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Each guest has a preferred intensity rating. If you select the individual guest you can review their rating. I'm assuming your coaster has an intensity below 10; coasters with 10+ intensity start getting big penalties to their excitement stats.
You can check the collected guest thoughts to see if there's anything about the ride there. Guests could refuse to go on coaster for several reasons. Price could be too high (I'm not paying that much to go on [Ride Name]), had a crash recently (I'm not going on [Ride Name], it's not safe) or it's currently raining (I'm not going on [Ride Name] while it's raining).
Also make sure the queue path is created properly, etc.
>below 10
No no, other way around. I had to water it down to the point to where you have to ask if there's any flavor in it at all.
Check your coaster's Lateral Gs. IIRC, you want to keep them below 2. To understand lateral Gs, think of the feeling you experience when taking a turn too fast and you feel like you're being thrown out the car door. You can reduce this feeling by banking the turn and/or by lowering the speed before entering the turn.
Positive and negative vertical Gs also have their limits, though I cannot recall what they are. If your coaster's going through the loop too fast than the Gs might be too high, increasing the intensity unnecessarily.
There are limits to what humans can handle so the rating system has some grounds in reality, which means the coaster looking bad ass doesn't mean much if the ratings are no good.
That is a response I sometimes give to people when I am being facetious, so I honestly don't know if you're being facetious or not. I'd rather not make any assumptions.
If you hit the requirements for the ride you can build it as crazy as you want and people will flock to it. If you go and place a sharp bend without brakes before it then it will become worthless.