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..Sometimes I don't get the Guests' actions... An example: "Guest 21: 'I need to go to the bathroom' *places him next to bathroom 6* *guest heads for bathroom 8*" ..Stuff like that. Am I doing something wrong or is this how the game was programmed? (I'm not really saying I hate RCT1 because of this, but it just seemed a little annoying. .-.)
This question / problem has been solved by flickasimage
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Notester82: ..Sometimes I don't get the Guests' actions... An example: "Guest 21: 'I need to go to the bathroom' *places him next to bathroom 6* *guest heads for bathroom 8*" ..Stuff like that. Am I doing something wrong or is this how the game was programmed? (I'm not really saying I hate RCT1 because of this, but it just seemed a little annoying. .-.)
I've had little to no success picking up peeps and dropping them where they supposedly want to be, only "leaving the park" often works, mostly given up on it otherwise.

If a peep is not heading somewhere currently, it can work if you watch which direction he is going, pick him up once aligned correctly, then drop him in front of the loo so that continuing in that direction will get him inside without other intersections before he reaches it. Not foolproof either, but worth a shot, they continue walking as they did when you pick them up until the next decision point. No clue how this intersects with heading somewhere, thats too messy for me to understand. But generally assume a peep wants to walk straight ahead if possible, they are far more likely to bump into shops, rides, the right road, if they don't have to decide to go round a corner to do so.

Being picked up is a slight mood drop, as is the need to pee, you can't really win here. As long as they don't think "cant find bathroom n" you're probably good anyway, they will eventually get there. I sometimes play paid admission parks without any toilets, doesn't prevent 999 rating or anything, bathrooom need is a really minor problem for your peeps.

Just rambling here as I don't have a real answer. That "walking straight ahead into stuff" is incredibly useful to direct the masses where you want them. We're probably not supposed to manually put peeps where they could walk on their own, might be my lazyness speaking here, I just cant be bothered to do it.
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Notester82: ..Sometimes I don't get the Guests' actions... An example: "Guest 21: 'I need to go to the bathroom' *places him next to bathroom 6* *guest heads for bathroom 8*" ..Stuff like that. Am I doing something wrong or is this how the game was programmed? (I'm not really saying I hate RCT1 because of this, but it just seemed a little annoying. .-.)
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flickas: I've had little to no success picking up peeps and dropping them where they supposedly want to be, only "leaving the park" often works, mostly given up on it otherwise.

If a peep is not heading somewhere currently, it can work if you watch which direction he is going, pick him up once aligned correctly, then drop him in front of the loo so that continuing in that direction will get him inside without other intersections before he reaches it. Not foolproof either, but worth a shot, they continue walking as they did when you pick them up until the next decision point. No clue how this intersects with heading somewhere, thats too messy for me to understand. But generally assume a peep wants to walk straight ahead if possible, they are far more likely to bump into shops, rides, the right road, if they don't have to decide to go round a corner to do so.

Being picked up is a slight mood drop, as is the need to pee, you can't really win here. As long as they don't think "cant find bathroom n" you're probably good anyway, they will eventually get there. I sometimes play paid admission parks without any toilets, doesn't prevent 999 rating or anything, bathrooom need is a really minor problem for your peeps.

Just rambling here as I don't have a real answer. That "walking straight ahead into stuff" is incredibly useful to direct the masses where you want them. We're probably not supposed to manually put peeps where they could walk on their own, might be my lazyness speaking here, I just cant be bothered to do it.
Thanks.. I also noticed that when I placed a ride far away from the park entrance, guests keep saying"I can't find the park exit" and they just keep walking back and forth from the exit of the ride and to some intersection, not even trying to find the exit. Could this possibly be fixed by using the no-entry banner at the end of the exit? This happened so many times, it literally spammed my messages section and actually made my park rating drop.
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Notester82: Thanks.. I also noticed that when I placed a ride far away from the park entrance, guests keep saying"I can't find the park exit" and they just keep walking back and forth from the exit of the ride and to some intersection, not even trying to find the exit. Could this possibly be fixed by using the no-entry banner at the end of the exit? This happened so many times, it literally spammed my messages section and actually made my park rating drop.
The distance isn't creating the problem, the direction is. Those guys at the info stall are lying, they aren`t selling maps, they sell compasses. At an intersection your peep remembers his curiously map-shaped compass and decides path goes south, park exit is to the south, lets take this path. He has no clue whatsoever where the path leads, he just checks the immediate direction and if your ride exit path matched that you're in trouble. Those stop signs really help. The great article about pathing that I just summarized, it's written for RCT2 but applies to 1 all the same.
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Notester82: Thanks.. I also noticed that when I placed a ride far away from the park entrance, guests keep saying"I can't find the park exit" and they just keep walking back and forth from the exit of the ride and to some intersection, not even trying to find the exit. Could this possibly be fixed by using the no-entry banner at the end of the exit? This happened so many times, it literally spammed my messages section and actually made my park rating drop.
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flickas: The distance isn't creating the problem, the direction is. Those guys at the info stall are lying, they aren`t selling maps, they sell compasses. At an intersection your peep remembers his curiously map-shaped compass and decides path goes south, park exit is to the south, lets take this path. He has no clue whatsoever where the path leads, he just checks the immediate direction and if your ride exit path matched that you're in trouble. Those stop signs really help. The great article about pathing that I just summarized, it's written for RCT2 but applies to 1 all the same.
..And it just so happens that I did what was not supposed to be done. Worst part is, it's a popular ride which means most people will get lost.. I'll go ahead read over the article you mentioned as well to fix all of this. Thanks again..