How do I control pools being over capacity?

I keep getting messages that my pool(s) are over capacity. What am I supposed to do with that feedback? Is there a management mechanism I can use to control this or do I just have to live with the red warning messages and ignore them?
 
Yeah, I've seen those warnings too. The only thing I can think to do about it is close the pool. But that somehow just doesn't seem like the right answer...
 
Yeah, that is not the answer. That would be the same as one would be forced to close down the park just because there is congestion somewhere.

@frontier: What are we supposed to do with this managerial issue? Just ignore it and hope it goes away?
 
Yeah, that is not the answer. That would be the same as one would be forced to close down the park just because there is congestion somewhere.

@frontier: What are we supposed to do with this managerial issue? Just ignore it and hope it goes away?
It seems like maybe it should be a function of the lifeguards to keep new guests from getting in the pool when it's at capacity since an overcrowded pool would be a safety issue. Now that I think about it, though, I wonder if the notification is meant to warn that the pool in question needs more lifeguards?
 
It seems like maybe it should be a function of the lifeguards to keep new guests from getting in the pool when it's at capacity since an overcrowded pool would be a safety issue. Now that I think about it, though, I wonder if the notification is meant to warn that the pool in question needs more lifeguards?
nope, since the pool capacity is given by the size not by the liefguards attending. So to connect this to the lifeguards would be an awful way of the game to tell you that.

The notifiication though is one of the most frustrating things, cause you basically have no idea what to do about it and this shouldn't happen. I think they even fixed it on normal pools, but the issue still persists on ones with a slide/flume entry and can even happen on a closed pool/exit pool for flumes.
 
nope, since the pool capacity is given by the size not by the liefguards attending. So to connect this to the lifeguards would be an awful way of the game to tell you that.

The notifiication though is one of the most frustrating things, cause you basically have no idea what to do about it and this shouldn't happen. I think they even fixed it on normal pools, but the issue still persists on ones with a slide/flume entry and can even happen on a closed pool/exit pool for flumes.
I haven't tested this in game (I ignore the capacity notification since I don't really care about pools, the only time I use them is for Career Mode), but I meant that if they designed it so that the lifeguards were supposed to monitor capacity, then it'd mean more lifeguards (or moving their stations for better coverage) would be the solution, especially given that the management functions of the game are so staff-centric. I mean, why is there a notification if there's not meant to be a solution?

The notification that really drives me nuts, though, is the one that tells you a guest is trapped and can't find the exit; I click on the button that I assume is supposed to take me to said guest, but nothing happens. How am I supposed to tell where/why they're getting stuck if I can't find them?
 
I haven't tested this in game (I ignore the capacity notification since I don't really care about pools, the only time I use them is for Career Mode), but I meant that if they designed it so that the lifeguards were supposed to monitor capacity, then it'd mean more lifeguards (or moving their stations for better coverage) would be the solution, especially given that the management functions of the game are so staff-centric. I mean, why is there a notification if there's not meant to be a solution?

The notification that really drives me nuts, though, is the one that tells you a guest is trapped and can't find the exit; I click on the button that I assume is supposed to take me to said guest, but nothing happens. How am I supposed to tell where/why they're getting stuck if I can't find them?
Haha, there is actual a solution to that:

We have two kinds of stuck: the first is the real one. I for example have a coaster with a seperate load/unload station and i connected the gate from the loading with staffpart, besides the first tile of path, which is normal, but long story short, if a ride attendant changey or something takes longer/breaks down some guests are placed at the exit, i get the notification and have to move the peeps manually back into the park out of the backstage area.

The second is the message above: it is a mix of annoying and showing a design issue with a park: Guests can't calculate their path cause it is blocked. As far as i could experience it: this is mostly by other groups, the pathfinding detects if a path is blocked by a group and then sents the notification. by the time you reacted to it, most issues are resolved. (not everytime, but sometimes you can 'go to' the place where the accident happened. and there you can evaluate if you live with it or fix your paths to avoid chokepoints.

But i get the annoying part, but here i can at least understand and feel why it happens and either take action or not.

the pool notification is a diffrent beast: cause i had on a pool with no slides and guests just kept entering the pool. It was a rather small pool and had 100% life guard coverage. so here i am still baffled, what to do about it.
 
I seem to get the "guests are stuck notification" whenever somebody is still in a slightly crowded spot for 1 second, then it goes away once they have moved past the person blocking them. Would make more sense to have separate notifications for if someone is genuinely trapped (no path to exit) or if they're uncomfortable because a pathway is too crowded.
 
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