The view of a hidden facility is ruining my guest's experience

Title, basically. I've set up what amounts to a horseshoe in 3x3 of exhibits surrounding a keeper hut in an attempt to be a self-contained reptile house, with a decorated wall and door for access. Guests that are looking at animals are complaining about being able to see the keeper hut through 3D facades and walls. Please make them require an actual line of sight on the facility. This doesn't make any kind of real world sense.
 
As has been said this isn't the way the game works. They chose to go with a strictly radius based system, not line of sight themeing. While I would prefer the latter, they chose the former as their game's design.
 
I agree 100%, but guests will complain anyway about the facilities even when they never wen in touch with them. Game needs a whole lot of balancing.

I wished I could tell them: "Your whining is ruining my gaming experience!"
 
Technical workaround to this problem that does not require thousands of individual line of sight calculations: have building detect if it is hidden. Building is hidden if it detects unattached walls, guest service buildings, or elevated terrain before encountering any guest paths.
 
This is how the animals/guests work.
Adding this to buildings too would make the performance of the game even worse than it already is.

The radius for staff buildings is pretty small just 4x4 around (if surrounded by lots of stuff), you can make it work and there is also the option to go up.
Just water-treatment/power has a bigger radius because of the noise.
 
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Technical workaround to this problem that does not require thousands of individual line of sight calculations: have building detect if it is hidden. Building is hidden if it detects unattached walls, guest service buildings, or elevated terrain before encountering any guest paths.
I agree, it is annoying. But there is an in game work around. Before placing building, press H to go into hotmaps. Click on negative guest impact. See the radius. Make sure it doesn't touch the path where guests walk. For power woes, I just go solar asap =p
 
Some times the visitors take a bad experience a long way out of the influence circle.
visitors_red.png
 
If you click the guests they will tell you specifically what gave them the negative.
I never had a single guest that got negative from the circle without being in it. (and I have 5k guests in my park)
 
It would be nice if we could reduce the negative impact by decorating the buildings or covering the visable side with foliage.
I tend to build staff paths that run at the back of the habitats with the buildings out of the public view. I place the gates and huts at the back of them so all habitats are within easy reach to the keepers, but no where near guests
 
I find giving the applicable buildings 100% scenery makes their negative circle of influence smaller than it would be at 0% -- noting though that some buildings do not have a scenery rating and thus are unaffected (electrical and water utilities for example).

The game is already CPU intensive without adding a function to literally process down the line-of-sight for every single guest in the park to run a check to see if the object they are trying to detect is blocked by another object that isn't see-through, etc, etc, etc.

The red radius is totally fine and serves its purpose -- in my humble opinion I think there are lots of more serious issues that need changes and QoL improvements before this.
 
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