Problem with the satisfaction system

While playing, I noticed that the satisfaction of the visitors decreased with the distance that they walked, the problem is that this drop does not stop after the visitor saw all the enclosures and walks towards the exit, thus a visitor, who does not want to see anything will redo all the way to the exit. In the end, the outgoing visitors are all dissatisfied with the big zoos, and that has an impact on the zoo satisfaction rating.

In my zoo, I can see a real red line of unsatisfied people, starting from the pen furthest away from the entrance of the zoo, and heading towards the exit, it's pretty funny to see but still annoying.


Would it not be possible to ensure that once all the enclosures visited, the decline in satisfaction for visitors who decided to leave the zoo stop?

Thanks. (Please forgive me for my mistakes, english isn't my natural language )
 
Yep, i noticed that too and opened this topic with the same problem :

It seems worst than just the distance story because needs seems also uncorelated to hapiness. The combo of both lead to a very strange mechanic of hapiness for guests ...
 
Not arguing against them changing it but a) isn't that logical and true to real life? If I had to walk 10 miles back I would probably be tired and grumpy in real life when all I wanted was to go home. I suspect that this is why most zoos in real life are a circuit or a series of circuits.

B) I have seen visitors who are leaving the zoo stop to visit shops etc. I am assuming (May be wrong) that they would use transport rides to get back if they were provided which would fix your problem.
 

Paul_Crowther

Senior Community Manager
Frontier
Your guests don't walk for too long so you can improve their energy levels by using transport rides to help them get to far away areas, set benches so they have somewhere to sit down and ensure there is effective placement of shops so they can get food and drink if they need them.
 
Your guests don't walk for too long so you can improve their energy levels by using transport rides to help them get to far away areas, set benches so they have somewhere to sit down and ensure there is effective placement of shops so they can get food and drink if they need them.
Is there any guidance around WHEN guests start to consider an area to be far away? Moreover, it would be very helpful if you could provide further guidance on running the rides successfully, forums and streams are full of people struggling to run these.
 
Your guests don't walk for too long so you can improve their energy levels by using transport rides to help them get to far away areas, set benches so they have somewhere to sit down and ensure there is effective placement of shops so they can get food and drink if they need them.


I can indeed try to put transport, as for the benches, it is already the case, except that they are not tired, or other, their needs are completely satisfied, their dissatisfaction comes only because of the distance and that they no longer require interactions in the zoo.
 
After the guests have been in the zoo for a while, their lives center only on food, drinks and shops. They are happy if they like the shops, unhappy if the lines are too long.

If they have seen all the animals and the habitats have become completely unimportant for their degree of happiness, they simply should leave the zoo. But I have guests hanging on, all their needs as red as they can get because they have no money left to buy food or drinks, but they don’t use the free ATMs, are extremely tired, but refuse to use any of the many benches, or are about to pee in their pants (the animation is funny!), but don’t use the free clean toilets where they wouldn’t even have to wait in line. I ”complimented” one guy out of my zoo, who actually seemed happy to realize it was finally time to go home. But the other guy I kicked out got even more upset and demanded a refund (my only refund so far in my zoo).

This system definitely needs some more tweaking. Granted there might always be some hard to please guests, but I suspect my red guests used to be very happy, satisfied guests who simply did not leave when they should have.
 
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