The game is still in Alpha, with an update every month. I've seen guests pay to enter the park, buy a balloon and 4 soft drinks, then leave without riding anything. Why they even went there in the first place remains a mystery. Unless you hit an intensity sweet spot, guests are likely to ignore the coaster, and instead walk around the park complaining that it is boring (this means junior coasters are vastly underpowered - guests don't seem to have differing tastes). ![]() This problem is exacerbated in coasters, since their construction and maintenance costs are far higher than that of other rides, and intensity is harder to fine tune. Most of the attractions have never been filled up, and were actually losing money. Disregarding the Star Shape, there were 380 guests of which 90 were riding the 10 attractions, and 32 were in a queue. When the park had exactly 500 guests in it, I paused the game and did a quick count: Roughly 125 guests were on rides, and 120 were queueing. In my current park, two rides (out of 11) seem to account for 80 % of all ridership. Guests spend far too much time dicking around at random, and rarely seek out rides unless they have the right intensity (the excitement rating doesn't seem to draw guests at all). My first and biggest gripe with the game at this stage, is that the guest AI is still lacking. If you want a 50 meter corkscrew, you can build it with ease. It's based on track pieces like RCT, with the difference being that you're free to chose banking on every node, and the track pieces can be scaled up and down in size. Parkitect's coaster tool is very flexible. I haven't quite gotten the hang of building coasters yet, but looking back at my RCT2/3 creations, I've never really had it. Building a huge flat roof in RCT is a major pain in the rear. Just the fact that walls and objects don't reset their build height to ground level after you plonk one down makes a huge difference. It still lacks some parts to work well (I miss pillars on grid lines and more roof slopes in particular), but it's so much easier to build stuff than in RCT that the latter feels inflexible, slow and unwieldy by comparison. Speaking of buildings, the construction tool is really awesome and user-friendly. In RCT, I hardly bothered with buildings other than ride stations and restaurants, but in Parkitect I use them all the time to camouflage the back stage. This encourages the use of "back stage" areas with depots, staff break rooms and staff-only pathways, supporting a cluster of shops and stalls. You can't just plonk shops down willy-nilly, but you must use a depot and haulers to support them. This adds a completely new depth to your park planning. Unlike the RCT series, shops and stalls in Parkitect have to be restocked with supplies. Not quite RCT2 yet, but definitely getting there. It's still not complete, but you can see the vision of the developers, and it's possible to have a good game experience with what we've got so far. I'm going to draw a lot of parallels to RCT2 since the games have a lot of similarities, and because from the looks of things, most people in here are familiar with how RCT works. Stainless Steel Gym Wipe Dispenser, 36”(h) x 13”(d) Bottom rubber pads for stabilityīuilt-In Plastic Trash Can, 15.5” (h) x 10.Sorry for double posting, but after half a year or so, I feel like it's safe to follow up my initial thoughts. (4) Rolls of Antibacterial wipes 800 sheets per roll total of 3200 sheets. With a pretty silver finish that blends seamlessly in any environment, this dual-use sanitizer and waste station is perfect for commercial or personal use. The container is comprised of resilient stainless steel that will keep its composition in various weather and venues. This product comes with a 6 Gallon trash can, a plastic bucket that fits moisture sanitizing rolls of 8” in diameter. Replacing the cleansing wipe rolls or emptying the trash bins is incredibly simple with our improved front-door access design. ![]() Keep Germs and Trash at Bay with the Trash Bin and Wet Wipe Holder
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