Interesting. Anyone know any good tips or tutorials on how path design impacts customer needs? I do shops, bins, benches, picnic tables, atm, etc. But never occurred to me that the design of the path itself might be the problem. (unless we just mean using 10 meters instead of 4).
I don't think I've ever hit 90% satisfaction in all guest categories. But i did get happiness up that high once. In fairness, I tend to focus on the animals more than guests, so only think about them enough to keep them spending money and not complaining. But would be interested to learn more if there's a way to make them happier.
I guess the way the devs developed the guest happiness system is to set it as a function, maybe a complex one, of all those needs...and each need is a function of many other factors. For example, hunger & thirst needs may be determined by the length of time a guest walk in the zoo without eating & drinking anything, which, as we can expect, should be indirectly determined by how you design your path.
NL_Mutso's zoo, as mentioned, have relatively "boring" paths, which should be thought of as standard & structured one that allows guests to walk through the zoo easily and effortlessly, decreasing the length of time a guest walks in the zoo without eating & drinking anything and consequently improving guests hunger and thirst needs.
I guess the only way to figure out those REAL tips is to experiment: having two identical scenarios and tweak one of the things to see the change in overall happiness or needs...which would be cumbersome and the job of YouTubers...Really wish someone would post a list of effective actions that can instantly improve each customer need under different scenarios..like when you have boring paths vs when you have creative paths...
Anyway, you can delve into the career mode. I believe there are some tips you can find out there.