/h, for 2 laps):

https://preview.redd.it/ikjhwvx43n9h1.png?width=614&format=png&auto=webp&s=d00148598e5062441c63af60c0c6f782eab73c52

5.25 excitement, 7.26 intensity with a mere 2.77 nausea, with a ride time of 3 seconds, the debug value suggests charging $5.07 as the optimal price ($5.00 rounded down)

The stats requirement for the coaster are as follows:

It needs to have at least 2 drops

A minumum drop height of approximately 5.85 meters

Presumably a minimum speed of 40.95km/h (which is the requirement to avoid all stat penalties)

Not only that, the ride is incredibly versatile as you can make variations of it, at a cost of throughput - setting the ride to 2 laps at 51.48km/h launch speed allows you to build this design that lasts for 7 seconds, which gives you an incredibly low nausea rating ride (if you want to save costs, this design is available for $748 instead of the standard design)

https://preview.redd.it/8xcw74ks4n9h1.png?width=654&format=png&auto=webp&s=dbcbbb08e42f1a657c5d338833541d7225e53b27

Coasterball U

If you want a design that is a single lap, meet Coasterball Thumb (it is shaped as a thumbs up like), this variation takes 2 seconds for a single lap, as compared to the original at 3 seconds.

https://preview.redd.it/so94ub665n9h1.png?width=675&format=png&auto=webp&s=212fc736d68199d4134f78e0ea1df0ef10de583e

This variation costs approximately 33% more than the square variant, and you can't really charge much more as compared to the square - but how much better would this design fare?

https://preview.redd.it/nfcav8qp5n9h1.png?width=608&format=png&auto=webp&s=80d91c9cb2eeabb7c4d34665ed55fd4c2261408f

To illustrate the effectiveness of the coasters, I've built a Coasterball Square, Thumb and the smallest full loop inverted impulse with 8 trains - the Coasterballs each charge $5, the Impulse Coaster charges $6

https://preview.redd.it/m7wrku7q6n9h1.png?width=750&format=png&auto=webp&s=35fab9121ca64c60cbb1e51093731d9275e2af4d

This is the impulse coaster I'm using - it costs about 4 times of Coasterball Square, and takes up 3 times as much space

https://preview.redd.it/q9sslvly6n9h1.png?width=638&format=png&auto=webp&s=b169aa200ab4d54a410d7b24ffee46c6eb77eed7

Based on testing after a single month, it is clear that the Micro Coasterball isn't as good as making money as the Inverted Impulse in absolute figures - but if I were to calculate based on profit per tile, time to return on investment and guest attraction per tile, the Coasterball wins by a massive margin

https://preview.redd.it/g65sjg1d7n9h1.png?width=802&format=png&auto=webp&s=6341c085daac4aeb8af0929097f5f28c8beb2699

Coasterball Thumb vs Coasterball Square, which design is better?

The answer is, The Coasterball Square in terms of Return on Investment , despite Coasterball Thumb being marginally better in terms of weekly profit and guest processing rate

Realistically, it may be difficult to always get a full queue in scenario play, and even then, it is luck dependent on how fast the vendor processes guests (or investing in training a vendor fully) - as such, the $300+ in premium for Coasterball Thumb is not worth the cost

What about Coasterball Negative? This design you can see it starts at the top and then goes down and makes two complete loops - while you might think you can save like $100 (costing about $760 excluding support cost adjustments), this coaster when built on flat ground, costs three elevated path pieces for guests to access, which either costs money to landscape or paying extra for elevated path pieces - while it have a noticeably lower intensity than the original design with similar excitement, it is just not worth considering as you can just lower the launch speed of Coasterball Square to lower the intensity rating

https://preview.redd.it/i631a8pb8n9h1.png?width=860&format=png&auto=webp&s=210c44bb77d68944423cb0a8991b312ec5157031

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u/JuddtheStormcaster — 10 days ago

Which episode did you find have the most satisfying ending?

I'd say for me it is Horrid Henry, Horrid Boy - the episode acknowledged how abusive Henry's parents were to him throughout the series.

After trying all week to make Henry look like a "perfectly normal" boy, because mom saw Henry's school note and got concerned that they would "find out how horrid Henry really is".

My interpretation on the reason why Henry didn't even bother showing them the note in the first place is that the parents would make him do stuff to make him seem "normal" in their eyes and decided to just let the week go by as it is. There is a possibility that had the week went as normal, Henry's parents would be called out for being bad parents due Henry's lack of willingness to do homework, and excessive TV/Computer time depending on how Henry filled in the questionnaire if he filled it in himself.

And the parents, instead of communicating with Henry, the parents decided to take matters into their own hands without Henry being aware and attempted to do a complete 180 on Henry's actual behaviour, such as

  • Forcing him to eat vegetable sandwiches (because it is their perception of what an "ideal child" should eat)
  • Dad doing his homework for him (when it was set as a trap when double homework was given, and confusing Henry as to why dad is even doing his homework due to lack of communication)
  • Lied on the questionnaire (as they think that TV and Computer Games are terrible, and excessive consumption of sweets are unhealthy given how Henry is known to eat lots of candy in certain previous episodes - fearing being called out for bad parenting)

In the end, the parents are met with a really satisfying dose of karma when the school called them out for being bad parents by telling them to attend a course to learn to be better parents.

u/JuddtheStormcaster — 13 days ago
▲ 7 r/rct

Which Animal in RCT3 is the Most Profitable to Breed and Sell?

The short answer is Lions.

For the long answer, we'll need to look at the following factors for animals to breed

Animal pregnancy criterias

You only need one male animal to get the female animals pregnant. However, both the male and female animal needs to be at least 95% happy and have sufficient enclosure space to breed (unless you use the Rabbit cheat)

https://preview.redd.it/nf9kyv47le8h1.png?width=871&format=png&auto=webp&s=d8781143a5006764d8d45cccbace17f6285ab566

Every animal have a Birth Interval value of 4, this means that a female animal cannot get pregnant for 4 months after they have given birth, the Rabbit cheat however, overrides this requirement.

Usually, an animal would only breed if their habitat bar is full and they reached their Breeding Happiness threshold - this will unlock the looking for a mate action (Note: The breeding space of 90 required for lion is the also the number required to fill the habitat bar)

Here is a reference chart of each animal's pregnancy period and average litter size

https://preview.redd.it/99j994ycjh8h1.png?width=289&format=png&auto=webp&s=9f72ec2f05a2c3f76c057127de98efb020022734

An easy way to remember is this: Only Birds (Ostriches), Big Cats (Leopards, Lions, Panthers and Tigers) and Bears (Grizzly Bear, Panda Bear and Polar Bear) would give birth to more than 1 animal on average per pregnancy.

How the Habitat Bar work

https://preview.redd.it/f7yxyki78e8h1.png?width=680&format=png&auto=webp&s=62b235f3aa33af00ab69e2898b38701b3b4cedd5

The habitat represents the number of free spaces in the enclosure, each animal have a different value, with the Panda having the highest requirement at 130

For example, Camels needs 100 free spaces to max out their habitat bar, building this 10x10 enclosure is almost sufficient, but because the animal house takes up space, you need to build a slightly bigger enclosure than their required space.

https://preview.redd.it/yvvp0pr3ae8h1.png?width=916&format=png&auto=webp&s=af26a5b9cd4b7f6a967707ff781ddb511f2d68f3

If I add water into the enclosure, the habitat bar goes down as water, shrubs and trees all count as objects, and thus, reduce the habitat space, despite the fact that in the design I used, the animals have less than 36 spaces to move around.

https://preview.redd.it/n6oxxh6eae8h1.png?width=854&format=png&auto=webp&s=2a4b5000fc04e7183ef3c0501f68649b75e22315

Animal Gender Ratio actually doesn't matter

Unless you're breeding them

Each animal have a different social requirement - if you are only using a single animal type in the enclosure, here is a quick reference on how many animals of the same species (including themself) would they be happy with.

The reason why animal gender ratios matter is that, you want enough male animals to be able to breed with the females, if you have a single male, and they just refuse to get above 95% happiness for a period of time, it will become problematic to impregnate the females.

https://preview.redd.it/gglvny8yce8h1.png?width=576&format=png&auto=webp&s=172e593db50103ec84d6e78cccf39634abf9df16

As seen below, I have 6 male lions in an enclosure. All 6 animals have completely filled social bars.

https://preview.redd.it/snpawuu7de8h1.png?width=796&format=png&auto=webp&s=2e72516bcd46ab9bcfc3253205939b7c4aee65c9

Which Animals are Best for Breeding and Baby Sale?

See the breakdown below:

However, the above table is calculated excluding the 4 month pregnancy cooldown, which distorts data, as Ostriches are noted to be profitable due to the 1 month gestation period, but in reality, the 4 month cooldown between pregnancy means you wouldn't be producing that many Baby Ostriches for a period of time once the mothers has given birth, unless you intend to micromanage them by selling and purchasing new females every so often.

https://preview.redd.it/qbll3kz5ke8h1.png?width=848&format=png&auto=webp&s=3d82b8790df2140477ddb4bfda4b3a4f319ec3cd

Note that the cost price of animal is based off an animal at 75% health, Babies cost 4/3 of an adult animal.

As such, I created a second table below, that accounts for the 4 months cooldown between pregnancies:

https://preview.redd.it/973aud78ke8h1.png?width=848&format=png&auto=webp&s=04cedec7a82603a7f539b80f1f3ea4478b1c1c8a

From the above table, it is evident that the Big Cats are the best at making money, from there, we can lower down the scoping to the four Big Cats, of which:

Leopards, Panthers and Tigers are extremely picky about how many animals they want in an enclosure, which lowers the maximum number of animals you can keep at once (about 3-4 animals).

Lions are slightly more tolerable, with a Lion with a social requirement being able to have a full bar up to 6 animals (including itself) in the enclosure, which means, you can have like 1 male lion impregnating 4-5 females. However, it is strongly recommended to sell away lions with 9/20 social (and if you want to micromanage, 10/20 social as well) the moment you get them to above 90%+ healthiness and purchase a new lion as they are not as tolerable when there are offspring from other lions in the enclosure.

Ideally, you want the offspring to be at least 90% healthy before you sell them.

If all Lions in the enclosure have a social requirement of 11 out of 20, their tolerance is slightly better, as you can fit up to 9 animals with a full social bar before it starts to decline.

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u/JuddtheStormcaster — 17 days ago
▲ 27 r/rct

I'd visit this park, because they have the best toilets

A park that have so many intentional accidents, a badly maintained pool that is a health hazard, and neglected animals being confiscated should raise red flags, instead, every negative award in 3 reduces your soft guestcap by 20 temporarily which is a slap on the wrist (although, the fines can be an issue in certain scenarios). Hey, at least they have the best toilets, guess that's one positive thing about the park I suppose.

u/JuddtheStormcaster — 26 days ago

Cleared Easy Kaling for the first time

Was feeling bored today and wanted to try and learn Kaling. For the run, Maplescouter suggests that I have 189% spec required to clear Easy Kaling.

I did a few runs and after a close call at P3 11% HP left failure due to overloading a season, I've cleared Easy Kaling. In addition, I've registered P3 Qiongqi from a failed attempt.

u/JuddtheStormcaster — 1 month ago
▲ 72 r/HayDay

Can Hay Day do something about the excessive number of ores in Daily Dirt?

There are some ways that I can suggest:

  • Introduce a 12x speed booster for the Mine
  • Reduce the time for smelting ores, but also reduce the maximum price of metal bars in the process (to compensate, more refined bars might be needed to make jewellery due to the shortened refining time - note that for towns and trucks, the number required will not increase)
  • Allow players to sell ores to NPCs that visit the player's farm
  • Create a new truck order type that revolves around ores, in addition to the existing ones for refined metal - no voucher will be given, but it can at least clear the market
  • (Legacy Event Type) Create a global event to donate ores for rewards, this will at least thin out the number of Coal, Silver and Gold Ores in the Daily Dirt
  • Have a new product that revolves around Coal, Silver Ore, Gold Ore and Platinum Ore that requires like 3-5 of a particular ore to make, or a new jewellery made from ore - the reason why Iron Ore is rarely seen as compared to the rest is because you can clear them quicky by making Bright Bouquet, which takes so much less time to produce compared to Iron Bars
u/JuddtheStormcaster — 1 month ago
▲ 13 r/rct3+1 crossposts

Completing Captain Blackheart's Cove with just 4 tiles

Captain Blackheart's Cove is the introductory level to the Soaked EP, and the level starts you off with a generous amount of cash, lots of space and some prebuilt rides. The objective is mainly to create a great pool complex to attract guests to want to use them.

https://preview.redd.it/d9wcpwud2a4h1.png?width=1000&format=png&auto=webp&s=3f244fc188645f2655b3a451570e0fbd6110a1bb

Instead of making a beautiful pool complex, one that I'd like to imagine visiting someday, I'm going to create the smallest possible pool complex and still beat the goal.

Note: Based on testing in the scenario editor, guests that are manually dragged into pools will not count towards the pool complex number count goals, as such, guests must willingly enter the pool to count towards the objective.

Let's get started, first thing I'd do is get rid of all the rides and attractions (Note: For the purpose of showcasing, I used debug mode to delete all guests, so I'd start with zero guests in park)

https://preview.redd.it/yltkz43y5a4h1.png?width=1002&format=png&auto=webp&s=31328aa5d93c7477db99236dbf21456f71c7b4e4

In addition, to really show it is entirely possible to do it with just 4 tiles, I've toggled CTRL+Q while in debug mode to remove adjacent tiles, this is important later on as I'll show why, after that, I disabled debug mode and run the scenario normally, as seen here, if I point at the guests in park while in debug mode, it will show the soft guestcap, but here, it just shows how many guests I have in park.

https://preview.redd.it/mjl965ti7a4h1.png?width=869&format=png&auto=webp&s=49235b7b4e8f999437aecede1001cf06fe3c596f

Afterwards, I built a pool complex and a two tile walkway. I hired one entertainer, one mechanic and one janitor and fully trained them. Based on testing, guests seemingly won't get sick if the pool is clean, but to be safe, I'd just hire a janitor to clean any vomit that appears.

https://preview.redd.it/4nsg16738a4h1.png?width=848&format=png&auto=webp&s=c1550baa219d29f95f0d9afaa9cb8e5dfa62ba95

You might ask me, how am I going to attract guests to reach the soft guestcap of at least 650 guests? The first thought is, the elevator is a good ride to fit in small spaces, but unfortunately, it is not offered here... but there is one ride that actually works here

Introducing the Micro Water Slide

https://preview.redd.it/wiya4p5d8a4h1.png?width=898&format=png&auto=webp&s=7e9cce25b1eef647309091da1ddaec4a53d53772

In order for the Water Slide to open, it must be connected to a walkway or a pool tile, however, once the Water Slide is open, you can delete the walkway and it will still contribute to the soft guestcap until it breaks down (and because it is not connected to anything, you can't get a mechanic to fix it) - as seen below, Body Slide 8 cannot be opened because there is no connecting walkway, so I need to build a walkway piece there just to open it.

https://preview.redd.it/fnhcuup19a4h1.png?width=873&format=png&auto=webp&s=b4600991ee15a79b4504d770d30c7b86d88427c5

You might ask me, how on earth am I going to stack the water slides so high if I only have 4 tiles to work with? Attached below is a video showing how I do it - it takes 3 height units (one flat + one steep) to stack walkway paths to go up to the next level for me to stack more water slides. The reason why I intentionally entered level editor earlier is to show that the trick is possible without exceeding my 4 tile limit.

https://reddit.com/link/1ts1xz2/video/gen5h4hj8a4h1/player

EDIT: After doing the recording above, I realised there's an easier way to do this, build the water slide first, then build the "pathway" afterwards by connecting it from the water slide. Once opened, you can delete the pathway.

https://preview.redd.it/0dqlz38q9a4h1.png?width=1017&format=png&auto=webp&s=f2e01a518e30e565f3ca114e50e343cc656417c4

After adding 25 single tile body slides, it is time to open the park, I also threw in advertising to attract more guests and let's see how it goes. With 25 body slides, they contribute 1375 to the soft guestcap. I need at least 650 guests in the park consistently to clear the Tycoon Goal

https://preview.redd.it/qr9io77jaa4h1.png?width=993&format=png&auto=webp&s=e250bf0a859a76867004e119e121bcd0f4304657

I've set the price to enter the pool to 0 to get guests to use it, as if I try to charge the default $1, they would complain it is too expensive

https://preview.redd.it/1sv1u93waa4h1.png?width=937&format=png&auto=webp&s=14ac4a5f838154ca5d5d9d30aeabeeab6f9992c4

Completed the Apprentice Goal on 15 May, Year 1 with a Park Rating of 792.

https://preview.redd.it/uvb4rktkba4h1.png?width=860&format=png&auto=webp&s=765603af2051b0a522c9eca1809be8ec99e644d4

The reliability of the waterslides is going to be crucial as they will impact the ride uptime. Given that none of the waterslides are able to produce any ride stats (due to the fact that if a guest is to ride them, it will be forced to close), I don't get any contribution from ride excitement and intensity.

Because my entertainer did such a good job at entertaining my guests, I had to fire them, until I realise that my guests have no interest in the pool at all.

https://preview.redd.it/zabdfe4rca4h1.png?width=956&format=png&auto=webp&s=578b990eaf7d4a2b8c76154b65c0f31ba46aff10

As such, I had to shut down the park and re-open it

https://preview.redd.it/6abviiiada4h1.png?width=1014&format=png&auto=webp&s=1cacb552ec4cdfc0f46ef5606e62ffa2aac5ee0e

After satisfying both Entrepreneur and Tycoon Goals for the Swimming Pool, I temporarily closed the pool to get guests out so that I can hire a new entertainer, as I'm not able to drop a staff member on a tile that is directly below a pool, before re-opening it

https://preview.redd.it/d4kuzdrhda4h1.png?width=1012&format=png&auto=webp&s=7977ca570836d2ef4c04965fbec311b63c15a8b2

Now, it is time to wait for the scenario to be completed, as the entertainer tries to keep guests as happy as possible to maximise the guest happiness bonus of +500

https://preview.redd.it/jwueej7sda4h1.png?width=1016&format=png&auto=webp&s=3f93947af8743cc94bdec3daac7ee0960938b676

And in June Year 2, I've completed Captain Blackheart's Cove, building a monstrosity of a structure filled with one tile water slides that are inaccessible

https://preview.redd.it/fiaexkp5fa4h1.png?width=1004&format=png&auto=webp&s=c706029588ab725540ad4e8729ecbf9bfc92a18e

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u/JuddtheStormcaster — 1 month ago
▲ 16 r/rct3

Building a cursed pool using One Tile Water Slides

Considering it gives a contribution of 55 to the soft guestcap for every opened water slide connected to a pool, this is a really cheap way to inflate the soft guestcap.

It is noted that if you place a walkway or a solid pool tile below the water slide directly, the ride will be forced to close, however, guests will phase through other water slides and fall right down into the pool without any issues.

The stats on the other hand, are terrible, giving 0.36 excitement, 0.29 intensity and 0.21 nausea for a one tile water slide, in this regard, it still wins the one tile aquarium in total stats.

u/JuddtheStormcaster — 1 month ago
▲ 9 r/rct

Park Rating in RCT3 Explained

The information here is referenced from Marcel Vos' Park Rating video on youtube, after realising that RCT3 took a number of elements used in calculating Park Rating from RCT1 and 2.

In RCT3, the Park Rating breakdown is shown on-screen if you hoover over the park rating bar, however, the game did not explicitly state how each component is calculated.

https://preview.redd.it/2ztwczbnov3h1.png?width=870&format=png&auto=webp&s=96fa63c898b35850060e07a90427a885542c88cf

In RCT3, the theoretical max park rating excluding any park rating bonuses is 1150, however, it seems like realistically, the maximum value is 1148.

If counting park rating bonus, the theoretical max park rating would be 1444, with the maximum realistic park rating being 1442, I'll cover this in depth at the end.

Number of Guests

For every approximately 13.33 guests in your park (rounded up to nearest integer), the number of guests component will +1, this caps at 2000 guests for a total of +150 points

https://preview.redd.it/wxtcayfhqv3h1.png?width=706&format=png&auto=webp&s=d3533269012ae72bf7decd0a6099134154c55779

For reference, if I have 13 guests exactly, it will give me +0 to guest in park contribution

https://preview.redd.it/nmru20s4rv3h1.png?width=836&format=png&auto=webp&s=062e4afd7e854d3b29c3a650f288912ab46c974f

If I have 14 guests, the total contribution to the park rating is +1

https://preview.redd.it/chv2kslgrv3h1.png?width=818&format=png&auto=webp&s=992c48d3a85d7c4c667884963b4c8dbab0c8c7f6

And at 27, the total contribution is +2 (26.66 rounded up)

https://preview.redd.it/0owctqzzrv3h1.png?width=747&format=png&auto=webp&s=ee519aa1e170c69c009d8fadaee1a67077f71f0d

Guest Happiness

The guest happiness contributes a maximum of 500 points, and forms a bulk of the total park rating score. I do not know what exactly is the threshold as I'm able to get 466 points despite the average happiness rating bar being blue

https://preview.redd.it/9obvm68jsv3h1.png?width=707&format=png&auto=webp&s=f417184ac7a2c9c20354e04ddf902c0e6c010e0c

Ride Uptime

Ride Uptime is calculated as the average ride uptime of all rides in the park and apportioned it across a score of 200. However, to even get the maximum possible score of 200 or to even get close to 200, you must have at least 10 rides in the park. This is because every ride with displayed stats you place will add around +20 to the maximum ride uptime component.

For example, I have three rides in this park, my total ride uptime is +59 out of a possible 200. It is noted that any rides that already have their stats calculated when placed will count towards this total, regardless of whether the ride is open or closed - this also applies to the Ride Excitement and Intensity contribution as well (basically, if you use a premade track that came with stats and didn't open it, it will still contribute to the park rating component but not towards the soft guestcap)

https://preview.redd.it/wesvqtm7tv3h1.png?width=925&format=png&auto=webp&s=3dd907668a56c6670f0f01ee61b8dee57c48283f

Ride Excitement & Intensity

This one follows exactly the same as RCT2 logic, 100 points are each allocated to getting a cumulative total of 80 excitement and 80 intensity across all rides. Mathematically, this means that for every 0.80 excitement and 0.80 intensity, your park rating will go up by 1.

In addition, 50 points each are allocated to getting your rides as close to 3.68 excitement and 5.20 intensity, for a total maximum of 100 points.

In practice, reaching the magical number is near impossible, as seen below:

I spammed 23 Meteorites in the park to get the 80 excitement component, however, the maximum score I can get from Ride Excitement and Intensity is +298, while being only a mere 0.02 excitement and 0.01 intensity away from the "ideal"

https://preview.redd.it/33ncl6qxtv3h1.png?width=845&format=png&auto=webp&s=85f0f1e5a32fe80dffe3fc3eebc91a414629475b

I re-tested this using 23 identital shartlines trying to get the "ideal" stats

https://preview.redd.it/44n8h0t5uv3h1.png?width=871&format=png&auto=webp&s=5a5f9bf8469fe575a8319ce3038e5c173306fa5e

The outcome is the same, I don't think I can ever reach the perfect numbers (Note: RCT3 rounds the displayed stats to 2 decimal places, so it is entirely possible I'm literally a mere 0.005 or less away from "ideal" for both Excitement and Intensity)

https://preview.redd.it/9j16mxf8uv3h1.png?width=765&format=png&auto=webp&s=b66aa1794ad3b0480c48fe9aaf6e47d81d5e164d

If you place ride(s) with negative excitement and intensity in your park, this can result in your average ride excitement and intensity to go below 0, as there is no lower limit for this value

https://preview.redd.it/mgd9g8ngvv3h1.png?width=941&format=png&auto=webp&s=b4ea98758358fc581c8438b38abee230908c013d

Litter and Vomit

Every piece of litter and vomit on your path deducts 4 points off your score, with a maximum of -600 points for 150 pieces, it seems like RCT3 also follows RCT2 rules of having an initial 1 to 2 week cooldown period before they start to penalise players for having litter and vomit on the paths.

https://preview.redd.it/mz4zuewppv3h1.png?width=772&format=png&auto=webp&s=cdbeee7182a29e99c850902a59de33c11ceca19f

Base Park Rating Handicap

Certain scenarios come with higher park rating difficulty, such as Checkered Flag - this can pose a challenge in custom scenarios where they ask you to sustain 1,000 park rating for a period of time when your max possible is 1,048 without any park rating bonus

https://preview.redd.it/8oor3gzjuv3h1.png?width=727&format=png&auto=webp&s=a6cf4990630897264ad362dac10c6b8ee275137e

Park Rating Bonus

In the scenario editor and in certain scenarios, completing certain objectives can award you with a park rating bonus. This park rating bonus stacks up to a maximum of three times.

The first time it is awarded, it will give you a temporary boost of +100 to park rating, subsequently, additional stacking will award a +97 to park rating each, for a maximum of +294 to park rating if all three tiers are completed simultaneously and each of them award Park Rating Bonus (100 + 97 + 97 = 294)

Based on my testing, I attempted to "reset" the scenario back to apprentice when the park rating bonus is still in effect to see if I can get the park rating any higher, it is noted that no matter how, the bonus is capped at 294.

https://preview.redd.it/8dot0q2pvv3h1.png?width=794&format=png&auto=webp&s=96c9cebb8e465544d029438114fd5112542d135e

Now that I've briefly explained each component, let's talk about how to maximise your park rating.

In RCT3, the maximum displayed park rating, and the highest park rating number for an objective is 1,000. You have a total of 1,148 points to play with, as follows:

Component Max Points Notes
Guest in Park 150 (2,000 guests) Build lots of rides to increase soft guestcap
Guest Happiness 500 A good way to keep guests happy is to hire entertainers and fully train them
Ride Uptime 200 (at least 10 rides) Build at least 10 rides, set inspection time to 10 minutes for all rides and have a mechanic to consistently inspect them to keep uptime high
Total Excitement 100 (+80 Excitement Cumulatively) Build lots of rides, as this number will naturally increase as your park grows in size
Total Intensity 100 (+80 Intensity Cumulatively) Focus on getting excitement up as priority, as long as your rides aren't above 10 intensity this is fine
Average Excitement/Intensity 3.68 Excitement, 5.20 Intensity average (Up to 100 points, realistically up to 98 points) Unless you're playing a scenario that asks for consistent 1,000 park rating with harder park rating difficulty, just build rides that satisfy peeps and don't focus on this component due to the micromanaging required
Litter and Vomit Up to -600 penalty for 150 pieces of litter and vomit Take note of areas with high nausea rides and set janitors to patrol these areas, try to spread out bins to reduce litter on the floor

In addition, there is an easy way to cheese the park rating goals when it comes to guest happiness and litter/vomit - in my New Blood two tile challenge, I placed an entertainer and trapped my guests inside a two tile walkway, as guests are unable to ride any ride or buy any food or drink, they cannot litter or vomit in my park, while the entertainer keeps them happy until they decided to leave. This means that I can easily obtain +500 from happy guests, while never getting a penalty for litter and vomit.

As my park rating is high enough, a new guest would be generated very quickly once it goes below the soft guestcap, thus, creating a consistent park rating range.

https://preview.redd.it/nrhsw5spxv3h1.png?width=1005&format=png&auto=webp&s=f3e00889a7c98a640655b09e603e3f860e1ce352

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u/JuddtheStormcaster — 1 month ago
▲ 36 r/HayDay

For the first time ever, my neighbourhood completed the Bingo within 48 hours after Hay Day improved the Bingo Derby task spawning rates

Hay Day did some subtle changes for this Bingo Derby, and I've noticed that 320 point tasks are spawning more frequently as compared to previous Bingo Derbies that usually contain random 230+ point tasks. As such, it was made possible to clear the Bingo within 48 hours while only doing 320 point tasks.

In previous Bingo Derbies, we would wait until Friday or take a few lower point tasks just to clear the Bingo ASAP.

Thank you for this small change that made it so much easier to Bingo while doing only 320 point tasks.

u/JuddtheStormcaster — 1 month ago

Do the show editors sometimes re-arrange the order the challenge dishes are presented on-screen to create suspense?

Based on my rewatch of Season 18 Episode 6, Roe mentioned in her confessional that going last is the worst. After her dish was scored, the camera cuts to a scoreboard, which made sense assuming that the contestants are called in order from top to bottom and Roe's name is at the bottom.

However, in the show, it was made to seem that Bret was the last to go for the red team to make the score seem closer than it was before going into the final round of Motto vs Roe (it would've been 38 Red to 31 Blue), if assuming that the order shown on TV was not edited in a particular order.

https://preview.redd.it/30zbvr86qn3h1.png?width=1387&format=png&auto=webp&s=f629627e6eb112345d4ae4f590b713fbeb87ad10

It was noted that not all challenges are seemingly re-arranged, although it is possible that the producers beforehand determined the order based off what the constants had produced to maximise suspense, despite the scores being really close when it came down to the final dish.

For example, Season 17 pasta challenge had Benjamin going last for the blue team, after Chef Ramsay mentioned $97 lead for the red team, on the display screen, a total of $223.00 is shown when Benjamin is taking his dish up to present, with 1 dish yet to be called.

https://preview.redd.it/68pzpew2rn3h1.png?width=1307&format=png&auto=webp&s=33bb796c102ebc26480c0c9759f0c0af2b8ab4f7

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u/JuddtheStormcaster — 1 month ago
▲ 15 r/rct

VIPeep Goals Explained and Creative Ways to Workaround VIPeep Goals

My least favourite goal type, goals involving VIPeeps, mainly because they are a huge timesink as they wander around your park, while complaining how dirty it is even though you just had a janitor cleaned it a few seconds ago, and then you failed the objective because the VIPeep had a low litter tolerance and have to wait a few months just to try again

Basic Information on VIPeeps

  • VIPeeps stay in your park for a predetermined period of time
  • During that period, they must interact with at least one object, otherwise they will continue to stay in your park
  • VIPeeps do not pay entrance fee to enter your park, neither do they pay for their rides (that means you cannot charge $100 entrance fee or $10 ride tickets in an attempt to earn a few bucks)
  • VIPeeps do not buy anything from stalls or use them, it is noted that these guests do not have any needs for hunger, thirst or toilet
  • Closing a park when a VIPeep is inside the park and having the VIPeep walk out of the park from park closure will fail the goal requirement, even if the VIPeep's park opinion is at maximum from fulfilling their requests

VIP Setup in Custom Scenario

The time in park seems to refer to the approximate number of months the VIPeep would stay in the park for, however, this seems to be an estimate as I had a VIPeep staying 2 months despite the time in park being set at 1

Initial happiness refers to how happy the VIPeep is when they first enter when this box is checked - this is important as an unhappy VIPeep will want to immediately leave the park upon entering, to resolve this, put an entertainer at the entrance to make the VIPeep happier

https://preview.redd.it/i4wn0xz7sa3h1.png?width=1010&format=png&auto=webp&s=f5e1c0b796ac9a0e83fb0923e252861e20358727

A tired VIPeep will move slower as compared to an energetic VIPeep, based on their energy level, this energy level does not seem to change during the playthrough once set, the VIPeep may complain that they want to sit down though

I do not know what Temperament does, based on my playthrough of The Money Pit, I forced Joe Sluggerball to play Mini Golf continuously and his temperament dropped to zero, however, despite an empty bar, the game deemed it as a clear as he did not see a single piece of litter during his entire stay

As I would waypoint my VIPeep to the specific ride I want them to ride and they will have to ride it when controlled, I did not experiment with the preferred intensity and nausea tolerance, this might seem to affect VIPeeps if they are autonomous

The fame level seemingly affects the number of peeps that wants to get an autograph from the VIPeep and will chase them, although this can be easily mitigated using the tips below

Type of Goals

Breakdown Tolerance, Litter Tolerance, Autograph Tolerance and Target Happiness

This is a straightforward goal to achieve, simply build a 1 by 2 path and drop the VIP there, put 1 adjacent scenery object for the VIP to "interact" with, once their time is up, they will "teleport" out of the park - for Target Happiness goals, simply put a fully trained entertainer with them to make them happy for the duration of their stay

https://preview.redd.it/zq0xla0nja3h1.png?width=945&format=png&auto=webp&s=4934b64ea3f2a7d7c6f72c76a7444ef17f3d95cb

Visit X Coasters with Y Excitement

Just waypoint the VIPeep to the coasters, after their park opinion has filled up, bring them back to the isolation path and wait until time is up, especially if the goal is combined with litter/breakdown tolerance and the VIPeep might get unhappy due to seeing litter or experiencing ride breakdown.

Visit a Swimming Pool

Self-explanatory goal, although I do question why I'm allowed to build a one tile pool and the VIPeep is satisfied with it

https://preview.redd.it/juxu1n23oa3h1.png?width=898&format=png&auto=webp&s=d42777fc8ea68955963021a37d73e82d455f96b5

Visiting X viewing Galleries

Just build a series of the cheapest viewing gallery you can find and make the VIPeep visit them in order

https://preview.redd.it/63fmmf45ka3h1.png?width=854&format=png&auto=webp&s=436b5aa74cdf63df45e6d3c64d1ab8f993b860ff

See X Number of Y Animals and Dung Tolerance

For dung tolerance, it applies the same as litter tolerance because as long as the VIPeep doesn't complain too much, the opinion bar won't go down, that said, it can be potentially difficult to micromanage if you have 25 animals in an enclosure because the scenario asked for 25

For seeing animals, I ran Lost Land of the Dinosaurs scenario and I let Major Smythe "see" the panthers - the VIPeep does not need to specifically be at a viewing gallery to "see animals"

https://preview.redd.it/aeb19egela3h1.png?width=899&format=png&auto=webp&s=3a92dcfb9265dc888bf10b3e92d40721d01eda60

Afterwards, I just dragged the VIPeep over to an isolation gallery so that the VIPeep does not see dung while filling the 3 viewing gallery goal requirement

https://preview.redd.it/2rsahze9ma3h1.png?width=890&format=png&auto=webp&s=f881d60078975b23546e3c7110151875ef0bcd93

WARNING: If you sell away the animal(s) that the VIPeep has saw before they leave the park, the VIPeep's park opinion will go down and this will count as a failure condition in the event the total number goes below what the VIPeep wanted, ONLY sell away the animals AFTER the VIPeep has left the park and the goal is completed

Alternatively, you can simply hire a bunch of animal keepers to ensure the dung quantity is at a minimum when the VIPeep is "seeing" the animals or at the viewing gallery, basically, try to minimise the VIP's "contact" with dung

Visit a Themed Area

This very annoying goal is surprisingly straightforward once you realise the trick is not making a "pretty area" but rather, simply spam decorations of the theme required around an area until the VIPeep is satisfied - see image below where I satisfied Clint Bushton's request on a western themed area by spamming barrels around him

https://preview.redd.it/ppfv41nroa3h1.png?width=1016&format=png&auto=webp&s=2c84c4968a31447708087547ac474ecdd3e1da00

See Mixmaster Display

Create a mixmaster display, and then waypoint the VIP to the source of the mixmaster, once they saw the mixmaster performance, it will count as a clear

https://preview.redd.it/cv3y7vjhra3h1.png?width=934&format=png&auto=webp&s=2d51273a500c8cdeb4d008c60f24611316d57a55

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u/JuddtheStormcaster — 1 month ago
▲ 8 r/rct3+1 crossposts

What does Release an Animal and "Publicity Boost" does in RCT3?

Releasing an animal into the wild may seem pointless on the surface, or does it actually do something?

Let's take an example, note that debug mode is used to highlight the impact it have on a game when an animal is released into the wild.

I have a panda enclosure with a single panda, this gives me +30 to my soft guestcap from animal contribution (Note: The contribution per animal is non-linear, it seems like the increase per animal decreases per additional animal of same species is added)

https://preview.redd.it/rg06m1kctw2h1.png?width=851&format=png&auto=webp&s=10569161fce50d730aec36f4aa7daafd3dc759b4

After I sold the animal, the soft guestcap drops to 100 temporarily, and then, it increases to 175 - this is a temporary boost of +75 to the soft guestcap

https://preview.redd.it/s354ft7dtw2h1.png?width=869&format=png&auto=webp&s=54e9aee3bf6519961c0e73ad263eb2bed3f3bd40

How long does this additional boost to guest softcap lasts? I did a test by releasing a Panda and then immediately adjusting the date to 1 March to see the impact.

Date Guest Cap Decrease
1 March (Release Date) 100 N/A
8 March 173 N/A
16 March 166 -7
24 March 159 -7
1 April 152 -7
8 April 144 -8
16 April 137 -7
23 April 130 -7
1 May 123 -7
8 May 116 -7
16 May 109 -7
24 May 102 -7
1 June 100 -3

From the above testing, the publicity boosts lasts for approximately 3 months, and diminishes about 10% per tick.

Let's take another example, I have a Micro Aquarium and a bunch of Chimps, my soft guestcap is 302.

https://preview.redd.it/sbkehftfvw2h1.png?width=886&format=png&auto=webp&s=9d0fbe0a52a255c7c1493044f4619f7d71deb373

After I released 14 Chimps, my soft guestcap dropped to 280 (80 in total from animals, 100 base and +100 from aquarium)

https://preview.redd.it/ny448lltvw2h1.png?width=852&format=png&auto=webp&s=5591db80eefc0b96c02161cbede30df3ce8382a8

About a few days later, my soft guestcap jumped to 714, for a gain of +434 (Note: 100 is from the Aquarium), from the release of animals.

https://preview.redd.it/expow0nxvw2h1.png?width=745&format=png&auto=webp&s=7af3d84ad1a8a7e27d447550bcb765b3ca4d5eee

Bug revolving around Animal Release publicity boosts being carried across scenarios

The discovery pertaining to the guest softcap glitch being carried forward across scenarios is discovered on accident in sandbox mode when I wanted to re-test the impact of releasing animals

A similar issue exists with guest cheatcodes being carried forward to the next scenario provided that the player did not exit RCT3, unlike the publicity boost, guest cheatcodes will stay for the entire session until you exit RCT3

This is using the Chimp example after I left Sandbox and entered Vanilla Hills - for the first 7 days of the scenario, the Soft Guestcap will always be the Soft Guestcap + additional 75, afterwards, the Soft Guestcap boost of 75 will be removed, Vanilla Hills by default have a soft guestcap of 225.

https://preview.redd.it/cf8z6d83ww2h1.png?width=854&format=png&auto=webp&s=2b98cbfc5e0485fcb0d4636a4270bf476cf757f9

On 9 March, Year 1, the soft guestcap jumped to 655, how did this happen???

https://preview.redd.it/t50sjnndww2h1.png?width=781&format=png&auto=webp&s=53f0f0c72f1551a073840c450d5e030faebce71f

Let's do the math: Base + Rides = 225, Guestcap of 655 - 225 = 430 difference

The difference is quite similar to the Chimps above, which has decreased by 4 from 434 to 430 due to timing difference of 1.5 weeks. This is an accidental discovered glitch arising from publicity boost gains carrying forward across games in the same session.

While this might not have much impact on gameplay as RCT3 is a single player game as if you do not wish to "artificially inflate" the guestcap unintentionally, you can simply exit the game or wait for the boost to expire by running the scenario for a few more months.

As seen below in a separate screenshot from testing, I managed to get 600 guests in Vanilla hills without building any new rides, due to my efforts in releasing animals in Sandbox mode and letting the publicity boost carry forward.

https://preview.redd.it/a3pnsbe5yw2h1.png?width=849&format=png&auto=webp&s=fe466f19729cc65d44eb5d06b8c3dda7e8822778

This unintentional glitch may create issues on verifying speedruns as without using debug mode to reveal the soft guestcap approximately 1 week into the run, the total potential guest generated may be way higher than the actual guest generation based off the total rides placed at the start of the run alongside advertising boosts due to unintentional prepping in advance (such as doing back to back scenario speedruns or re-running the scenario again to get a better time).

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u/JuddtheStormcaster — 1 month ago