Guests don't get how prices work

After a little more thought, I wonder if these guests are looking for free rides that don't exist?

If so, it should be an easy fix for the devs. They can even use my pseudocode [wink]:

If guest_funds < min_ride_price and guest_funds < min_shop_price then
call go_home()

The guests have an optimal amount of time they expect to spend in your park that varies by guest. You took their money too fast and they are looking for something to do.

It's management. You're asking for management to be removed.
 
It isn't a management issue. Before I started setting dirt cheap drink prices I would have almost 25% of my guests with this issue. Enough that I constantly got the "A lot of guests are thirsty" notification pop up.

Those guests don't seek out the lower costs rides, the just randomly wander between rides. They also don't seek out a ATM. ATMs seem to just be a random location to travel to. Guest seek out drinks/food/bathrooms, but never a ATM because they are low on money.

In addition to James187's pseudocode:
If Guest can't afford an attraction 4 times, then 75% chance to seek out ATM, or 25% then call go_home()
If Guest ATM lifetime withdrawal exceeds X, then call go_home()

If it were a management issue then that implies that the game is designed so that guests can't leave until every single penny they walked in with, and in their back account is drained. (I would like to own that park in real-life). Instead the management side should more be about maximizing how much fun the guest have with their money. If they are leaving with $150 still left in their pocket, then your park isn't good enough.
 
It isn't a management issue. Before I started setting dirt cheap drink prices I would have almost 25% of my guests with this issue. Enough that I constantly got the "A lot of guests are thirsty" notification pop up.

Those guests don't seek out the lower costs rides, the just randomly wander between rides. They also don't seek out a ATM. ATMs seem to just be a random location to travel to. Guest seek out drinks/food/bathrooms, but never a ATM because they are low on money.

In addition to James187's pseudocode:
If Guest can't afford an attraction 4 times, then 75% chance to seek out ATM, or 25% then call go_home()
If Guest ATM lifetime withdrawal exceeds X, then call go_home()

If it were a management issue then that implies that the game is designed so that guests can't leave until every single penny they walked in with, and in their back account is drained. (I would like to own that park in real-life). Instead the management side should more be about maximizing how much fun the guest have with their money. If they are leaving with $150 still left in their pocket, then your park isn't good enough.

That's what you're doing, you're trying to optimize the amount of fun they get for their cash to keep them happy. That's literally managing your park.

And it's about maximizing profits, you only want to make them happy enough to get your full 25% bonus to your park score. If people are thirsty and you're still at full happiness bonus then it's a non issue.
 
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The guests have an optimal amount of time they expect to spend in your park that varies by guest. You took their money too fast and they are looking for something to do.

It's management. You're asking for management to be removed.

Nope. I am asking for a poorly implemented management mechanic to be replaced with a more realistic mechanic that would result in exactly the same thing.

Guests wondering around unhappy == guests leaving unhappy (feeling ripped off)

What sort of feedback do you want? Do you want guests leaving, unhappy with their experience (an obvious clue for the player) or guests continuing to wonder round, giving no indication of their dissatisfaction?

I'm not arguing for this mechanic to be removed, I'm asking for it to be improved.
 
Based upon my Park Stats, it is teenagers which are tipping this thirst issue, and since they have no money and probably have a stricter budget, their lack of ATM use may explain it. The only answer is to offer drinks at discounted prices.


However, our guests have no idea which drinks would be discounted, or where they are, until the stumble upon them. I personally discount one of the Soda drinks and make sure their are plenty synced around the park.


Does this help? Not greatly, because I have other drinks stalls, and I find spamming drinks stalls, especially discounted ones, is pointless if guests dont frequent every area of the park. This is probably why a mixture of food areas in highly populated areas, and the odd drinks stall in between, is a step in the right direction.


What would help is a precise ratio and we could just do the math: How many drinks stalls does it take to satisfy penniless Teenagers thirst?

And then we go back to the problem of having to discount prices because Teens are less with money, so we could find ourselves in the red.
 
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