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The jeep ride goes through pygmy hippos, elephants, cheetahs, hyenas, stops near the lions, then loops back through a huge habitat with giraffes and those wildebeests.
When I load the zoo or close and reopen the rides, both rides fill up fast to max queue. After a while, people stop queuing for the boat, but the jeep tour will still get the occasional person riding it, but it's nowhere near full.
This leads me to theorize that two factors influence if people use rides or not: attractivity and distance/time or energy saved.
The jeep tour passes much more interesting, high value animals and covers a much larger distance. The boat tour is pretty meh, and guests may as well walk the path and get better views of the animals that way, so they don't ride the boat at all after the initial interest of a 'new' ride tapers off.
The jeep tour also follows a path offering the same views, but because of its length, the occasional person will still hop on, or at least use it to get back after they've seen the animals.
A good way to test this would be a big ticket animal that you can't view from a path, only from a ride. If guests still don't use it much, it's probably bugged. If they queue like crazy, it's simply a matter of the rides we had built not being as great as we thought they'd be.
But of course it could also be the case that the devs changed some values a little too much and guests simply hate rides now.
Ended my career scenario with +$22k <3 so I can confirm, if you force them to take the ride (make a long ass que path, trust me) they will in fact use it to move in the zoo
Make a staff path though.
I'd love it if we could research golf carts for the staff to get around the zoo faster. Or segways. I'd pay 2.59 for a golf cart and Segway dlc.
While we're at it, maybe medics for guests who need help when it's too hot or cold...