Some observations on the "queue bug"

Vampiro

Volunteer Moderator
I see a lot of people talk about the "guests complaining about queue time" bug...

Im not a developer and i have no clue on how this games mechanics were designed. But still i was able to "fix" the problem in my park, so i might as well share some idea's.

To start of, always keep in mind that the amount of stars (park rating) is directly connected to the number of guests you attract. A lower rating results in less visitors.

When i started my park i had a mainstreet, a bunch of flatrides and then tought it was a good idea to add a coaster. It always looks nice to have long queue lines on coasters so i made a huge line. To my dissapointment a few guests entered the queue and soon enough a lot turned around complaining about the waiting time. So at max. my queue was about 30% filled. And indeed, i blamed "the bug".

Due to pure luck a fellow forum member (Piedro) and i compared parks and i noticed his park rating was WAY higher then mine even tough we had roughly the same amount of rides.
(Adding rides will raise your park rating, but will also add another queue line so it won't help to attract guests to a specifik ride). Then i noticed his scenery rating was about 3 times higher then mine because he was using a lot of scenery.

Ofcourse i went to work again adding lots of scenery and NOT adding rides. This to prevent guests from spreading out. I managed to double my scenery rating, and also improved a bit on the Park Balance Bonus and the guest happyness. (im pretty sure adding scenery also raises the rides rating) Once again, this gives a direct result in the park rating and thus in the number of visitors.

By doing just this, i almost doubled the amount of visitors in my park. Once i doubled the amount of visitorsin my park, it also doubled my queue line! This theory seemed to work and at this point my coaster queue line is almost 100% filled.


Conclusion :

To have full queue lines your focus has to be on scenery rating & guest happiness, if you can get those 2 up, so will your queue lines.
(as a little "cheat" you can always use the golden chest which will boost your scenery rating with 10)
A park purely based on rides will probably never attract full queue lines.

Once again, im not saying this is THE sollution. Im merely sharing my experiences on how i was able to fill up my queue lines. Hopefully some of you might benefit from a similar approach.


For illustration :

My park (10 rides) with a lot of scenery and a coaster queue line (take a look at my ratings and guests) The queue line is full :
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Same park, still 10 rides but with hardly any scenery. Once again, take a look on the park ratings and number of guests. queue line is only about 30 - 40% full :
SvS0Olc.jpg
 
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My qeues are like 7 minutes waiting time with like 100 people in them. Yet they dont complain leave. Maybe cuz i add a lot of scenery or the rides are super ful especially water rides peeps will queue no matter how long the line is. But i have 15 boats in the river ride. each boat takes 8 people. 8x15 people and this amount of seats in the ride make wait times less long. i have 12 bpats in my log flume ride. 12x6.
 
There are a couple different queue bugs going on though.

One that your solution doesn't address, is when your queue is nearly empty, but people turn around, and your "report" says 23% think your queue is full.

But yes, I think your theory is valid. Even in a "hardest" challenge park I have some full queues for flat rides, even though the guest admission is quite hampered.
 

Vampiro

Volunteer Moderator
There are a couple different queue bugs going on though.

One that your solution doesn't address, is when your queue is nearly empty, but people turn around, and your "report" says 23% think your queue is full.

But yes, I think your theory is valid. Even in a "hardest" challenge park I have some full queues for flat rides, even though the guest admission is quite hampered.

Indeed, this doesn't solve the problem where guests say a queue line is full when its not actually full. [happy]
This just "solves" the "im not queing that long for xxx" problem which will result in guests not entering the ride.

Probably (im not sure) it's just a math thing.

When i have 100 people in my park, 10 are willing to wait long for a queue, which results in a 30% full queue.
When i have 200 people in my park, 20 are willing to wait long for a queue, which results in a 60% full queue.
 
Whatever is going on, they need to loosen up whatever is causing X amount of guests to complain. Can't they just increase the tolerance level for queue length? We all seem stuck with a 5-10 minute queue being too much for a lot of guests. Can't this be changed relatively easy by increasing their tolerance? In a larger park with 3,000+ guests the problem is a lot less noticeable but it's VERY noticeable in a park with less than 1,000.

Even still, an example I just ran across makes no sense! In a park that attracts around 700 guests, I had one tracked ride complain at the 5 minute mark that the queue was too long so the queue was very short. BUT, I closed down the park, re-opened it and the queue filled up 100% with zero complaining. Nothing was changed other than closing down and re-opening the park.

WUT?

There's definitely something funky going on with the way their system works.
 
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Vampiro

Volunteer Moderator
Whatever is going on, they need to loosen up whatever is causing X amount of guests to complain. Can't they just increase the tolerance level for queue length? We all seem stuck with a 5-10 minute queue being too much for a lot of guests. Can't this be changed relatively easy by increasing their tolerance? In a larger park with 3,000+ guests the problem is a lot less noticeable but it's VERY noticeable in a park with less than 1,000.

Even still, an example I just ran across makes no sense! In a park that attracts around 700 guests, I had one tracked ride complain at the 5 minute mark that the queue was too long so the queue was very short. BUT, I closed down the park, re-opened it and the queue filled up 100% with zero complaining. Nothing was changed other than closing down and re-opening the park.

WUT?

Have to agree, if (and thats indeed an IF) my theory is 100% correct then you indeed need a lot of scenery to attract more guests that will lead to fuller queue lines. So my suggestion would not be a higher tolerance for waiting times (as that would result in less people walking around) I would rather see a higher guests generation. Then your path's will be just as crowded as they are now but queue's will fill up a bit more.

To your second point... im curious if thats temporary? Or does it stay that way?
As stated in today's livestream, a rides age is also a thing that influences people. (It gets visible after tomorrow's update but if i understood right, the mechanism is already in the game)
If so, opening and closing your park might make guests think -all- rides are new? And attract full queue lines for a while?
Might be nice to play around with that a bit to see how it works :)
 
I think size of the park also seems to matter. I have a fairly large park with an average of 7,500 guests at peak times. Most of my coaster have around a 30 minutes wait. I do have a very high rating though (at least I think), it's around 5000. I think when the park is smaller wait times won't grow. people's willingness to wait grows with the park
 
In today's stream the helion ring had a "queue looks fast" rating, but also showed by a 17 minute and 24 minute queue.

So.

This might be fixed.
 
...
To your second point... im curious if thats temporary? Or does it stay that way?
...

Still working out! [up] Also, it has just a 45% queue scenery rating with a full queue! (it's not a very long queue but def 15+ min wait and zero complaining still)

I had this happen with my Lake Greenwood park where all of a sudden, guests stopped complaining about 5-10 minute queues and started complaining around the 30-40 mark with one coaster reaching an hour! [shocked] I wasn't sure what caused it but it was like it just "popped" and while there were a couple of rides that still complained about short queues except this time they were in the minority.

Wonky things happening behind the scenes!
 
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They really need to tweak the AI in this respect. In real life, queues at amusement parks ARE long, guaranteed, especially on sunny days like holidays where you have kids and teens and peeps at the park. Take for instance Rainbows End in Auckland, New Zealand. The average weight time for the bumper boats is 25 minutes! Now try Disneyland and other popular theme parks. Yet, everyone still queues up in real life for those rides, even if it's a 25 minute wait. So the simulation in this game needs to reflect this!!!!!!!!!!
 
Interesting observations Vampiro.

I'm just curious - were you still getting lots of guests who complained about the queue time, even though you were managing to fill the queues. I'm just wondering if your solution solves the problem by making the existing guests more willing to queue, or by filling the park with more people who are willing to queue, but still leaves you with 100's guests wandering around from ride to ride moaning about the queues?
 
PC guests are whiners... [yesnod]

I have stood in line for more then 3 hours in De Efteling when they opened the "Bob" (Bobsled coaster) and the same amount when De Piranha (Rapids/Whitewater) opened.

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I see that "SerialFruitCakes" has a nice example in the form of a "Frozen" attraction
 
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In today's stream the helion ring had a "queue looks fast" rating, but also showed by a 17 minute and 24 minute queue.

So.

This might be fixed.

I was just coming here to point this out because I saw your post on reddit.

gc180ftr8n3y.png


This also goes along with what I have been saying to the people complaining that its not fixed even though no one has the update yet...we just dont know and will know in a few hours
 
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A concern, though: The time also jumped to 24 minutes moments later.

Is it possible he closed that ride when showing off the new controls, then opened it, then people flooded to it, and the complaints hadn't really "come in" yet? We might be seeing the thoughts on the ride seconds after opening but the queue times a bit later. I've noticed guest thoughts lag behind.

HOpefully not, though
 
Here's a question on this subject.....

To me, the solution to "I'm not waiting so long in that queue" is to sell the peep a priority pass. Which means mo' money for me. Not only does he actually buy tickets for rides he'd otherwise have walked away from, but he also spends a little more on the priority pass. So I have this Evil Plan{tm) to manipulate regular queue lengths so that about 80% of peeps are cool with it, then sell priority passes to the 20% of peeps with extremely low queue tolerance. Of course, this feeds back on itself because the priority queue effectively makes the regular queue that much longer, which increases dissatisfaction with it, so the whole thing will require careful tinkering to work as intended. However, I expect that with proper design, such a system would show a net increase in revenue vs. not having priority passes.

So my question is, what is it that makes a peep decide to buy a priority pass and how can I influence that decision?
 
The amount of rides included in the priority pass and the amount of time saved by PP queues.
Well, I put priority paths on every ride and they are almost always significant shortcuts. But with only 3-4 rides in a test park, the hoi paloi queues aren't that long anyway so the priority doesn't save much time.

I suppose at some point, if you prioritize every ride and the park is big enough for the hoil paloi queues to be pretty full, then everybody buys the priority pass and their queues become too long for most folks, too. I guess then you just start inching the price of the priority pass up until you sell only the desired amount of them.
 
A concern, though: The time also jumped to 24 minutes moments later.

Is it possible he closed that ride when showing off the new controls, then opened it, then people flooded to it, and the complaints hadn't really "come in" yet? We might be seeing the thoughts on the ride seconds after opening but the queue times a bit later. I've noticed guest thoughts lag behind.

HOpefully not, though

The issue actually seems worse now than before, starting a new challenge mode park.
 
This is a fine example:
QbD5giZ.jpg

3 minute queue for Teacups is giving me notifications. 37 minute queue for Wild Blue is just fine. [rolleyes]
 
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