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Guests are the visitors to your park, without them your park would never be successful, after all. The guests have different stats, of which must be kept in check in order to make them entertained and happy enough, and to improve your park rating and profits.
- 2Traits
Stats[edit | edit source]
Happiness: Determines the overall mood of the guest and is therefore the most important stat. A higher happiness makes the guest easier to handle, less likely to cause trouble and more likely to buy stuff and stay in the park for longer. Conversely, an unsatisfied guest will be more likely to commit vandalism or otherwise storm off the park, negatively impacting your park rating. This stat is also influenced by the other stats down below, so make sure to keep them in check.
Tiredness: This stat shows the tiredness level of your guests. They eventually get tired from walking, specially long paths. When tired, the guest will look for the nearest bench to rest for a while. If the guest cannot find any suitable bench they will eventually leave the park.
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Hunger: How hungry your guest is. When this stat is high enough, they will go for the nearest food stall to get something to eat. This can generate some litter, so make sure to settle down some trash bins for them to dispose off the trash.
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Thirst: How thristy your guest is. When this stat is high enough, they will go for the nearest drink stall to get something to drink. This can generate some litter, so make sure to settle down some trash bins for them to dispose off the trash.
Toilet: The guest's need to go to the toilet. Eating and drinking tends to increase this stat. Settle down toilets in strategic locations to make it conveniently for your guests to tend their needs. A high toilet stat will negatively impact the overall happiness of your guests over time.
Nausea: The nausea stat is different from guest to guest, some have a high nausea tolerance than others. When the nausea is high enough, the guest will vomit on the ground (or nearest trash bin, if there is one). Guests with high nausea will look for a First Aid Room to treat themselves and will also avoid rides with high intensity and nausea ratings. The guest may also rest in benches to slowly reduce their nausea stat over time.
Immersion: This stat determines how immersed the guest is in your park. High density of scenery and decoration, along with the hiding of staff paths and buildings will greatly increase this stat, while bad decoration, trash, vandalism, staff building and hauling will decrease it. Immersion can positively increase the happiness of the guest.
Preferred Ride Intensity: The ride intensity preference of the guest. Guests generally will only get into rides within the intensity ratings specified there. It ranges from two spectrums (i.e: Medium - Extreme). If a ride intensity is beyond their range, the guest will not go there. The intensity preference may change over time as the guest spends time in the park, so a guest who only goes into the wild coasters with high intensities may stroll for a low-intensity Carousel ride later on.
Traits[edit | edit source]
Some guests may have unique traits that will determine their behaviour within the park. Traits can be positive or negative.
Positive[edit | edit source]
Patient: Patient guests will endure long queue times without complaining and are generally easier to deal with.
Cheerful: Cheerful guests typically have high Happiness ratings and are rarely upset or commit vandalism acts.
Generous: Generous guests won't budge about prices that much, and will spend their money if it's of their interest, so long that the cost don't outweight their cash balances.
Tidy: Tidy guests will always throw their litter into trash bins and strictly avoid laying trash on the ground.
Strong Stomach: Guests with strong stomach are able to withstand extreme levels of nausea without trowing up easily.
Negative[edit | edit source]
Impatient: Impatient guests won't stay in long queues, and complains if they spend a large amount of time stuck in a queue or ride (such as broken ones).
Grumpy: Grumpy guests are more difficult to please than other guests, though if your park is well decorated and has plenty of attractions, they may distract themselves without causing much of hassle, otherwise they are prone to vandalism acts, should their happiness stat be low.
Stingy: Stingy guests are careful on where to spend their cash. They will not pay for expensive ride tickets or shop products.
Litterer: Litterer guests are prone to generate high amounts of rubbish on the ground and rarely throw their litter on trash bins, unless if very close to them.
Weak Stomach: Guests with weak stomach are prone to vomiting even from rides with medium nausea ratings, who often throws up across multiple path sections. Be sure to have enough janitors to deal with this problem.
Vandalism[edit | edit source]
Vandalism is when guests destroy things due to either anger, or they are vandals due to the 'There are .. vandals roaming the park' event. The vandals from the aforementioned event will always vandalize regardless of their traits, so even a Cheerful and Generous guest with high happiness rating will commit vandalism acts. It's very easy to detect a vandal from the event as they wear bandanas and baseball caps flipped backwards.
You can tackle vandalism by hiring more security guards or raising happiness in the park. Mechanics will also repair damaged structures.
Retrieved from 'https://parkitect.gamepedia.com/Guests?oldid=3053'
Dec 6, 2018
Tips & Tricks
Increasing Intensity:
- When given the option to set a breaking value (km/h), ie Wooden / Steel / Flying Coasters, add 1 section of hard break at the end of the track.
- Picture 1: Massive increase in intensity. Length (number of sections) of the break has no effect on intensity.
- Picture 2: Lower value yields higher intensity. Try 0.5km/h.
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Paddleboats & Bumper Boats:
- These rides can pass through half sloped stairways.
- Picture: First encounter of Bumper Boats.
Placing Multiple Path Attachments:
- Hold Shift.
- Picture: 3 benches placed with one click.
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Coaster Statistics
Control Coaster:
- This is the coaster used as a control to compare with various scenarios below.
Decoration:
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- Conclusion: Bad decoration rating will negatively impact Excitement.
- Picture: Coaster placed besides 3 depots and the main entrance structures (displayed in purple).
Walls & Trees:
- Conclusion: Walls and trees will act as a barrier against bad decoration rating.
- Picture 1: Bad decoration rating seeps through an opening on the building.
- Picture 2: Constructed walls around source of bad decoration rating as a form of containment.
Music:
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- Conclusion: Doesn't do anything.
- Picture: Nada.
Underground:
- Conclusion: Having a portion of the ride go underground increases Excitement. However, it is very difficult to decorate underground areas.
- Picture: Massive increase in Excitement.
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Duration (Minutes):- Conclusion: Uncertain. Longer the duration (5+) higher the Excitement. However, medium length (1-5) yield less favorable Excitement (test not included here).
- Other: Does time spent waiting in the station have a negative impact?
- Picture 1: Short duration.
- Picture 2: Long duration.
Chain Speed:
- Conclusion: Higher the speed faster the cart, thus higher Intensity.
- Picture: Slight increase in intensity. Compare Max Velocity from Control Coaster.
Cart Sizes:
- Conclusion: Passengers are heavy. (Physics!)
- Other: Do passengers get higher Excitement from being in a larger crowd (cart)?
- Picture 1: Different cart sizes result in different test results.
- Picture 2: Small cart accelerates faster but also retains less velocity on inclines.
- Picture 3: Air time is affected.
- Picture 4: Lateral G-force is affected.
S Bends:
Conclusion: S bends Increases Nausea.
Variables:
- Long Straight Shlong: Long glide with no S-bends
- Long Shlong: Long glide with 2 S-bends
- Long Bent Shlong: Long glide with 6 S-bends
Picture: More the S-bends higher the Nausea.
Glossary
These are educated guesses.
- Duration: Time passenger spent in the attraction. From when passenger steps into the attraction to when passenger steps out of the attraction. Affects Excitement.
- Excitement: Attractiveness of the attraction. Affects likelihood of guest visits.
- Intensity: A combination of vertical, lateral, longitudinal g-force, velocity, and air time.
- Nausea: Sudden changes in lateral g-force.
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