Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just because they say they aren't hungry could mean they just got into the park the past few minutes and haven't worked up an appetite yet. Check out that exact Peep's info bars to see if they are even hungry at the moment.
Food court : Location , location , location...........place it near congested pathways where there is good peep traffic. If you have a food court place it center to rear of park so peeps have travel time inside park inorder to get there and thus be hungry by that time. If they have been in the park for say 20 minutes and the court is near the gate well they probably aren't hungry at that time.
Q - WHY DON’T PEEPS GET ON MY RIDES?
A - RCT3 has several new features and therefore, does not play exactly the same as RCT 1 or 2; you should NOT assume that strategies you used successfully in the past will work as well in this new game. In most cases parks that do not provide the basics for their guests (toilets, food, benches, lights for nighttime, ATM machines and protection from the elements) will not be able to coax peeps to ride their rides, no matter what the ticket price
Consider the following strategies:
1) HUNGER, THIRST, TOILET, AND TIREDNESS NEEDS OF PEEPS.
If many of your peeps are allowed to get hungry, they will go in search of food, and if you haven’t got adequate food shops, peeps will refuse to ride any attractions until their hunger needs are satisfied; the same is true for the other basics.
Sample the status of a few of the peeps who are walking by your ride entrances or use the guest thoughts summary window. If peeps are hungry, or thirsty, have low energy, or need the toilet and you don’t have enough of the correct facilities in your park, your peeps will suffer and refuse to buy tickets for any of your rides. Note that facilities can only serve peeps at a certain maximum rate, if you have more than around 30 peeps who all need a particular facility at any one time you should seriously consider providing more capacity.
2) PEEPS’ CASH
After a time, peeps who stay in your park run out of cash and therefore can’t afford your rides. Sample the status of a few of the peeps who are walking by your ride entrances – if they don’t have any cash and there are no ATM’s nearby, add some.
3) INTENSITY OF RIDE
Your ride (especially custom designed coasters) may be rated as having very high intensity values, which will put off all but the most courageous peeps. If so, you need to change your ride to be less intense (for example use banks to minimize lateral G forces, brakes to slow it down etc.).
4) PRICE OF RIDE
The price you are charging for your ride may be too high.
5) QUEUE PATH PLACEMENT
Connect your queue path to a busy path in the park.
6) MAPS
Depending on where your ride is in your park, peeps may take a long time to ‘discover’ your ride. By selling maps you can make all those peeps who buy maps immediately aware of all the rides in the park. Otherwise, as in a real park, peeps will only know of the rides in their immediate vicinity.
7) TESTING A RIDE
If you have not tested your ride, it has not yet been rated and information on its intensity is not available to the peeps. This means that all but the most courageous peeps will not want to ride it until it is tested and rated.
8) DISTRIBUTION OF RIDES THROUGH THE PARK
RCT3 peeps respond pretty well to park layouts where the big ‘star’ rides of the park are further into it, with gentler rides near the entrance.
9) PEEPS IN GROUPS
Peeps in RCT3 often walk in groups, and the preferences of the leader often dictate the behavior of the rest of the group. Identify the leader of a group by clicking on a peep and the looking at the group page of the peep's control panel, and finding the list of peeps in the group - the leader is the one with a crown icon next their name. Click on the name of the leader to switch to that peep.
Q - HOW SHOULD I LAY OUT MY PARK TO GET BEST DISTRIBUTION OF PEEPS ROUND ALL THE RIDES?
Here are some suggestions and tips to ensure your peeps flow through your park and visit all your rides & attractions:
1) PATHS - Make sure the design of your paths leads the peeps through the park using main arteries, like in a real theme park. If you have long snaking footpaths that lead to short queue-paths, peeps will take a long time to discover your rides. As soon as peeps come within a couple meters of your queue line, they become aware of the ride connected to the queue path, regardless how far away the actual ride is located.
2) MAPS - Depending on the layout of your park, peeps may not know your rides are there. By selling maps you can make all those peeps who buy maps aware of all the rides in the park. Otherwise, as in a real park, peeps will only know about the rides in their immediate vicinity. UPDATE 1a contains code that increases the distance over which peeps who don’t have maps will be aware of rides.
3) CHAIN’ YOUR RIDES - Consider making the exit from one ride deliver peeps into the vicinity of the entrance to another.
4) TRANSPORT RIDES - Give your peeps a choice between paths and transport rides rather than relying on transport rides alone.
5) PRICES - High prices put peeps off.
6) DISTRIBUTION OF RIDES THROUGH THE PARK - RCT3 peeps respond pretty well to park layouts where the big ‘star’ rides of the park are further into it, with gentler rides near the entrance.
7) NO ENTRY SIGNS - You can manage the flow of peeps through your park using ‘No Entry’ signs – select a sign from the Scenery > Path Extras menu and when the sign is placed click on it, and on the view port that opens up check the ‘No entry’ tick box under the ‘Sign options’ icon. This can be useful for example to prevent peeps spending wasted time walking up a long exit path to one of your rides.
There is no straight up formula for "ticket price" on rides, for a number of reasons.
The things that affect the pricing most:
Excitement
Intensity
Staff training
Other things that factors in, that may be significant:
Age of ride
Park entrance fee
Interesting enough, i know a lot of people think staff training has no use what so ever, and instead prefer to pay them a bit more to get rid of the laziness factor. But training lets you charge more for rides and items.
Anyway. It's by no means a complete formula, but, given no park entrance fee, and a fully trained staff member managing the ride, Excitement + Intensity * 2/3 = ride fee.
This actually isn't "profit maximized/peep", but rather maxed to get max income over time.
(upping the fee 10% at the cost of having 5% peeps not go on it gets you more profit, but this gets a lot more complicated as the fees get higher. Finding the break-point isn't worth it. Keep peeps flowing throw the rides until they spent all their cash and get more from the ATM, or go home is, over time, more profitable)
It's a damn shame ""free rides" and park entrance fee's aren't as easy to deal with.
Good luck everyone.
Anyway, it's always a personal call.