Priority pass since beta

The last time I played I decided to have a go at using the priority pass system. After the issues that with this that we had in the beta I did so with a degree of trepidation. I was pleased to see that the system works much better now. However, based on what I observed I can't help but wonder if the mechanic has changed a little from what was originally discussed in the livestream.

In the livestream they mentioned that the key was to strategically place information kiosks near to your more popular attractions so that guests who didn't like the look of the queue would be tempted to buy one. It was seen as a way of 'monetising' your big expensive attractions.

What I observed however, was a bit different.

Guests appear to arrive at the park with a pre-formed decision about whether they are prepared to buy a pass or not. Those that don't say things like "priority passes are for suckers" when they walk past an info kiosk. These people can never be tempted to buy no matter how bad the queues are.
The rest are willing to buy and base their decision on a number of things:
- price "I'm not paying that much for a priority pass"
- which rides have priority pass queues (so they won't buy if none of the priority pass-enabled rides are to their taste) "priority pass isn't worth that much to me"
- how long the normal queue is on the rides "I won't save that much time by buying a priority pass"

Why does this all matter?

Because I learned that there's no point in doing what was originally suggested in the livestream and putting info kiosks in strategic locations. The only info kiosk that actually made any sales was the one at the park entrance. Those that wanted to buy one did so on arrival. The info kiosks scattered around the park all closed because the vendor resigned out of boredom because those that were willing to buy had already done so.

Now I guess this is a more realistic way of doing it anyway. Most parks sell their priority pass on entry or even in advance of arrival.

How could we use priority pass in the originally intended manner (to monetise our more popular rides)?

Keep the existing mechanic for park-wide passes. The guests that want one buy one on arrival. Those that don't, don't. BUT give the option to sell 'one shot' priority passes for a single ride at an info booth conveniently placed near the ride entrance.

Customer heads to rollercoaster. Gets to the queue.
"I'm not queuing that long for Rollercoaster"
Customer sees info booth
"Only 5 dollars to skip the queue? Bargain"
Customer buys priority pass, goes on the ride and feels very happy. Park manager is happy because they've squeezed an extra $5 from a guest.

What have other people observed from using priority pass on their parks?
P.S I'm happy with it the way it is now, I'm not saying we have to go back to how it was. Now that I know how it works I can design accordingly. I just suggesting how it could be developed.
 
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From my own observation, I made them free in my park and still only a small % of them will "buy" them. They don't complain, it's just not something all guests will purchase even if they're free. I'm not quite sure what measures their value. Prior to beta they'd pay $30 but now they think $10 is too much in the same park (that has even more rides with fast pass).

I have snickered at some of their responses though, "Fast Pass is for suckers" "Why do rich people get to skip lines?" [haha]
 
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From my own observation, I made them free in my park and still only a small % of them will "buy" them. They don't complain, it's just not something all guests will purchase even if they're free. I'm not quite sure what measures their value. Prior to beta they'd pay $30 but now they think $10 is too much in the same park (that has even more rides with fast pass).

I have snickered at some of their responses though, "Fast Pass is for suckers" "Why do rich people get to skip lines?" [haha]

Like I said I think it's predetermined when they arrive whether they're prepared to get one or not even if they're free (which does seem strange why would you turn it down if it's free?) The ones that don't want it can't be persuaded no matter what.

I've managed to get mine up to $20 with 3 coasters and a log flume having priority queues.

This is one area where I do think the guest brain works. For example, in my park the 3 coasters are not family friendly so the only family friendly ride in the whole park that has a priority queue is the log flume. Therefore family groups quite rightly refuse to buy one as they don't think it's worth it for just one ride. I do think there's a missed opportunity with regard to one-shot passes though. Fair enough families should not want to buy a park-wide pass for $20 when there's only one ride they can use it on. But they might be tempted to spend $5 to skip the queue on the log flume, which makes them happy because they get to go on their favourite ride and jump the queue. I'm happy because for a family group of 5 people I've just made an extra $25.
 
It would help if PC devs actually explained how the management system works so we can use it at its best. Currently a lot makes no sense or we have to guess, when has running a theme park on the management side ever been about guess work. Maybe if the devs explained in detail how management worked and how to understand it better, i think a lot of solutions would then arrive.

That plus i think better wording for guest thoughts would help us understand what we should do about it, some are saying a lot but not actually telling us anything useful so we've no idea what to do to adjust the park to accommodate for what ever it is the guests are not happy with.
 
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This is not a reply, but a tip in case anyone like me didn't find this setting easily, but you can set the priority queue precedence over the regular queue in the settings for the ride, between less priority, equal which is default, or higher priority.

Perhaps this has an effect on guests willingness to buy? I see the game tracks queue time and priority queue time, which would be important values to make an informed decision...probably not, but it's a good setting nonetheless.
 
It would help if PC devs actually explained how the management system works so we can use it at its best. Currently a lot makes no sense or we have to guess, when has running a theme park on the management side ever been about guess work. Maybe if the devs explained in detail how management worked and how to understand it better, i think a lot of solutions would then arrive.

Agreed.
 
Interesting.
Iv been testing all kinds of mechanics with the game, Both in the Coasters and with the AI.
It never dawned on me to look at the Priority Pass system. Its something that (until you mentioned it) was just 'there' and Id only worry about it when enough people started yelling "I'm not queuing that long!".
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I'm going to have to look closer at this... Not sure I can come up with a solid set of tests per say, but Ill think on it...
Well, maybe... Looks like we have an Update on the Horizon, so I might wait a little before getting to involved.
 
A couple of further thoughts....

As'ault lemming: my observation with this setting is that if you set the priority queue setting to high priority it upsets the guests in the normal queue because they wait longer. I didn't notice an impact on the guests willingness to buy a pass but admittedly I didn't look that hard!

If the priority pass system does now work the way I think it does then I can't help but think that it renders the information kiosk obsolete, at least until it starts selling maps/umbrellas and the like or gets another function like helping lost visitors. If guests make their decision about whether to buy a pass or not on entry to the park they may as well just buy it from the ticket gate on their way in.
 
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