Guest vision (as in what guests can see or not see) really needs some TLC in my opinion. I'm always noticing guests seeming to be watching an animal when their view is clearly obstructed by scenery. I would think that this could be solved fairly easily by giving every building/scenery item a built-in opaque/semi-transparent/transparent value (fences already have this). Maybe this already exists, but if it does, it's in serious need of re-examination, because I'm always seeing guests observing animals through obviously opaque scenery.
Another improvement would be to add guest vision to the heatmap options. It could work by selecting a guest, and showing what they can see in blue. Of course vision would be limited to within a certain radius, and obstructions would simply be calculated by using opaque and semi-transparent objects' hit boxes.
A less central but just as welcome improvement would be adding binocular stands, which would greatly expand how far the guest can see. Of course, it would make sense to show what binoculars can see by selecting the binoculars; I don't know if it would make more sense for them to have their own heatmap category or simply be something that can also be selected in the guest vision heapmap.
Another improvement would be to add guest vision to the heatmap options. It could work by selecting a guest, and showing what they can see in blue. Of course vision would be limited to within a certain radius, and obstructions would simply be calculated by using opaque and semi-transparent objects' hit boxes.
A less central but just as welcome improvement would be adding binocular stands, which would greatly expand how far the guest can see. Of course, it would make sense to show what binoculars can see by selecting the binoculars; I don't know if it would make more sense for them to have their own heatmap category or simply be something that can also be selected in the guest vision heapmap.