Guests not interested in Habitat

Hello folks. Anyone know why guests are not interested in visiting my Wild Dog habitat? I have had a handful of people walk up the steps but very very few. Not really sure what the problem is. I have a null barrier lined up with the railing. Any advice appreciated!
planetzoo-wilddogs.jpg
 
I think they are overshadowed by the elephants, and since the habitat is not directly close to the main path, it's easy to skip. Maybe they get there on the way out.
Try putting something extra there; a vendor station, atm, toilets, or education signs outside.

Nice built though. My guests always enjoy the scenery, but I am not a good builder.
 
Any habitat that is some distance from a main walkway on a dead end with an animal that isn't super-appealing tends to get ignored by visitors. You either need to have those be on the way to something that lures visitors (like a high-appeal animal, or food/drink/toilet) or it needs to be a high appeal animal or multi-species habitat (which have high appeal regardless of the animals).

African Wild Dogs just don't qualify as something that draws visitors. If you changed that into a multi-species Savannah habit it would probably get swamped by visitors.
 
Forgot to mention, It can also take some time for a new habitat to garner attention when it's off the main pathways, so if it's new and you haven't let some game time pass, that may also help it get some traction.
 
Maybe you could bend the main path their way, making it no longer a dead-end. But placing there a Gulpee station, since it seems very warm there, might do wonders. Some benches to sit on as well.

Luring the dogs to the visitors by placing enrichments closer by, might help too.
 
Not sure if you fixed the issue already but I had a similar thing happen to me, turns out the guests couldn't see through the mesh fence I had put up. Try lowering/deleting the fence you have facing the habitat and see if it does the trick.
 
I find it's helpful to put the exhibits near the habitats, it helps cover the speaker education gap between habitats and it can draw them to an area, that and shops, lord how they love to shop..lol I always avoid the overpriced food at the zoo..but plan peeps they love to shop, I wish they loved the animals as much.
 
I wish they loved the animals as much.

You and me both. I find it very annoying how I can lay in a beautiful habitat and put some wonderful, majestic animals in it and get almost no visitors going to see it. But drop a restroom or soda shop right next to it and suddenly the place is a huge draw. :(
I find it's helpful to put the exhibits near the habitats

I second this finding. I've started laying in exhibit-houses that have 4 to 6 exhibits, 1 restroom, 1 drink shop, 1 food or souviner shop and some visitor education stand in remotest parts of all of my zoos when I am building them, because those end up being very large draws for people and get them out to all the farthest habitats. I've done this in all 7 of my franchise zoos at this point and it's been very effective.

Another thing that seems to help is not having a lot of "dead end" paths that just go to one or two habitas and then go no further. Visitors seem to like taking routes that have connections further along, so using either loops or making sure to at least put many different things (multiple habitats and shops) to do along the dead end works better.

I don't know how much it's related to the above and how much is just other strategies in layout, but all of my franchise zoos also have visitor happiness at 90% or higher and 0 refunds most years. Which is a long ways from a few weeks ago where my largest ones started bleeding money and happiness. Not sure how much of the change is things changed in the 3 patches since then and how much is my redesign of a lot of the layout.
 
Last edited:
You and me both. I find it very annoying how I can lay in a beautiful habitat and put some wonderful, majestic animals in it and get almost no visitors going to see it. But drop a restroom or soda shop right next to it and suddenly the place is a huge draw. :(


I second this finding. I've started laying in exhibit-houses that have 4 to 6 exhibits, 1 restroom, 1 drink shop, 1 food or souviner shop and some visitor education stand in remotest parts of all of my zoos when I am building them, because those end up being very large draws for people and get them out to all the farthest habitats. I've done this in all 7 of my franchise zoos at this point and it's been very effective.

Another thing that seems to help is not having a lot of "dead end" paths that just go to one or two habitas and then go no further. Visitors seem to like taking routes that have connections further along, so using either loops or making sure to at least put many different things (multiple habitats and shops) to do along the dead end works better.

I don't know how much it's related to the above and how much is just other strategies in layout, but all of my franchise zoos also have visitor happiness at 90% or higher and 0 refunds most years. Which is a long ways from a few weeks ago where my largest ones started bleeding money and happiness. Not sure how much of the change is things changed in the 3 patches since then and how much is my redesign of a lot of the layout.
Agreed with all of this, I use food / drink / exhibits to draw guests, I also have NO dead end paths in my zoos, none at all, if a guest goes to see something they have to be able to go on to something else. I lost my first two big zoos due to poor happiness (unlike many I didnt come on here and blame bugs), so I have focused on it from the start this zoo, made a massive difference.
 
Back
Top Bottom