Working on a new zoo today and I noticed that any visitors on path sections that are in any way altered go home immidiately after the alteration occurs.
And by altered, I don't mean like deleting and redoing it, but as in when you connect a path section to another path section...the one being connected to gets all the visitors on it upset and they wave their hands and then leave...simply because of a new path being built that connects to the one they were on.
Seems silly to have all those visitors leave just because I built some more paths near them.
If guest waves their hands it means there pathing has been interrupted and they feel trapped / stuck, which you can sort of understand if you have changed the paths around them. Like animals, if you change their habitat, they redo the walkable area, similar thing happens with guests. Something you just have to put up with.
Regarding guest leaving, something that really hold water is the idea of guest putting food / drink ahead of anything else meaning big queues also cause issues. Something Jesus talks about in his video. If a guest is going to a Pipshot Water and the lineup is full, it will then look for another PIPSHOT WATER, not just the next drink stand. So this can mean guests going miles out of their way just to get a drink. Guests put food and drink at the top of their priorities, so they will not visit anything else until they get food / drink, if they cant find f/d in a certain time they leave annoyed about not seeing guests.
I recently added a series of different food / drink stall to the side of my zoo entrance;
I started with a two stalls either side of my entrance, the one on the right slightly closer to the ones on the left, initial set up;
Right - 1 x Pipsot Water
1 x Glupee Energy
Left - 1 x Pipshot Water
1 x Cosmic Cow
Interestingly, because the shop on the right were slightly closer EVERYONE who wanted drinks went right, only those that wanted food went left. Once the queue for Pipshot water got full, people then started going to the queue on the left but only after trying to queue on the right first. Even though there was another drink stall right there, they walked over to the left to get a water. Backing up Jesus' findings in his video
I played around testing different setups for some time and ended up with 4 water on the left and 2 cosmic cow on the right.
This has worked perfectly, here is a thirst heatmap of my entrance;
As you can see, ALL the guests coming into my zoo with thirst needs are sorted straight away, heading left to the water stalls, if the queue is full, they move to the next one beside it, ALL FOUR LINES ARE BUSY. Really shows the need for drinks upon entrance, realistic bearing in mind these people have been travelling to get to zoo. My aim is to get food / drink and if possible education sorted before my guests even move into my main zoo.
And to that my learning zone within my education building at the entrance;
So all guests who enter the zoo and need food or drink MUST walk past loads of education.
Since i have done this I have seen a big knock on effect. My old shops in my entrance, which were always very busy (you can see the queues on the first heatmap) are now quieter, so the roadblocks they caused are not a problem anymore. Just by adding these stalls, I have managed to get both my food and drink from high 60's to mid 70's. Which is hard to do in a zoo my size.
One thing I would say to anyone saying they never had a problem with money until the patch. Pretty much every zoo I have played has had money issue at a certain size. Please dont bury your heads in the sand and blame everything on bugs. There can be loads of 'tipping points' in zoos, which means that zoos that previously worked can start to lose money, it is not just down to 'bugs'. For example, an extra few hundred guests could mean you early zoo f/d stalls get overloaded, this will have a knock on effect for your zoo. Three of your large animals have babies at the same time, this can tip your food cost etc.