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I didn't struggle at all before restaurant level 8, but after that, every rush hour was a mad dash to try and keep all the customers happy. Oftentimes 4 orders come out at once, 3 dishes need to be carried to snooty nobles, 6 are waiting in line to checkout, and 1 or 2 children are timing out because their dishes have to be cooked after the Noble's orders.
I can manage decent flow with this. It is possible to fill up during lunch and dinner if I get distracted. Also if there's more orders for longer tier 4 recipes, kids start getting annoyed.
I tried to make my seating layout efficient by putting the seats 1 tile away from the counter so customers walk less to get their food.
And most dishes spawn on the top counter, so I placed the stations on the bottom half to avoid the 'grab dish' icon overlapping with the station icon.
But yeh foot traffic does still feel light. It's the longer cook times that make customers sit longer.
But yeah if there is some sort of a cap on the number of customers at one time around like 15 or whatever, that seriously needs removed. You can't make a whole lot of money at the current rate. I did get 60k in a day, but that was a bunch of tier 4 dishes which take several sessions of farming ingredients before you can make them, and then they use all those ingredients in one go so I'm not actually sure if they are faster than tier 3. Tier 3 gets you 30k with only one or two days of farming mats. Seems kinda unbalanced. But then that's the story of this game so far.
Definitely feels like this is the case. Your best option is to have enough crafting stations that you don't have to queue dishes to get them out of the door faster.
100% having two full sets will increase your pacing and daily meals served. The higher end dishes just take too long to be having a station queued up with 3-4 meals. We've already established that the flow of customers is confined to speed, not space, so the faster you can serve someone the faster they become another customer.