Guests Heatmap

Hello Developers,

what about a heatmap for the guest needings!

It would be nice to see, in wich spots they are thirsty/need a break or something else.

I think u could imagine how i think about a heatmap.

regards
 
Yes!

+1!

I have loads of drinks shops but still have thursty guests. I'm obviously putting my drinks stores in the wrong place.
 
Yes, that would help a lot!
Especially because the messages like "a lot of guests are thirsty" does not show where those guestes are...

I would not only show the guestes needs, but a heatmap for janitors (trash) and mechanics (broken rides) would be very cool.
 
Yes, that would help a lot!
Especially because the messages like "a lot of guests are thirsty" does not show where those guestes are...

I would not only show the guestes needs, but a heatmap for janitors (trash) and mechanics (broken rides) would be very cool.

Yeah, for all the stuff a heatmap could be used for!
 
A quick lighting up locations of shops on the map would be helpful too, so you can quickly see all the locations of your shops (and which type) so you can determine what type of new shop you could be building somewhere.
 
Great idea! +1

I saw someone suggest yesterday, having vendors that push around trolleys, so this could really help with that, maybe setting out their routes
 
I like your idea too :)

I think it would also be useful to have heatmaps to highlight litter/vomit, congested areas, popular areas, etc.
 
I agree, we definitely need a lot more heatmaps.
At the moment there isn't really any way to see anything about the guests and park. We get the notifications and that's it, no way for us to actually see where any of the problems are.

I'd like to see heatmaps showing which guests are thirsty, hungry, tired etc, so we can better work out what needs to be built and where. Though, I do wonder if this could be chaotic and hard on the computers when there are thousands of people in the park.

Alternatively, just lists of the people that are thirsty, hungry etc like in previous games would be handy as well.
 
i really hope the developers read this...

Be sure the devs read it. Frontier is known for reading the forum (I guess every thread) and take the suggestions into consideration. We get answers (even why something is not possible -yet- or why things are like they are) if possible.

But the devs deserve holidays as well, so sometimes it takes a bit time to get answers :)
 
Cool idea![up]

But I think it's pretty difficult to develop a heatmap for the guest needings.
You need to check every guest for every sector, but which size does a sector have?
Is it about 1x1m or 100x100m or is it a circle?
And as more of those and as more guests you've got you will need more and more performance.

I hope you understand the difficulty I'm trying to explain. [wacky]

The idea itself is excellent and could help a lot, but I think the cost-benefit factor could be a problem.

But at least just a dev could answer if it,s possible or not and if it needs to much performance or if I'm wrong and it wouldn't change that much.
 
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I think it's pretty difficult to develop a heatmap for the guest needings.
You need to check every guest for every sector, but which size does a sector have?
Is it about 1x1m or 100x100m or is it a circle?
And as more of those and as more guests you've got you will need more and more performance.

I hope you understand the difficulty I'm trying to explain.

The idea itself is excellent and could help a lot, but I think the cost-benefit factor could be a problem.

Actually, you only need to graphically represent an aggregate based on data that is already there being used to move the peeps across the map, so I don't see at all why it would break the game. You simply map the paths in the same way that coasters are mapped; the data's all already there, it just needs to be graphically illustrated.

And unlike coasters, there are no additional calculations necessary to interpolate the data into such things as g forces and fear ratings before displaying it. It's just showing you graphically where peeps are hungry, thirsty, etc.
 
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Actually, you only need to graphically represent an aggregate based on data that is already there being used to move the peeps across the map, so I don't see at all why it would break the game. You simply map the paths in the same way that coasters are mapped; the data's all already there, it just needs to be graphically illustrated.
And unlike coasters, there are no additional calculations necessary to interpolate the data into such things as g forces and fear ratings before displaying it. It's just telling you where peeps are hungry, thirsty, etc.
Thanks for the explanation @random name[happy]
Looks like I'm thinking to complicated in this case. [big grin]
If it wouldn't make any difference, it would be nice to have it.
 
No problem. [up]

Personally I think this is an excellent suggestion which will provide valuable information and which is easily implemented, and I do hope the devs take it up and run with it.
 
yes exactly what we need.
Also it would be nice to have a heatmap where you can see witch pads are used the most so you know where you need to wide them up.
 
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