guest behaviour

I still feel the guest behaviour is a bit wild:

a.) I really like the guests leaving and coming 'schedule', it feels realistic that the crowd gets smaller in the late hours and peaks at noon/early afternoon, though especially in Career and to small extend in Sandbox there is the issue that the whole crowd leaves and a new crowd comes back: My park was literally empty at times only to fill back up. 'Into the thicket' is a good example for that.
Maybe a slightly staggered spawnrate, would help that not everyone leaves at the same time. (i guess the almost spawned at the same time). This would probably also help with the masses of crowds that just got stucked at the entrance chokepoints (btw. i don't like it, that so many chokepoint situation happen in predesigned scenarios, where you can't do much about it.

b.) Guest needs: Guests are really stubborn at times. They are hungry, they are tired and they need to go to the toilet. But they sat their mind on going to a ride on the other side of the park., they pass serveral toilets, empty food stands and a pletora of benches. Only to come to the ride and turn around and then complain or their mood drops. Again i am like the need and mood system, but the guest behaviour is a bit crazy.

c.) Turning away from rides: many guests are turning away from the rides: Their activity was 'going to super ride XY' and when they arrive at the queue, they turn around. Their needs are green, their tollerances lie in the state of the ride (unless i am reading it wrong and they only want to go on a ride with min. 8 nausea :p), everything should be ok, the price is set to bargain, no they turn around, if i check their thoughts there is nothing. I feel it has to do with the queue times: most rides have only a queue for 1 to 1,5 circles. Maybe their is something wrong with their queue tollerance? Like on is real time (the time we see on the ride) and the other is ingame time?

Cheers
Valdo
 

HeatherG

Volunteer Moderator
We've just opened a Feedback section so I'll be moving this over there.
Thanks for posting :)
 
I agree with everything the OP posted (++the chokepoints in predesigned scenarios) and, I've discovered an interesting thing with guest behavior. While creating a standard sandbox park, built up to 4,000+ guests, I decided to close the park, all rides, facilities, attractions and shops. I fired all employees. Unfortunately, this left me with 3 guests who were "desperate" just wandering around the park. Actually, the park's HUD said 4 guests, but I could only find 3. Three guests, all with the last name "Shaw" wandering aimlessly around, possibly looking for their 4th family member (In the group tab of the particular guest, it only lists the one individual of the group, and not the other 3 of the group although it says they are a family group. I was hoping to locate the 4th member of the group but cannot)? Not exactly sure what they were doing but they won't leave the park. If I drop them outside the gates while the park is closed, they disregard the closure and walk back into the park. I've tried deleting the path they stand on but, they just spawn at the park entrance and go back into the park. The time spent in the park is well past the allotted time they should be there. Something like -300 hours of "desperate". In the amount of time the park has been opened, some rides have been deleted, moved, and replaced. Including the notorious cable car. Could it be that the fourth member of this Shaw family has been abducted by the ride gods :alien:causing desperation with the rest of the family? All that said, to ask the question, is there a simple way to clear the guest cache?
 
This is most definitely a group behaviour bug. The group has split up and will not leave the park till they re group. That one person will be stuck on a ride or something and none of the other group members can leave till they re group with the stuck member. I learned about the bug from this video.

Edit: This isnt just an issie with pools. I get this bug in my sanbox park that has never had a pool or flume placed.
Source: https://www.youtube.com/watch?v=v6EBCsr5tpE&ab_channel=PlasticSwans
 
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If you think about it this "bug"... it is real life behaviour. Nobody would leave a park if a group member is stuck somewhere in the park.
 
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If you think about it this "bug"... it is real life behaviour. Nobody would leave a park if a group member is stuck somewhere in the park.
As said above. The bug isnt guest not leaving till they re group. Its the fact that guests can still get stuck and become very hard to find. And is only obvious if you close the park and force all the guests to leave. The stuck guest will cause the rest of the group to also bug out. You now have a whole group that will start to affect the park stats in a negative way. The longer the park is open, the more guests get stuck and the more the stats get affected. Also, the more guest that are stuck or bugged, the less new guest can enter.
 
I still think that this bug isn't a bug if comparing it to real life.
It would be better if those bugs weren't existing.
What about leaving it as it is and sending a message if peeps got stuck somewhere? Like peeps are waiting for x very long.
Then you could get sent to that peep by clicking the message...
Then you could click and move that peep.
 
Breaking News:
After searching and searching for the child, Park Authorities used heat maps and discovered a desperate individual stuck in a pool, underneath a flume's supports with only the top of his head sticking out of the pool decking. Once the child (name redacted to protect the minor) was returned to the parents the very relieved Shaw family was able to leave the park. The Shaw family wants to thank all involved in helping find their child and park authorities gives a big shout out to Tilly-Tony who gave them the idea to search around pools for stuck individuals.
More at 6:00.

I still think a "clear guest cache" option would be handy or some way find a stuck guest. Its also interesting that the family group dynamics seemed to appear broken/bugged.
 
How could the game notice that peeps are stuck somewhere? I got a corner in my lazy river where peeps got stuck, too.
Could a peep swimming in a pool reach a level of needs that this might end up in a message?
 
The game has it set up already. Each guest that enters the park has an allotted time to be in the park. if the time becomes a negative number, the guest has overstayed their time in the park therefore, most likely stuck or member of group is stuck. The video Tony-Tilly shares is very helpful except before deleting rides and pools as the video mentions, I suggest using heat maps to find the stuck guests. Heat maps is great for finding guests underground or stuck in a wall, but you still have to close the park to make everyone leave to find that one hidden guest or you would be searching though thousands of heat-mapped guests. If there were a heat map value that shows guests who have overstayed the allotted time in park it would very much help to solve this issue.
 
I like the idea of an over stayed heat map, even when the bug gets fixed as it will still be useful as im sure new updates and features will introduce new bugs. Bit off topic but i like the idea of a guest traversable area heatmap. Like the enclosure heatmap from PZ. So we can see where guests can and cant get too. Im using barriers around objects on paths but the collision for the barriers is much bigger than the barrier themselves. I will often put barriers down and relise i have completley blocked guests from passing even tho it looks like they have more than enough room to walk between the barriers.
 
The thing i noticed is guest pathing as well if you have massive paths that are wide or like a plaza all the guests just seem to want to walk in to each other all the time when there is clearly enough space for that to walk past each other and on a shore thing and even in other scenarios i have noticed this and they just seem to slow each other down, i get that its meant to seem like the park is busy but honestly when there is a path big enough they just seem to chose a set path

Also any placed fence scenery items you put across a path the guest can just walk through it like its not there, so if example you wanted to block off an area that you dont want guest going then i know you can remove the path but then the game whines at you that it cant reach a park entrance if you have guests still within that area maybe have some no entry signs which the guest responds to and doesnt pass just for the people who want to actually make under construction areas of parks in career mode
 
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