Are queues for some rides broken?

Hello,

I got some serious troubles in my Challenge mode park. I know that transport rides are quite popular in the real life [rolleyes] but I mean, look my park :

1516151398-brokenqueues.png


Guests switch from the ride to the outside but it is really really slooooooooooooooooooooooooooooooooooooow so new guests can't queue and run the ride. Is there a way to fix this because it is really anoying and that's the same with log flumes for examples.

What is the solution ? Bulldoze my nice rides ? If someone have the solution [sad]

I also noticed guests only want to run those rides, but why ? I know it is cool but I got various nice coasters, but seems they only want to ride those two.

Thank you for reading.

Edit : Those 2 rides are 50 bucks a run, who would pay this price for this ??????? Still I tried to lower the price, it is even worse.
 
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What I found happening last night, I had a similar problem with a jam of people trying to get into a newly opened 1100 prestige coaster. And a similar jam when I opened a tracked ride that was a dark ride.

I followed some of the people and saw that they were doing the "I don't have enough money for..." and then turning around and going somewhere else. Curiously it was NOT to the ATM across the way, it was some totally new destination.

I ~think~ that the behavior is set to say "Oh, that's an appealing ride, I'll go ride it" but not check the price. Or if it does check the price it does so but then doesn't update it once the peep starts walking. So if someone is coming from clear across the park to a new ride and you up the price while they're walking, they won't realize it until they get there. This means you've got people who are trying to get in AND people who are trying to get out of the way which slows EVERYone down.
 
This looks like a serious pathing problem to me. There are two very popular Rides with their entrances and exits all in one spot. Try using wider paths and maybe putting the entrances apart from each other.
 
This looks like a serious pathing problem to me. There are two very popular Rides with their entrances and exits all in one spot. Try using wider paths and maybe putting the entrances apart from each other.

Exactly. Already responded to the duplicate thread in the suggestions and ideas section with the same response, as well as
It has nothing to do with the exiting speed of the peeps.

It's clear to see the exit paths are free from peeps and they actually all want to enter.

You can set them to any price, it will influence some to not go on. But not every guest uses the ATM, so if they only have 50 bucks they will be wandering around your park searching for something to do that is within their price range, when there is none they will linger on and eventually leave being disappointed and it will cost a huge chunk of your park rating and happiness.

Actually, maybe that IS the problem. Looking again at the screenshot it looks like the queue's are half empty (or half full, whatever you prefer [tongue])

Probably most guests don't have the funds anymore but still hang around the entrances of both rides which makes it clutter up, also because of the popularity of the rides..

I ~think~ that the behavior is set to say "Oh, that's an appealing ride, I'll go ride it" but not check the price. Or if it does check the price it does so but then doesn't update it once the peep starts walking. So if someone is coming from clear across the park to a new ride and you up the price while they're walking, they won't realize it until they get there. .

They never check prizes before heading to a ride, only when they want to enter the queue, that's why they are cluttering up if they are already out of money.

EDIT: and the track rides also have a way to high popularity, this has been an issue ever since they added them,
 
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EDIT: and the track rides also have a way to high popularity, this has been an issue ever since they added them,

I thought that....

My 6 year old wanted to make a kitty ride so we put one off a little side road and then loaded it with scenes and gingerbread stuff she helped design. Opened it up and it was... freaky.
 
I thought that....

My 6 year old wanted to make a kitty ride so we put one off a little side road and then loaded it with scenes and gingerbread stuff she helped design. Opened it up and it was... freaky.

Yep, tracked rides instantly drain your other rides from guests.

I can understand they like dark rides/tracked rides, I like them too, but it is a bit insane.
 
. . . track rides are a bit overhyped ingame if you ask me.
One of the conceits of the track rides is that people ride them to enjoy specific scenery -- often to see a show, like Small World, Pirates of the Caribbean, etc. But how to implement this in PlanCo? The guest brain can't tell the difference between a meticulously crafted experience and a semi-random distribution of plants'n'props. So the track rides are prestiged as if they provide a meticulously crafted experience even if you just ran 'em through a semi-random distribution of plants'n'props (or around the l'Hotel Danielle with a quick dip over the apartment buildings -- nice view, but still). Or, going back to the OP's transport ride, from point A to B to C to . . .

Although I agree that there's a balance issue, I'm not sure that dropping the prestige on the track rides (the usual suggestion) is a good solution. But if we had the ability to manipulate the prestige parameters in the Scenario Editor we could try it ourselves and find out.
 
The guest brain can't tell the difference between a meticulously crafted experience and a semi-random distribution of plants'n'props.

Something that strikes me for a long time now. In one of my parks (a jungle/adventure themed one) all of my rides had the scenery counter at 100% before I was finished with filling the ground with all the same plant (the flat one from the tropic theme.. can't remember the name)
 
The guest brain can't tell the difference between a meticulously crafted experience and a semi-random distribution of plants'n'props. So the track rides are prestiged as if they provide a meticulously crafted experience even if you just ran 'em through a semi-random distribution of plants'n'props (or around the l'Hotel Danielle with a quick dip over the apartment buildings -- nice view, but still).

But how to write an alogrithim for this is nearly impossible. Back in the Zoo Tycoon days one of the "strategies" was to line the back of an animal's paddock with it's preferred tree. Pack them in so that they have the right "Number" of those trees but you don't use up too much space and make the animal feel crowded. It also makes it easier for keepers to get to the"poo" and clean it up since they don't have to wander around trees....
 
One of the conceits of the track rides is that people ride them to enjoy specific scenery -- often to see a show, like Small World, Pirates of the Caribbean, etc. But how to implement this in PlanCo? The guest brain can't tell the difference between a meticulously crafted experience and a semi-random distribution of plants'n'props. So the track rides are prestiged as if they provide a meticulously crafted experience even if you just ran 'em through a semi-random distribution of plants'n'props (or around the l'Hotel Danielle with a quick dip over the apartment buildings -- nice view, but still). Or, going back to the OP's transport ride, from point A to B to C to . . .

Although I agree that there's a balance issue, I'm not sure that dropping the prestige on the track rides (the usual suggestion) is a good solution. But if we had the ability to manipulate the prestige parameters in the Scenario Editor we could try it ourselves and find out.

Crazy thought, but what if... In addition to dropping the prestige on track rides we also dropped the effect of vegetation on prestige, while upping the effect of animatronics and other similar items that one would typically use to create excitement on such rides? (So things like VFX and animatronics bring in way more prestige for track rides than plants and bushes... Even more so if they're triggered by the ride perhaps?) Either that or give us a way similar to the trigger system to link our scenery as being part of the ride and then use that to calculate prestige, and otherwise keep the scenery rating the same but lower it's impact...)
 
Well I know that adding track triggers affects prestige.

I have racing coasters set up to act like two fighters being catapulted out of a star fighter bay. They use launch doors, and lights. Since the two trains are side by side, I only set up ~one~ side with triggers and did not on the other (which was silly given that sometimes one ride is broken down). Anyway, the result was that one side had about 300 prestige more than the other. I added trigger to the second coaster and the prestiges more or less balanced again.

(shameless plug: https://www.youtube.com/watch?v=r8h4gSPSTwg)
 
With all those cool ideas about how scenery etc. can affect how guests like the ride... One question: How much more cpu workload do you want to add? ;)
 
With all those cool ideas about how scenery etc. can affect how guests like the ride... One question: How much more cpu workload do you want to add? ;)
How much CPU workload does it currently take? Something's already calculating scenery along the track (bonus if triggered) to get part of the Prestige -- tweaking this is unlikely to add much load.

My point was that there's a valid reason why track rides have higher prestige than it seems like they should -- it may not be a good reason, but it's not a random error that just needs a fix. That fix has to take into account what track rides are intended for.

IMHO the best solution is to have a toggleable option putting this decision into the hands of the players: let us set (or adjust, like a modifying number +/- what the prestige would be) Prestige directly in-game. Second-best is give us access in the Scenario Editor. That way we're not taking up the dev's time or CPU load on it.
 
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