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2. That's not really a problem; it's something people do in real life too. At the end of the day, out of season, it's not uncommon for me to ride the same coaster five times in a row since the line is empty and the ride is free.
3. Guests are curious. In Planet coaster, all the guests have perfect knowledge of the park and go down a path only if there is something there they want to see. In real life, people just like walking around, exploring and sucking up the scenery. You can use "Staff only" signs to prevent guests from walking up to the exit of a ride when there's nothing else on that path.
4. Haven't played with ride photos yet.
And true at this spot i wasn´t. nothing to find there
Just a guess, but have you accidentally made the ride queue out of normal path instead of the ride queue path? I have never seen guests ignore a whole area of the park that has rides to go to. Also, guests ignoring a whole area of your park sounds so unusual, check the paths to this area are indeed guest paths and not employee paths or something.
2. Exit of a ride near its own entrance attracts consecutive visits.
Normal behavior. If they really like the ride they will want to "go again". Pro-tip: You can plan whole areas of your park with a "guest flow" in mind. Each ride exit leads to another ride and that ride leads to yet another and so on. The guests aren't robots, though, and if they don't want to go on the next ride they go their own way.
3. Guests following paths to nowhere.
Do not give them paths to nowhere.
Use the path signs to disallow guests from going where you do not want them to go (like a long exit path from a ride). Or, remove a single tile of path so they cannot continue to areas of the park that have no attractions for them to visit.
1. If everything is technically okay with the ride and queue and they still don't want to ride the ride, it means it's too boring, too intense, or too expensive.
2. I LOVE this because it lets me know how much they loved the ride and I can count on that monetarily, I can plan around a ride that brings in this income.
3. In real life, I will do this too, thinking I might miss something. So in the game, don't give them these areas to go to. Management-wise, you never want paths you have to maintain anyway and having your guests walk too much will make them tired.
4. Ride photos just came out so I am no expert on these yet, that being said, I've sold plenty. I think a good price is around ~$3-4. Make sure your camera is placed after a large drop and it's vertically higher than the coaster car to get a good down angle on their terrified faces.
Be careful to not go "too big, too early".
Guests take a while to get through a big park, and if there's nothing to do along the way it'll take them even longer.
Sadly, many scenarios offer you already a large park with a large walkway loop. It's very tough to operate at a profit when just opening the park like that.
When starting, keep your park condensed at the entrance, destroying some walkways if necessary so guests don't scramble. If there is already coasters present at the back, close them at first and open them later when the park "naturally" expanded to that area.
Essentially, keep walkways to a minimum. The more time guests spend in lines and at stalls instead of just walking around, the more of a profit you make. ;)
A ride that is closed doesn't make any money, but it also doesn't cost any.
I didn't have that experience... lol. I would suggest keeping the money-makers open.
I've played the scenario twice. First time with keeping it all open. I managed, but there were a few struggles to really get the park going. The second time I closed the stuff in the back for a while (including cutting off extensive walkways) and concentrated on the front. It's MUCH easier.
Also, looking around, this seems to be a commonly suggested strategy.
Or did they change something so that guests scramble better?
In RCT you'd see even distribution of the guests, this game 70% of them converge at the front of the park and don't cover most of the park.
I watched one character and she waled up and down the same path 5 times, bought a drink and left. The decision making in the programming of guests is a wildcard and they need to sit down every 15 feet.
I clicked on guest details too, when you look at the walking path of the guests it's extremely uneven. They've over complicated this by programming in guest preferences like "enjoys extreme rides" that means that if you 700 in a park, a huge number won't even set foot on most of the rides. I left the game on fast forward for 2 hours and my brand new shiny rollercoaster makings a loss and it's not even that far from the park gate. How you explain into a full large flat terrain is beyond me, they do not distrubute properly.
My current park has four main areas, using most of the map and they are all populated realistically. All spread out.
'Tired' guests sit down for a moment. Mine don't sit down every 15 feet...they sit down to reduce their tiredness meter.
Guests wander. They stroll the walkways. I went to Disneyland and I wandered, too. See something and ride it. Guests are doing that in game, too.
Ride preference is a great mechanic. It's a 'preference' and does not exclude them from riding other rides. I've followed guests that like extreme rides and watched them ride calm ones, too. And vice versa.
No one riding the shiny new rollercoaster? As an experiment try downloading a coaster from the workshop with good stats and see if that performs well in your park. Try to pick one that will appeal to many people and is not too sedate or too extreme.
Most of your complaints were exactly the same in RCT. The randomness was always something you had to deal with. I remember LOADS of times where peeps in RCT got stuck/lost.
Same with the ride preferences. That also was part of specific challenges in RCT.
I DO however agree with you on the need of guests to sit down in Parkitect being a bit extreme. It's one of the reasons large empty parks have trouble, because the guests often get too tired and take too long to get to the back of the park. If they have plenty of things to do along the way it's fine though. So it just means you should build parks in Parkitect from the front to the back.
I don't know why your new rollercoaster won't work. I'm going to assume it's a well build ride (because if the stats suck, you shouldn't be surprised). How far away from the gate is it? And what is there for the guests on the way to it?
Addzz, here is the park I am currently on. You can check it out if you like and see if it behaves the same way your parks are behaving.
It's an amateur park, I have limited creativity...but many of the issues you are bringing up just don't seem present.