Amenities are too fickle and dont want to work

Too often they just wont show that any guest type wants to go there despite the game telling me theres a demand there. And even when I satisfy all the guests I need the building only makes me negative profit
 
Ignore the computer telling you to put them on the red path. That doesn’t work. It’s insanely stupid, but they need to be DIRECTLY next to an attraction to turn a profit.

The path leading to your park – they won’t enter.

The path leading to your exhibits – they won’t enter

Create a main street with no actual attractions – they won’t enter.



I only realized that after 4 hours of trying to turn a profit with shops.



This game is an utter drag.
 
Uh... I got mine to work by placing an attraction (a cinema) on the thoroughfare without issue. My shops also work fine on the main (highly congested) way into the park, to the point that they're frequently overcrowded. No attractions required. People won't go out of their way to go into shops but if you put the shops where the people are going to be they seem to use them just fine, for me.

All the red path means, by the way, is that there's no coverage for drinks/food/shopping along that path. If there aren't people using that path, then that isn't important. If people are using that path, they should stop into the shop to buy stuff.

Are you guys customizing your shops to appeal to a broad customer base? If not, that may be an issue. I've literally never had amenities that were negative, despite tacking on all the extra upkeep. :x
 

Jens Erik

Senior Community Manager
Frontier
All the red path means, by the way, is that there's no coverage for drinks/food/shopping along that path. If there aren't people using that path, then that isn't important. If people are using that path, they should stop into the shop to buy stuff.
This is a very good point from Silvertounged! Keep an eye on your Management View and check if the different areas in your park needs additional Amenities.

Another tip is to not immediately rush to add internal modules, because cost money and can be a drain on your financials when you first build an Amenities building.
 
Too often they just wont show that any guest type wants to go there despite the game telling me theres a demand there. And even when I satisfy all the guests I need the building only makes me negative profit
Are you sure you are building the right type? Took me a second to figure out how to switch between Food, Drink, and gifts. It is a second option that comes up after you click on the size of amenity you want to place.
 
Are you sure you are building the right type? Took me a second to figure out how to switch between Food, Drink, and gifts. It is a second option that comes up after you click on the size of amenity you want to place.
yes im sure. I placed it right by the viewing gallery, and even with no modules it wasnt making any money
 
yes im sure. I placed it right by the viewing gallery, and even with no modules it wasnt making any money
Hum, the lack of module may actually be hurting you. Any chance you could post a screenshot with the shop info tab open? Actually seeing might it might help us troubleshoot.

Something like this
1636657945820.png
 
I haven't had any issue with them working. The problem is when you don't have enough people in the park. So wait until you have 6 species before you even start editing them. Each module costs money so the more you configure it the more you go into the negative. When u get to the point they want you take reach 400,000 profit a min you're probably good to configure the shops.

Scroll over top of them and see how many guests are in there. If you're at 250/250 then u can configure and increase profit. If you're at 50/250 than you're just going to go into the negative by configuring them.
 
I just place mine directly next to viewing galleries (or other attractions).

Never seem to have any issue with making profit.

Might start experimenting with also putting them on busy roads though, as someone else suggested in this thread.
 
I've had a few issues with them.

-they randomly go into the red and stay there for minutes on end, despite nothing having changed in the park, and switching modules around just makes them go deeper

-I have 100% park coverage with all three types in Large Amenity buildings, yet the game is constantly telling me the guests are complaining about them one way or another

Also, how do the giant Guest Attraction buildings actually work? Do you use them to lure in guests of a type that are low in that particular area of the park?
 
-they randomly go into the red and stay there for minutes on end, despite nothing having changed in the park, and switching modules around just makes them go deeper
There is something that that is constantly changing in your park although it's not obvious, the location of your Dinos. As the viewport that lets guests see Dinos change, the guest density shifts from area to area in the park. So this mixed with a significant excess of capacity for a given amenity is probably the reason for the shifts you are seeing.

-I have 100% park coverage with all three types in Large Amenity buildings, yet the game is constantly telling me the guests are complaining about them one way or another
Use of the Large Amenity (referred to as LA after this) buildings is probably further causing the issues you are seeing. Without seeing your park I can't be 100% certain but the LA buildings are most likely overkill for what you need.

One way to think of this is if you have 1600 guests two LA of a given type will satiate their need for the entire park. If you build more than two you will not be able to fill them up, and if you cant fill an amenity above around 50% of its capacity it will lose money. You most likely can't cover the whole area you need to cover with just two so the best option is more spread out small/medium amenities. Also, an advantage of multiple small/medium ones is you can deactivate them if they are not profitable in a given area until you create more demand by increasing your total guest count.

So you actually want to use more of the small/medium ones to get a wider area coverage of the amenity without completely overshooting the total demand for the Amenity. Dividing your toat possible guest by the number of guests a given amenity can service will give you an idea of how many you can build before they all will run at a deficit costing you money.

Some numbers for reference.

Guest covered by a given amenity
Large 700-800
Medium 350-400
Small 180 - 200

Two-star park at 900ish guest

So if I use 3 Large Amenities to cover my park food need, they each will only have 300 of 800 guests well below their 50% occupancy thresh hold and run at a loss
While if I use 3 Medium Amenities to cover my park food need, they each will have 300 of 400 guests getting them above 75% occupancy and turning a tidy profit
Finally, if I use 5 Smal Amenities to cover my park food need, they each will have 180 of 200 guests getting them above 90% occupancy and hitting near max profit

So bigger is not always better, keep in mind your total guest count to total Amenity Occupancy. And as you get a feel for it you will get better at judging local demand.


Also, how do the giant Guest Attraction buildings actually work? Do you use them to lure in guests of a type that are low in that particular area of the park?
Still figuring this one out myself.
 
There is something that that is constantly changing in your park although it's not obvious, the location of your Dinos. As the viewport that lets guests see Dinos change, the guest density shifts from area to area in the park. So this mixed with a significant excess of capacity for a given amenity is probably the reason for the shifts you are seeing.


Use of the Large Amenity (referred to as LA after this) buildings is probably further causing the issues you are seeing. Without seeing your park I can't be 100% certain but the LA buildings are most likely overkill for what you need.

One way to think of this is if you have 1600 guests two LA of a given type will satiate their need for the entire park. If you build more than two you will not be able to fill them up, and if you cant fill an amenity above around 50% of its capacity it will lose money. You most likely can't cover the whole area you need to cover with just two so the best option is more spread out small/medium amenities. Also, an advantage of multiple small/medium ones is you can deactivate them if they are not profitable in a given area until you create more demand by increasing your total guest count.

So you actually want to use more of the small/medium ones to get a wider area coverage of the amenity without completely overshooting the total demand for the Amenity. Dividing your toat possible guest by the number of guests a given amenity can service will give you an idea of how many you can build before they all will run at a deficit costing you money.

Some numbers for reference.

Guest covered by a given amenity
Large 700-800
Medium 350-400
Small 180 - 200

Two-star park at 900ish guest

So if I use 3 Large Amenities to cover my park food need, they each will only have 300 of 800 guests well below their 50% occupancy thresh hold and run at a loss
While if I use 3 Medium Amenities to cover my park food need, they each will have 300 of 400 guests getting them above 75% occupancy and turning a tidy profit
Finally, if I use 5 Smal Amenities to cover my park food need, they each will have 180 of 200 guests getting them above 90% occupancy and hitting near max profit

So bigger is not always better, keep in mind your total guest count to total Amenity Occupancy. And as you get a feel for it you will get better at judging local demand.



Still figuring this one out myself.
I have 100% dinosaur visibility as well, through galleries and rides and hotels. My parks tend to be hub-central, where the hotels, amenities, and galleries/rides are grouped tightly together while surrounded by enclosures and there's lots of overlap between the viewing zones.

It happens no matter what size amenity I use. I prefer the Large Amenity because it has the biggest range of influence, but I'll use the Medium and Small ones to "patch up" gaps where needed. My parks have around 1600-2000 guests by the time I reach five stars, and amenities close to lagoons and aviaries are nearly always at or close to max capacity. Yet I'll go into the management view and I'll see anywhere from two to five buildings glowing red despite being surrounced by dinosaurs and viewing areas and no other amenities of the same type being in range.
 
I have 100% dinosaur visibility as well, through galleries and rides and hotels. My parks tend to be hub-central, where the hotels, amenities, and galleries/rides are grouped tightly together while surrounded by enclosures and there's lots of overlap between the viewing zones.

It happens no matter what size amenity I use. I prefer the Large Amenity because it has the biggest range of influence, but I'll use the Medium and Small ones to "patch up" gaps where needed. My parks have around 1600-2000 guests by the time I reach five stars, and amenities close to lagoons and aviaries are nearly always at or close to max capacity. Yet I'll go into the management view and I'll see anywhere from two to five buildings glowing red despite being surrounced by dinosaurs and viewing areas and no other amenities of the same type being in range.

Oh, it sounds like you have way too much capasity.

"1600-2000 guests" This would only work with 2 Large Amentys, as soon as you build a 3rd they at most could achieve 66% occupancy with 1600 total guests which are just above the break-even point

Then mix that with "two to five buildings glowing red" and "I'll use the Medium and Small ones to "patch up" gaps" I read that to mean you have far more than just 2 Large Amentys of a given type.

Low invasive test - deactivate some of your Large Amenity and see if your other amenities become profitable, If they do then it is a problem with excess capacity.
High invasive test - You could try ripping out all your Large Amenity building and replacing them with Medium Amenities and seeing what that does. If the mediums are still not hitting 75% occupancy 300/400 then replace them with small.
 
@Frontier

An Idea, may already be in the game just not very well-identified, in which case just point it out to me.

Could we get modules for amenities that do not pleas a guest of a particular type like the current ones, but instead just adds to the amenities' total capacity?

This would help to bridge some of the big jumps from 400 to 800 with the change from medium to large or even 200 to 400 with small to medium.
 
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