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Guests Getting Lost Despite Clear Paths

#1
Hey everyone,

I’ve been running into a frustrating issue in RollerCoaster Tycoon where guests keep getting lost; even though I’ve designed my park with clear paths, signs, and logical layouts.  Frown Some guests seem to wander in circles, complaining that they can’t find the exit or specific rides, which leads to lower park ratings and unhappy visitors. I’ve tried adjusting the pathing, removing dead ends & even placing directional signs, but it doesn’t seem to fully solve the problem. Smug

I’m wondering if there are certain pathing mechanics that I might be overlooking. Do guests prioritize certain paths over others? 

Is there a way to "force" guests to use specific routes more efficiently? Also; I’ve noticed that sometimes they ignore transport rides meant to help them move around the park—could this be a related issue? Frown Checked https://forums.rctgo.com/forum-9.html-
devops related to this and found it quite informative.

If anyone has experience optimizing path layouts or fixing guest navigation issues; I’d love to hear your tips! Are there specific pathing tricks, spacing techniques, or ride placements that help reduce guest confusion? Any insights would be much appreciated. Thanks in advance!



Thank you !! Smile
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#2
A bit late but some ideas. Guests are only aware of items within four tiles of a path, queue line, exit line, or ride. So do not have any dead end paths more than four tiles long. There should be a continuous path around the park; if two paths, especially dead end paths, come close to each other but getting from one to the other involves a long round-a-bout trek, guests may get lost since their "pathing" is looking at straight line distance. (This can lead to some odd situations with transport rides; if the straight line distance between two terminals is significantly shorter than the ride length between those two, regardless of whether there is a path available, you may see a parade of guests go up the queue line, buy a ticket, then walk to the other terminal. If one or both terminals are above ground level the guests may "walk" in the air at that level.)

And guests do not recognize transport rides as a means of transport, they are just rides; so do not have a section of the park accessible only via train, monorail, etc. guests will ride to that other area and get stuck unless they want to "go on that ride again".

Do not have two vendor stalls directly across a single width path from each other, some guests will get stuck going from one to the other and never go anywhere else. Double width paths do not have this issue, plus they increase the amount of guest which can be in the park at a time (the total area of paths determines how many guests can be in the park).

Guests will automatically become aware of anything new in the park within a day or so (game time), but maps are updated instantly, so have plenty of information booths and keep map prices low.

You will also notice how many guests are "heading to..." at any given time. When a guest decides they want something, food or a drink for example, the game will send them to the appropriate stall with the fewest people at that time, even if it is all the way across the park. And often by the time they get there it may be crowded and they will complain, then head back to where they were. This is irritating, wastes time, and all the time they are walking they are not spending money (on occasion they may pass something they want and stop to buy). There is nothing to do about this programming idiocy, you can have more vendor stalls so they are never crowded and hope guests will be sent to one closer to where they are.

Examine paths where guests are having problems, often a hairline "crack" in the ground between two tiles prevents path segments from connecting properly; use the landscaping tool "level ground for buildings and rides" with a 2x2 footprint and sweep that area to snap all path segments together (may take several tries as fixing one spot may cause a problem nearby). If a queue line is involved it must be removed first so the landscaping tools can work in that space.
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