Adjust how peeps always head for the most exciting ride #21931
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fidwell
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The function FindBestRideToGoOn seems to work, in a very general sense, by selecting the ride with the highest excitement. In long-running sandbox parks, this has the effect that one ride—the most exciting one in the park—will always be very busy while guests seem to ignore other rides, even if those rides are very exciting.
This is an oversimplification, as the code to determine which ride is selected already has a lot of decision trees in it. But the effect is still there. Once the novelty of a brand-new ride wears off, if it's not the most exciting ride, its traffic will tank.
I've had this experience in a few parks, most notably my Cedar Point park, where Millennium Force is the most exciting by just a few decimal points, and the plaza around it is always packed with guests who went towards it but couldn't get on because the queue was full. (The function does check for a full queue, but I suspect that actually has little practical effect, since rides with any reasonable throughput will often have a barely-not-full queue.)
I wonder it if would be desirable to add a little variability to the function, to make it possible that guests will not always pick the most exciting ride; maybe some sort of weighted randomness.
This might have effects on scenario play, but I'm not sure how that would manifest or if it would even be a problem.
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