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02/06/16

Feedback evaluation regarding passenger transports

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Dear railway fans,

A short while ago, we started a brief survey where you were able to provide us with your thoughts about the passenger transports in Rail Nation. We are very happy with the result and would like to thank you all for participating!

Rail Nation Personentransporte

In the following, we will present the most common suggestions and share our views on them with you:

  • The 10 minute suspension after reactivating engines from the museum detracts from the game experience and should be removed.
    Reply: There is a good reason why we can’t remove that suspension. If engines could be moved between the museum and cities without a short suspension, it would be possible to teleport trains. This would have a major impact on balancing and fairness in the game. Players could for example jump across the map to a different city in order to take part in a competition there. Afterwards they could just move their engine elsewhere again and transport goods there. Without the suspension, it would be possible to skip empty runs or routes that aren’t very lucrative.
    Explanation: An engine travels between A and B, is parked in the museum and is then put back on the map at A. This would result in a shortened travel time.
  • Players delivering to cities don’t get enough revenue from transporting passengers (picking them up in the next city). In contrast, players receive too much money for serving routes with greater distances.
    Reply: We’ve already made some adjustments here. This difference, however, is not entirely unintentional. If many players serve the same route, they will earn less money. If, in contrast, a player is serving a route only by themselves, income is high. Players are supposed to be rewarded for taking tactical approaches with their engines (including the supply of city goods). Just like the great effort of building an extensive railway network, it’s all about strategy here.
  • Passenger engines should be available for purchase in addition to the cargo engines and they shouldn’t use up the same slots in the engine house. So overall there should be more room for more engines.
    Reply: A change like this would also have a great impact on balancing. While a player now has to decide for one of these engine types, thereby following a certain way of playing the game, separating these slots would mean that all players could permanently use both types of engines. So the decision between cargo and passengers would become obsolete. Players would just do both, since the engines are readily available. This would mean that all players would have more money available and hence influence other aspects of the game as well. Increasing the amount of engines a player can own would also impact the game’s performance.
  • There should be more passenger engines in each era – two at least.
    Reply: That’s one wish we are happy to grant! The idea of having more passenger engines first came up when we developed this feature. Please give us some more time.
  • Research has become too difficult with the introduction of the passenger transports – it’s impossible to research the passenger engine, the best cargo engine and the coupling.
    Reply: Early laboratory upgrades can be really useful here. The money gained from passenger transports also helps to further upgrade this building, meaning the new engines will help you get a return on that investment.
  • The waiting times for passenger transports are too high. They also can’t be influenced.
    Reply: There will be one small change regarding this issue in the summer. Stay tuned! 😉

We wish you lots of fun and travel safely!

Your Rail Nation Team

11 reacties

  • Prime Antares schreef:

    Hi,
    Additional balance comments:
    1. Hauling Passengers brings more prestige – you can be a top hauler in two cities, getting prestige twice more than cargo hauler
    2. Revenue on hauling passengers between two closest cities is very low, so volunteer helping city in this way impacts own profit significantly
    Can this be somehow adjusted?

    • MrsGore schreef:

      Hello Prime Antares, I’ll forward your feedback about these situations to our game designers however, I’m not able to say if or when this will be adjusted or not in a future update. Thank you for your feedback and helping us improve our game.

  • Trainaholic schreef:

    I appreciate you passing it on to the game designers MrsGore. And yes I understand there is a process to decide whether a suggestion comes to life or not in a game.

    The other thing I hope the team is considering is splitting the tech trees between passenger trains and cargo trains, Passenger trains are valid any era and don’t require any coupling technology and should address the not enough time to get everything concern.

    I was surprised this wasn’t touched upon in your response, but it bothers a fair number of us doing pax hauls is the underwhelming upgrades, very modest for the relatively high research points. There is little difference between the upgrades from era 1 to 3. I do hope future iterations introduce upgrades worth their RP

    • MrsGore schreef:

      Hello Trainaholic, I’ll also forward your suggestion about splitting the tech tree between passengers trains and cargo trains. Thank you for your suggestion.

  • Trainaholic schreef:

    Re: Museum, is it possible that building could be added as a train station upgradable building that could solely be responsible for capacity (instead of the station concourse) and offer shortened suspension time, reducing it by 30 seconds down to 3 minutes (5 if 3 would still be considered unfair) when maxed upgraded

    • MrsGore schreef:

      Hello Trainaholic, I’ll forward your suggestion to our game designers however, I’m not able to say if or when this will be implemented or not in a future update. Thank you for your feedback and suggestion and helping us improve our game.

  • Steve Mollett schreef:

    Well obviously you don’t listen to your players. You didn’t offer alternatives to fix any of the problems most people pointed out you just said oh we can’t do that. This is why population is plummeting on pretty much every server.

    • MrsGore schreef:

      Hello Steve Mollett, to which exact issues are you referring to? Unfortunately not all issues can be fixed as soon as they get reported, sometimes the process is more complex than it seems.
      It’s necessary to reproduce the bug, to create a fix, to test the fix, release it on a test server and see if it’s working, to finally release it on the live servers. Sometimes there aren’t any workarounds to the issues being reported it’s necessary to wait on a fix.
      Thank you for your feedback on this matter.

  • CChump schreef:

    1. sollen ja Spieler belohnt werden, die sich einen +Acc leisten. Und das kann man fast einen ganze Spielrunde auch ohne Gold kaufen zu müssen. Ich spiele meistens ohne +Acc, das ist viel spannender (und ich spiele auch max. 1 Std. am Tag)
    2. Wer bestimmt denn welche Lok die beste ist? Ich z.B. habe je nach Spielausrichtung immer andere Loks die mir wichtig sind
    3. Wozu braucht man die Kupplung? Wenn man es schaft ok, wenn nicht auchgut. Ich bin ein erfahrener Spieler und spiele fast immer ohne Kupplung. Vielleicht solltest du mal eine neue Taktik ausprobieren oder einfach mal versuchen ohne Alles (Kupplung, +ACC) auszukommen ^_^ Ich stehe da jedem mit Rat und Tat gerne zur Seite, sucht mich auf Drehgestell oder bei den Skandinaviern

  • Arbales schreef:

    Ganz ehrlich? Nein

    Ich spiele schon geraume Zeit Railnation und habe schon einiges an Strategien ausprobiert. Es existiert eine beste Lok für jede Epoche. Man multipliziert Anzahl der Waggons mit der Maximalgeschwindigkeit und teil durch die Anzahl der notwendigen Slots. Diesen Wert vergleicht man. Dazu kann man die durchschnittliche Streckenzahl und die Wartezeit heranziehen, um Beschleunigung und das Verhältnis Waggons zu Geschwindigkeit gewichtend mit einzubeziehen. Und dann kommt bei den jetzigen Loktypen ein jeweiliger Epochenfavorit heraus, ganz unabhängig von der Spielweise.

    Und was die Kupplung angeht, die ist vielleicht nicht notwendig, aber ohne, rutscht man bis zum Endspiel immer weiter ab, jedenfalls als Stadtfahrer.

    Der Grund ist einfach: Mit der Kupplung spart Forschungspunkte, weil man die ersten Loks der nächsten Epoche nicht upgraden muss.

    Mein Fazit: Trotz dauerhaftem +Acc und mindestens 6 h Spielzeit pro Tag musste ich mein Labor auf Anschlag (25) ausbauen, um in jeder Epoche die Personenlok, die beste Güterlok und die Kupplung zu schaffen. Es war so oder so auch nur mit Sofortausbau Gutscheinen möglich, den Epochenbonus so zu kaufen, dass die letzte Stufe Lokschuppen davon bezahlt wurde.

    Und in Epoche 6 hat es nicht mehr gereicht, weil ich mein Labor nicht weiter ausbauen konnte, aber da wars auch nicht nötig, denn der Linwurm ist ja praktisch die beste Lok.

    Kann sein, dass es alles ganz einfach ist, wenn man stur Profit fährt. Das führt aber zu entsprechend weniger kooperativem Spiel und wir wissen alle, dass man nur mit Kooperation ins Endspiel kommt.

  • Arbales schreef:

    Stimmt, das wäre eine Lösung. Es wäre schön, wenn die Entwickler sich zu dieser Option äußern, denn das Teleportieren wäre dadurch auch verhindert. Somit wäre dies tatsächlich kein Kompromiss, sondern eine echte Problemlösung, bei der alle Seiten komplett zufrieden sind.

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