Walkthrough habitats are easily crowded

Something is off with the walkthrough habitat configuration. Despite many other high popularity habitats, walkthroughs attract an absurd number of guests. They easily become packed with no real way to clear. Please allow them to work with queues or create one way paths so these can actually be used.

1731612810813.png
 
I've seen this issue more with the habitat animals that are interactive, meaning the guests can wander around more, but they do clearly say in game that this doesn't stop the path count. I would hazard a guess that this just means your habitat is either the only one and everyone just has to see it when they arrive, or its the first one they come across or the most popular one.

What I tend to do with walkthroughs is :
1. Only use them with confident animals just in case it does get packed out.
2. Use them as parks getting people from a to b with multiple gate options, this will help thin out the masses as once they have seen the animal they would then consider their next area of interest. My Peafowl Parks are an example of this. I either have multiple habitats with a path winding through all of them with offshoot paths to different areas or a long thin habitat with similar pathing. It all depends on how many peafowl I am trying to accomodate at the same time.
3. In addition to the park design I add the odd drink/food stall intermittently through the park to encourage people to move along up the path rather than stand and watch the same area of the habitat because the animals are concentrated there.
 
I've seen this issue more with the habitat animals that are interactive, meaning the guests can wander around more, but they do clearly say in game that this doesn't stop the path count. I would hazard a guess that this just means your habitat is either the only one and everyone just has to see it when they arrive, or its the first one they come across or the most popular one.

What I tend to do with walkthroughs is :
1. Only use them with confident animals just in case it does get packed out.
2. Use them as parks getting people from a to b with multiple gate options, this will help thin out the masses as once they have seen the animal they would then consider their next area of interest. My Peafowl Parks are an example of this. I either have multiple habitats with a path winding through all of them with offshoot paths to different areas or a long thin habitat with similar pathing. It all depends on how many peafowl I am trying to accomodate at the same time.
3. In addition to the park design I add the odd drink/food stall intermittently through the park to encourage people to move along up the path rather than stand and watch the same area of the habitat because the animals are concentrated there.
I explained that there are much higher ranked exhibits and also the most distant from the entrance. It's like they NEED to go there.
 
in one of my zoos: the petting zoo section is in the farthest back part of the zoo and people will enter but stay on the path despite having all requirements checked off.
I eventually cut guest walkthrough habitats for non domesticated animals as they would get flooded by guests and stress the animals out too much.
 
I explained that there are much higher ranked exhibits and also the most distant from the entrance. It's like they NEED to go there.
I understand. Who wouldn't want to get close to the animals. My walkthrough paths do get a lot of foot traffic, but it doesn't look as crowded as yours, so maybe the animal is the factor, or the space the habitat takes up and thus the path sizing.

The difference between these walkthrough habitats of mine appear to be size and type. The Porcupine (1) is a fully interactive walkthrough with the scattering of guests turned off to keep them on the pathing. The Peafowl (2) is half the size of the Quokka (3) and could explain why the Quokka looks the less crowded if space and interactivity are factors and not just how interesting the animals are. Also throw in the total guest count for the zoo and it might well increase the count in particular habitat areas whether walkthrough or not, just more in walkthroughs.

I see yours is a tortoise habitat, I did try that before, but it did get too crowded and stressed out the animals too much so I took out the walkthrough portion of it. I suspect the huge number of babies being babies for a long time makes them more interesting. I almost always use one way glass barriers for shy animals now. My current Madagascar zoo with Flamingos as a short wall habitat are having stress issues as well due to their popularity, so having to put in ton of blocking bushes in key areas to give them areas to hide in.

African Crested Porcupine Walkthrough.jpg


Indian Peafowl Walkthrough.jpg



Quokka Walkthrough.jpg
 
I hate it so much. They really need to add a Option to add a Guest Limit for those.
Those Swamp Cypress Air Roots help a lot to keep the Tortoises calm. Perfect for decorating the Enclosure and giving Options to hide
 
I hate it so much. They really need to add a Option to add a Guest Limit for those.
Those Swamp Cypress Air Roots help a lot to keep the Tortoises calm. Perfect for decorating the Enclosure and giving Options to hide
The problem is that they might not have any special identifiers of whether the path is inside a habitat or not to distinguish between them. Is it a limit per length ? area ? Of course path width will help limit to a degree as in a non interactive habitat or one with no wandering off the path the guests generally stay on the path and thus take up less space.
 
I understand. Who wouldn't want to get close to the animals. My walkthrough paths do get a lot of foot traffic, but it doesn't look as crowded as yours, so maybe the animal is the factor, or the space the habitat takes up and thus the path sizing.

The difference between these walkthrough habitats of mine appear to be size and type. The Porcupine (1) is a fully interactive walkthrough with the scattering of guests turned off to keep them on the pathing. The Peafowl (2) is half the size of the Quokka (3) and could explain why the Quokka looks the less crowded if space and interactivity are factors and not just how interesting the animals are. Also throw in the total guest count for the zoo and it might well increase the count in particular habitat areas whether walkthrough or not, just more in walkthroughs.

I see yours is a tortoise habitat, I did try that before, but it did get too crowded and stressed out the animals too much so I took out the walkthrough portion of it. I suspect the huge number of babies being babies for a long time makes them more interesting. I almost always use one way glass barriers for shy animals now. My current Madagascar zoo with Flamingos as a short wall habitat are having stress issues as well due to their popularity, so having to put in ton of blocking bushes in key areas to give them areas to hide in.

View attachment 408524

View attachment 408525


View attachment 408526
Oh this image isn't mine, it just show how weird they are configured. They should not have whatever appeal modifier they have. I was trying to make a walkthrough for lemurs and it was upsetting. You want to just throw the guests out of the zoo. I was wondering if having multiple walkthrough exhibits will split the absurdly high appeal. Seems like that might work based on your zoo. I figured peafowl would be easier. They are like the easiest animal.
 
Oh this image isn't mine, it just show how weird they are configured. They should not have whatever appeal modifier they have. I was trying to make a walkthrough for lemurs and it was upsetting. You want to just throw the guests out of the zoo. I was wondering if having multiple walkthrough exhibits will split the absurdly high appeal. Seems like that might work based on your zoo. I figured peafowl would be easier. They are like the easiest animal.
Good luck. Give it a go. The only reason I don't use walkthrough habitats much is due to the micro managing I do with the animals. I have to reconfigure how I do things in those situations.
 
Select the interactive habitat you want to stop roaming guests. Unfortunately not an off option. But I switch to Few if there seems to be far too many in the habitat.
Roaming of Guests off of the Path Setting.jpg
 
I think it would help if you had a separate exit gate and path leading out so guests can flow through it, your setup is expecting guests to enter and leave through the same gate so it will become bottlenecked and congested like that
 
Back
Top Bottom