Transport Rides: Did I break my park?

So here's the basics of the sandbox park I'm working on.

Main entrance terminal with train station and people mover station.

From that is a concourse that leads to the central hub castle which has a the offloading/ onloading station for the people mover. The train currently has no other stops as I'm planning to put them around the outer edge of the park. I'm also thinking of adding a monorail that starts at the central hub castle, and then shoots around just the regions in the park but doesn't connect to the main entrance. My Logic was that I wanted guests to walk that main concourse coming and going unless they were ready to take a train out to a specific zone. That and I like having a train station in the opening plaza.

Concourse.jpg

Here is a shot of the main concourse from the castle area which has, as mentioned a people mover station and as of now a viewing tower. It will eventually add some food stalls but mostly to get people off to other areas.

I think might have broken things though because the people mover station at the hub is ALWAYS packed. Part of it people riding out, then riding back and not getting off. Part of, I think, is that people would rather wait in line for an hour to ride back rather than walk back.

Do you all think this will get fixed later when I've got the train running to the entrance as well? And do you think I'll need to add another fast travel between the hub the entrance? I didn't think people would sit and crowd a ride when they could walk but they seem dedicated to the ride. Part of my concern now is that the people mover stations are built INTO the foundation of the castle (it's under ground and the castle is going up over it) and into the basement of the welcome plaza (again under lots of construction). Tearing them out/ replacing them will be "work" and I'd rather know I need to do that sooner than later.

Thoughts?
 

HeatherG

Volunteer Moderator
That’s how they work unfortunately . They don’t ALL ride from one station then get of at another. Probably because we can use more than 2.

Even if a transport ride is the only way to get to the park they don’t get off and they end up back at the entrance with nothing to do. The lines were extremely backed up. Maybe the guests could get an intelligence upgrade.
 
That’s how they work unfortunately . They don’t ALL ride from one station then get of at another. Probably because we can use more than 2.

.

Hmm... so do you think the extra "route out of the park" will help? I ~could~ add a monorail station to the entrance plaza on the side opposite the coaster though I'm not sure how I'd bend it around to get back into the park without getting in the way of all the other stuff I've got going. Though who knows maybe I can thread it through.
 
That's clever, having a park where the only way you can enter is an incredibly scenic ride that shows off what's to come. The problem is the nature of the PeopleMover system. As a WDW local (by that I mean, I live 3 hours away), the PeopleMover is one of the longest rides at Magic Kingdom, but it isn't used as a transport system. It's more used to give good views of Tomorrowland attractions like: multiple shops, Buzz Lightyear's Space Ranger Spin (Plz add shooter dark ride Frontier), Space Mountain, and it's an excellent ride to go on if: you have time, you want to rest your legs, and want good views of Tomorrowland. Frontier probably considered that when making their PeopleMover system, and figured that instead of riding for transport, they'd ride it for the view. Many a time, I've rode the Monorail system at WDW just to ride the Monorail, not for much other reason than that. My solution would be to just add higher capacity transport systems, but if that doesn't work, I don't know what to tell you. The PeopleMover is more of an attraction, you ask me.
 
Hmm... so do you think the extra "route out of the park" will help? I ~could~ add a monorail station to the entrance plaza on the side opposite the coaster though I'm not sure how I'd bend it around to get back into the park without getting in the way of all the other stuff I've got going. Though who knows maybe I can thread it through.

I know there was a bug reported about this. It had to do with the Land Ahoy ride. I think this is the same issue here. Not sure if it was supposed to be fixed in the latest update.
 
Also, if you give them a reason to get off the ride at the other stations...they will. Right now sounds as though they are preferring it as a ride, not a transport. Once you have other stuff near the other stations, they should take the ride as a transport to the other station and then get off the ride.
 
Also, if you give them a reason to get off the ride at the other stations...they will. Right now sounds as though they are preferring it as a ride, not a transport. Once you have other stuff near the other stations, they should take the ride as a transport to the other station and then get off the ride.

Yeah....

I'm hoping that's the case. What I might do is to flesh out two more zones, put in a very basic monorail to get from the castle area to them, and then see what happens with the peeps. If they're still clogging the station I'll have to rip it out and put in a higher capacity transport there. I adore the people mover rolling along like it is but it just doesnt' move enough bodies anyway.

The alternative is to start the monorail there, shoot up the middle concourse to the castle, then branching from there to each zone so I have two ways to get out into the park at large rather than just the one.

But I really don't want to do that because I adore the lay out as it is.

Will jacking the price help, ya'll think? Making the ride back stupid expensive?
 
Crazy idea:

Can I Kerb Off the entrance to the second station and keep it open? IE, It's open, it can theoretically accept riders, but there is no path to the entrance so there's never a line for it? It effectively becomes an "exit only" station?
 
if the guest get off the ride, then yes this would/should work. Just make sure you adjust the wait times/load size for the vehicles to leave, else it will sit there for long times waiting for guests that will never arrive
 
I've encountered this issue and tried various ways to work around it without success.

My suggestion is to acknowledge the game has a problem and attempt to diminish it with a hack: place a hidden spawn point/entrance close to every transport station. You can dress it up so the hidden entrance/exit looks like an attraction - perhaps a cinema, or maybe a restaurant. That way the park will function and after the initial surge of guests is over, won't break the look of the park. Guests spawning near every station should, in theory, mean that some riders will get on and off at each station.
 
^I just did that to no avail.

I'm working with the new People Mover. I added the 2nd station and guests wouldn't get off there. I added more rides (including a coaster) and scenery, and a few more people get off. I tried changing the "dispatch" time at the first station to only 15 seconds, which doesn't give enough time to fill the entire train... so that train leaves the station with 1/4 or 1/2 full trains, thus giving the 2nd station some empty spots so the guests over there can get on. Now, they won't get off at the 1st station. So... I tried adding a very popular coaster to that 1st station area, and still only a few get off there.

It seems there is a preferred station to exit but you can't balance the amount of guests exiting from both stations.

This definitely seems "broken" as there should be a "NO ROUND TRIPS" option for multi-station transport rides.
 
Well. Since we can use Transports as rides, which is nice, i can't get people in the back of my park.
All i got is a hugh problem at the entrance station. Too many people want to go on, too many want to get off. Ferriswheel is dead. Why should they go on. The visitors have seen the park.
So i thought yesterday i might remove the monorail, because it does not fullfill it's purpose anymore.
Or i have to restructure it completly as a sightseeing tour by removing the other stations and relocating the main station.

Some people do just drive around to have a look at the park. So this is realistic, but i can't see how this can be leveled a bit more in planet coaster.
If visitors are using it less as a tour it would break other rides like the ships.
Except they find away to tune it down just on the Train and the Monorail.

EDIT:
Just thought maybe a sign at the entrance connected to the two "cool" 1000+ Darkride and Coaster at the back of the park might help there.
Anyone tried that?
 
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I've encountered this issue and tried various ways to work around it without success.

My suggestion is to acknowledge the game has a problem and attempt to diminish it with a hack: place a hidden spawn point/entrance close to every transport station. You can dress it up so the hidden entrance/exit looks like an attraction - perhaps a cinema, or maybe a restaurant. That way the park will function and after the initial surge of guests is over, won't break the look of the park. Guests spawning near every station should, in theory, mean that some riders will get on and off at each station.

I think I noticed something related to this:

If a peep who wants to ride the transport ride walks up to it, and the queue is full, they leave to find a different ride.

However, if a peep wants to "go home" they will only walk up to the "quickest" way home, which could be a transport and then REFUSE to budge. Get enough peeps "done" with the park and a queue full of both riders and watchers and you've got a traffic jam.

Maybe having the "exit" next to a transport ride will allow them to "leave" that way and alievate the pain.
 
Maybe having the "exit" next to a transport ride will allow them to "leave" that way and alievate the pain.

Tried it twice. Not working. I'm just getting rid of the 2nd People Mover station at the back of the park. The "I've been waiting ages" complaints are so high they are bringing down my overall guest happiness. The line is so long, I don't even get a number on it sometimes.
 
I agree with what others have said earlier. There is a bug with transport rides in that very few passengers chose to ride them from one station to another when there are multiple stations. The majority of passengers choose to stay on the ride and return to the station they boarded.

I have setup very detailed section of park that could only be accessed via the transport ride with a variety of things to do and spend money on and yet almost all passengers choose to stay on the ride and return to their original station.

That is a bit of a disappointment. And somewhat frustrating. I hope this algorithm is adjusted in a future update so that more passengers choose to use transport rides to move from one part of the park to another.
 
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