
It's Too Crowded Here. . . (plus A Few More Questions)
#1
Posted 11 August 2007 - 07:08 PM
I'm playing Arid Heights, so yeh know. This is my THIRD time restarting it because the crowds were driving me bonkers.
I can use tunnels and raised paths. . but how many am I supposed to use without confusing the guests and making them "Help! I'm lost!" And yes, I've used rollerbuses/trains. But they only relieve like. . 56-60 guests at a time.
6
ALSO, some other questions:
Any way I can relieve up on the throw up after rides? Some of LOW and low medium nasuea ratings are causing like. . paths to be covered. x_X. Yes, I have seating near the ride. Yes, I have a bathroom by the ride (either right outside the exit or a few paths away.)
A lot of the guests that leave. . have no reason. o_O They'll have been there for literally 5 minutes. Their moods/needs levels are okay and their only complaints are "I want to go on something more thrilling then Ferris Wheel. . " When there's thrill rides right next to it. x0
#2
Posted 12 August 2007 - 12:11 AM
Argh. How do I make the paths less crowded? I have RCT Deluxe, so I looked at the "real" parks for advice, and I'm trying to that and. . Blah, no cigar. People start crowding around various spots, of which there's only two or three small rides. >.<
I'm playing Arid Heights, so yeh know. This is my THIRD time restarting it because the crowds were driving me bonkers.
I can use tunnels and raised paths. . but how many am I supposed to use without confusing the guests and making them "Help! I'm lost!" And yes, I've used rollerbuses/trains. But they only relieve like. . 56-60 guests at a time.
6
ALSO, some other questions:
Any way I can relieve up on the throw up after rides? Some of LOW and low medium nasuea ratings are causing like. . paths to be covered. x_X. Yes, I have seating near the ride. Yes, I have a bathroom by the ride (either right outside the exit or a few paths away.)
A lot of the guests that leave. . have no reason. o_O They'll have been there for literally 5 minutes. Their moods/needs levels are okay and their only complaints are "I want to go on something more thrilling then Ferris Wheel. . " When there's thrill rides right next to it. x0
Welcome to the Forums, CleoSombra

Now I do have little experience with RCT1 (just a lot with RCT2

Rct-peeps are a bit dumb....at the least.

Whether they have park maps or not, they only, and just only, do have a feeling for in which direction they have to go for a certain ride. And they want to go in the most straight direction for that one, and are looking for that.
So if you do have a path which seems to go in the direction of a certain ride, but then makes a bend and does not directly come there, they get confused, walk back and start walking around in circles for a long time and clutter up paths.
So eliminate paths that promise to go in a certain direction, but don´t after all.
Make sure that guests can always find a straight and direct way back to the exit of the park , above or underground.
Unfortunately RCT-peeps don´t have the intelligence to know that buses/trains/monorails etc. could bring them to a certain spot of the park. They only use them as attractions.......so they are nice for the attractions in the park, but don´t help to bring them to the spot they - or you- want them to be.
For the nausea-rating: good you already have the benches and bathrooms. They slightly help.
Also place some drinks-stalls in the surroundings of the exit.
And give your handymen small dedicated areas around the exit of rides, to clean up the vomit as soon as possible.
Still, in the beginning many guests will vomit a lot, even around rides with a low nausea-rating....
When there are more guests in your park during a longer time, this will get less:guests in RCT will `get used` to the nausea the longer they are in the park.
So, guests that will vomit even if they leave a carrousel in the first half hour, will get more and more comfortable with more intense rides the longer they stay...(they do get experience then...)
Yes, a lot of guests just look around for 5 minutes, and then want to leave again.
That is just programmed in RCT.
A percentage of the guests will always do that, no matter how many rides you have in your park and how high the ratings of your park are.
Happy building, and ask away....
Emergo

#3
Posted 12 August 2007 - 12:58 AM
They do help in rct2.
#4
Posted 12 August 2007 - 02:28 AM
And what is airtime? And are banked curves when they tilt?
Edited by CleoSombra, 12 August 2007 - 02:30 AM.
#5
Posted 12 August 2007 - 04:52 PM
#6
Posted 13 August 2007 - 03:41 PM
And are banked curves when they tilt?
Yes.
#7
Posted 13 August 2007 - 05:50 PM
RCT1 w/the expansion packs, can only work well with peeps in a single pathway configuration. Now, you can run a pair of paths, right next to each other, with a strip of land between them. But they have to be connected by a path between them. The land between the paths can be wide enough to fit a flat ride, or narrow enough for a few shops or stalls. I've found that this is best used when placing shops & stalls, in the median between paths. (Much like a devided highway, with a lane for one direction, and a lane for the other direction.) Queues can drop down from above and link to the midway, via median, so can exit paths. The median is great for gardens & trees. It opened up the park and literally doubled it's capacity. I hardly ever get an overcrowded condition when I use that technique.
It's not that they need a straight line. They can manuver around gentle curves, or zig zags. but every step gets them closer to the exit.In RCT 1 there are a few other things that concern the park staff. Handymen, (if you don't want them to wander off the path and start mowing,) have to have their "Mow Grass" box unchecked. This will keep them ON the paths, cleaning and not wander off to mow grass.You can open the land tool, expand it to it's widest coverage, find an area you want mowed, & click. Lo & Behold... mowed grass. Also, there are trainers you can run, and they'll have a "mow grass" option. That'll take care of the entire park with one click.
Handymen work best if they have smaller areas to cover. In RCT 1, I generally try to assign between four to six coverage blocks, (4x4 blue footprint areas,) they seem to work well with this kind of coverage. Place dedicated handymen to cover the exits of the most nauseating attractions. Run them right down the exits and even overlap slightly with the handymen assigned to the midway. Double coverage is good. Both will keep the place cleaner. But you don't need to overdo it.
Coaster breakdowns and enevitable accidents can be kept down by adding a second mechanic. There are two jobs a mechanic does... Inpect & Fix. One mechanic can inspect, the other can fix/repair. This trick is only for coasters. It's best if both mechanics are dedicated, (their "only" assignment) to the coaster. Do not allow the coaster mechanics to stray too far from the attraction. The more footpath that the mechanics have to cover, the slower the repair takes to accomplish.
Repair mechanics have to walk to the very end of the stations. So, locate your exits at the end of the station where the trains enter, not where the trains leave the station. This lets the mechanic get to that control box quickly and thus make repairs faster, than if they had to walk another 12 tiles from the head of the station.
Use other mechanics for the flat rides. You can have them cover three or four flat rides and still keep things running smoothly.
Don't make dead-end paths that dead end in the direction of the center of the park, (or loop around.) this is a sure bet way to make a crowd of lost peeps. Paths that "turn around an head back where they came from" is another way. Paths (not queues or the paths where peeps stand in line, only need to connect to the attractions entrance and the midway.) should interconnect like a net of sorts. Keep in mind that peeps want a direct route, not neccissarilly a straight line, but generally a direct path to the gate.
Keep the gate to the edge of the tiles. Don't set the gate well within the park boundaries unless you have a firm grasp on how peeps manuver. Keep the paths single wide, but you can make them double paths, as long as there is land enough to keep them individual paths, with intersections evey so often.
Edited by Wolfman, 13 August 2007 - 05:54 PM.
#8
Posted 14 August 2007 - 04:06 PM
I tried the double pathway. I don't like the look of it, but I set up a "No Entry" sign here and there and it is relieving the load a bit.
Thanks, everyone.
Edited by CleoSombra, 14 August 2007 - 04:08 PM.
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