No Entry signs

As with the RCT series, it would be handy to have a "no entry" feature for editable signs, which guests wouldn't pass once ticked.
 
Yes, but guests will just walk through/past them.
right after the 1.8 update people walked thru them but in the last few days they’ve been working....well for me at least.
[my opinion throughout]

The stated intent was that barriers were absolute (nobody goes through them at all ever) while kerbs were supposed to be strongly suggestive (don't go this way unless there's no other route). So some people used kerbs similarly to RCT3P No Entry signs: put one on an exit path and guests would walk over it since it was the only way to leave, put one on a path to a staffroom and staff would (usually) cross it because they had to, guests (usually) wouldn't.

But recently it looks like kerbs have stopped working like that for some players, acting more (or entirely) like barriers -- maybe a fix will put them back, maybe this is the new normal. Much as I appreciate the devs adding this feature set, it could use some improvement (maybe one-way passage can't be done with the current engine, but a toggle that clearly sets whether or not staff will cross it would be really helpful, or just only-guests-blocked barriers).
 
What the "no entry" feature would be most useful for is signs for ride exits and staff-only areas.
Why add something to the game that is already in game?

Guest AI works in a way that they will not walk to a certain area of the park unless there's something to interact with, which is why they don't come in if you haven't placed anything in the park, if you have a ride exit, they're not going to walk over to it, and if you have a staff area, the only AI that will be interacting with that area is the staff~
 
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[my opinion throughout]

. . . and if you have a staff area, the only AI that will be interacting with that area is the staff~
If you have two adjacent different-themed areas each with entrances that you want the guests to use, and you want to put a staffroom between them for the staff of both areas, then you need a way to prevent guests from using the staffroom paths as a shortcut. And I've watched guest walk up exit paths, hit the ride exit, then turn around. Just because some players don't see a need for this functionality doesn't change the fact that some do.
 
And I've watched guest walk up exit paths, hit the ride exit, then turn around..

That would have been a pickpocket, those are the only one that go in places that others would avoid. They go to exits because they can mix up with a group exiting the ride. Their behaviour is so predictable.

I would like to see something that blocks guests but let's staff go through too.
 
If you have two adjacent different-themed areas each with entrances that you want the guests to use, and you want to put a staffroom between them for the staff of both areas

Could you show me exactly what you're trying to do? I'm pretty sure I'm either misunderstanding or that you're trying to place a staff room in a very silly place.


And I've watched guest walk up exit paths, hit the ride exit, then turn around.

If you can provide proof of that, that'd be wonderful! :D

As for my 1700+ guests, none of them walked to the ride exit, as I said, its not the way the AI works. They will only walk to things to interact with.
[video=youtube_share;u8V6dJHFCCI]https://youtu.be/u8V6dJHFCCI[/video]
 
Could you show me exactly what you're trying to do? I'm pretty sure I'm either misunderstanding or that you're trying to place a staff room in a very silly place.



If you can provide proof of that, that'd be wonderful! :D

As for my 1700+ guests, none of them walked to the ride exit, as I said, its not the way the AI works. They will only walk to things to interact with.
https://youtu.be/u8V6dJHFCCI

Pickpockets do..... If it's crowded enough.

And what she means is:

Area A <->"Staff Path"<->Area B.

Peeops will still walk the "staff path" that connects area A and B together but is only supposed to be used by staff.
 
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