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1) guests willingness to pay more for gift shop items based on their happiness
2) guests are more likely to buy and pay more from shops with scenery, just like rides - not sure about finding it, but the sign does count as scenery in regards to their willingness to pay
3) energy drinks help with energy, not thirst - I have best luck placing them deep in the park for when people get tired.
4) weather impacts purchases too - winter maps sell more hot drinks than cold for example.
Since I posted this, I've experimented a bit more with the pricing. With Looney Bloons I set one balloon at $0, with the rest at $9 except for one with a crazy price at $200. Now you'd expect to see most people just go in and score a free red balloon, but instead I still saw a mix of balloons being sold combined with people complaining that the prices were too high, and/or that they could not afford *anything.* Which is ridiculous (how can you not afford a free balloon?) but it does point towards the developers settting the guest's reaction to the average?? of a shop's prices (rather than evaluating invidual item pricing -which is a bit lazy) combined with who knows what modifiers for scenery and weather.. etc.
bbiron,
I didn't know that about the temperature, but I did notice that they will only buy souvenirs when they're happy so I keep my entertainer assigned to the shops (and atms) near the path out so as to encourage buying (and prevent/stall walk-outs). :D
phantomht1320,
I've also spent time following guests around who have almost depleted needs bars (bathroom, drink, food) and tried picking them up and placing them in front of one or more shops that address their needs... It's funny/sad how many times you have to pick them up and put them back down before they actually visit a shop that serves their needs.
"Oh you're really hungry, thirsty, and need to use the restroom... ok..."
*pick up guest and put him right smack in front of the restroom and next to food and drink*
*look at guest status... it reads -- "Heading to Wild Blue 3" --damnit.
*Pick up guest and redeposit them
"Carried around" .... "Heading to Whirly Rig 2"
*Pick up Guest and redeposit them.
"Carried around" ... "Heading to Scizzler 4"
*Pick up Gues and redeposit
*Carried Around" ... "Heading to Wild Blue 3"
etc until another 5+ attempts later when they finally decide to head to the restroom block.
Scenery has a lot to do with it, but not so much the way the building looks. I had a slew of shops near the entrance with bathrooms and such all in a row. One side had buildings pre-made and on the other side ones which were blocks. They both performed just as well as the others, it didn't matter.
The two items I make free are first aid and ATM
$6 per prestige on the rides. 100% on scenery.
I usually add some fireworks along with an extra animation or more.
I charge $5 for bathrooms.
The info booth/priority pass, I usually set for $18 max
The entrance fee is usually $2
Don't neglect the training of shop staff as a better trained sales rep will sell products easier.
The drinks and ice cream shops all have different extras which can be adjusted to your preference. ATMs are a good way to gain cash with the nominal charge for use.
Hope that helps.