This is something that I've been pondering for some time and I'm not quite sure how it would be dealt with in the game due to the way that pathfinding and AI works... but I wish the AI was more intelligent..
For example:
Guests wander around, bouncing from ride to ride, shop to shop because they have no money. They cause serious bunch-ups at ride entrances as they block the way turning around to just head else-where and do the same. I wish that the guest KNEW that they had no money and that a park charges for rides they are heading to, so don't bother and find something else to do that's free, or go home, or find a cash point.
I wish guests knew what the queue length was before they got to the entrance and decide that they aren't prepared to wait. Something like a queue time board that we can place along the way which allows a decision making mechanism to come into play. This one may actually exasperate the issue of bouncing in larger parks though, so this one may be hard to do.
I wish guests were aware of what rides are further away in the park that may be a better match for their ride desires rather than heading for the first one they see. I mean, yes, there should be an element of this as it happens in real life too, but it seems to be wildly disproportionate.
I wish guests were aware of less busy shops in the area rather than heading to one and being disappointed then heading to another equally busy shop when there is an empty one stood right next to them (Mr Frites, I'm looking at you)
I sort of wish that the guests would "look ahead" and detect a collision in advance. In a larger park, all you see is a load of guests that bump into each other and then have to work out how to walk around each other - but I also get that this look ahead calculation is probably quite taxing on CPU when extrapolated to 10,000 guests..
In other senses though, the AI is great... The guest knows that it's quicker to get a transport than to walk, for example; they mostly avoid walking through each other, they interact with their surroundings - there is loads that it does well.
I just wish that some more "real life" logic was applied to the guest brain.. Yes, there are elements of real parks where a guest gets to a ride and thinks "nah, you're alright", but parks also provide ways to make this decision in advance. This could even take the form of a trait where the guest has a queue time app or something that they check the current queue time before heading to a ride, where that check is the decision point to either head there or not bother.
OR if some-one has run out of money and the rides are chargeable then you don't attempt to get on unless you can pay - you either stand and watch rides, sit at benches, hang out with friends, watch fireworks, walk around gardens / vistas etc. Maybe this may even reduce calculations because the AI doesn't have to think about how the guest is going to turn around and get out of the bunch-up they've caused changing their minds...
For example:
Guests wander around, bouncing from ride to ride, shop to shop because they have no money. They cause serious bunch-ups at ride entrances as they block the way turning around to just head else-where and do the same. I wish that the guest KNEW that they had no money and that a park charges for rides they are heading to, so don't bother and find something else to do that's free, or go home, or find a cash point.
I wish guests knew what the queue length was before they got to the entrance and decide that they aren't prepared to wait. Something like a queue time board that we can place along the way which allows a decision making mechanism to come into play. This one may actually exasperate the issue of bouncing in larger parks though, so this one may be hard to do.
I wish guests were aware of what rides are further away in the park that may be a better match for their ride desires rather than heading for the first one they see. I mean, yes, there should be an element of this as it happens in real life too, but it seems to be wildly disproportionate.
I wish guests were aware of less busy shops in the area rather than heading to one and being disappointed then heading to another equally busy shop when there is an empty one stood right next to them (Mr Frites, I'm looking at you)
I sort of wish that the guests would "look ahead" and detect a collision in advance. In a larger park, all you see is a load of guests that bump into each other and then have to work out how to walk around each other - but I also get that this look ahead calculation is probably quite taxing on CPU when extrapolated to 10,000 guests..
In other senses though, the AI is great... The guest knows that it's quicker to get a transport than to walk, for example; they mostly avoid walking through each other, they interact with their surroundings - there is loads that it does well.
I just wish that some more "real life" logic was applied to the guest brain.. Yes, there are elements of real parks where a guest gets to a ride and thinks "nah, you're alright", but parks also provide ways to make this decision in advance. This could even take the form of a trait where the guest has a queue time app or something that they check the current queue time before heading to a ride, where that check is the decision point to either head there or not bother.
OR if some-one has run out of money and the rides are chargeable then you don't attempt to get on unless you can pay - you either stand and watch rides, sit at benches, hang out with friends, watch fireworks, walk around gardens / vistas etc. Maybe this may even reduce calculations because the AI doesn't have to think about how the guest is going to turn around and get out of the bunch-up they've caused changing their minds...