My people are walking away from my rollercoaster?

Can you select one of those people who turns away? They might say something like: 'I'm not paying that much to go on this coaster'. Have you lowered the price? What about your excitement/fear/nausea? What is the rating of the scenery of your queue?
 
What about your excitement/fear/nausea?

It's rather unrealistic that guests know exactly what the ride specs just by walking up to the ride entrance - and not by actually trying the ride. They certainly can't "see" the slightly under-banked turn at the far end of the coaster that's causing fear and nausea to skyrocket. But they complain about it anyway. And they'll stay off the ride.

Robert
 
It's rather unrealistic that guests know exactly what the ride specs just by walking up to the ride entrance - and not by actually trying the ride. They certainly can't "see" the slightly under-banked turn at the far end of the coaster that's causing fear and nausea to skyrocket. But they complain about it anyway. And they'll stay off the ride.

Robert

lol yea the game has always been this way. I tried bringing up ideas for other ways for guests to judge a ride, such as: comfort and safety. I dont understand why the devs switched from Intensity to Fear. A ride should be intimidating, but fear could be used for spooky scenery!
 
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There is a bug where some people think the queue is full when it's not. Check the visitor's thoughts to see the exact reason why they turn away.
 
It's rather unrealistic that guests know exactly what the ride specs just by walking up to the ride entrance - and not by actually trying the ride. They certainly can't "see" the slightly under-banked turn at the far end of the coaster that's causing fear and nausea to skyrocket. But they complain about it anyway. And they'll stay off the ride.

Robert

True, but irl there are no wrong banked turns and such. Everything is designed and tested in a way that we as guests don't have to think about safety, or deadly curved coasters. You walk to a coaster, you'll see it's design and decide whether you think you will like it or not. We use all kind of indications to decide whether we will ride a coaster or not. To put this in a game, you'll need some of these indications, which can't be to complex, cause then it wouldn't be able to get people in the coaster because it would be to difficult. So you'll have the tree indications which will be giving every guests the needed information to whether they are going to like a ride or not.

Nobody is talking about the exact specs, just tree general indications: does this ride look exciting? / does this ride look scary? / does this ride look like it's going to make me feel sick? It would be unrealistic if every guest would go in every ride, never minding if they think they are going to like it or not. I don't have the statistics, but there are a lot of people who visit a theme park and have decided in advance that they are not going to ride a certain ride. They may see the loopings that scare them off, they might have been told by friends that the wooden coaster is very bumpy and asks a lot of your back or they might have read online that your ride is the most intense and scary coaster in the country.

It's the way it works, and it works fine.
 
They simply look at it and turn away...

Any idea what the problem is?

They seem excited to get on. :S

You have tools in the game to check!

Click on the ride, look at the left most tab in the info window to see the top 2 guest thoughts.

Or,click on a guest who's just turned away to see their personal thoughts.

The rides top thoughts is very handy. The most likely reason I see is "I'm not queueing that long for ride x". This will happen when a ride has too long a queue line, even if it's mainly empty!

There's a bit of a debate about whether this makes sense or not, but regardless, I've found rides with higher ratings (ie a good coaster) can have longer queues that something like Magic Twirl.

Keep your lines mainly short, if you tinker a bit you should find a sweet spot where the line will stay mostly full (80%), most of the time.

Its worth shortening them to get more people spending money tbh!

Similarly, if you're getting "the queue is full!" complaints, increasing it a few meters at a time is a good idea.
 
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