|
Happiness Levels
& Angry Guests
Author/Contributors:
Greg Wolking & Steve
Franks *
As a guest walks through the park,
his happiness level slowly declines over time. Some events cause
his happiness to improve, including:
1. Riding a ride that he likes. The
more exciting the ride is, the greater the effect usually is.
2. Thinking good thoughts about your
park such as "This park is really clean and tidy", "The scenery
here is beautiful", "The jumping fountains are great", and "The
music here is very nice."
3. Buying a food, drink, souvenir,
or entering the queue for a ride that is priced low enough to produce
the "[name of attraction] is a really good value" thought.
4. Walking past an entertainer or,
if waiting in line, having an entertainer walk past him. Nearby
guests' moods are a bit more likely to improve while an entertainer
is doing his "dance".
5. Drinking a drink and quenching his
thirst.
6. Going to the bathroom.
Other events cause a guest's mood to
decline more quickly, including:
1. Walking along a vomit-encrusted
path, producing the "This path is disgusting" thought. This particular
thought causes a major mood drop, and there will usually be a number
of "angry" guests (see below) and a great deal of vandalism in the
vicinity. You need to either hire additional staff, or adjust your
existing staff's routes so as to keep the path clean. If the game
is warning you that "guests are complaining about the disgusting
state of your paths", it's a very good idea to pause the game to
find out where the problem is and get a handyman to that spot to
clean it up as soon as possible. This situation can cause your park
rating to decline very quickly, especially when the "vomit patch"
is in a high-traffic area. For what it's worth, guests don't usually
complain about "disgusting" paths unless there are two or more "vomit
patches" on the same path tile and/or several adjacent path tiles
with vomit on them.
2. Encountering litter on the path
(red dots are soda cans, white dots are food wrappers) or a trashcan
that is full, producing the "litter here is really bad" thought.
The effect of litter isn't as severe as the effect of vomit, but
you still need to address the problem. If there is litter on the
paths, you probably need more trashcans in the area (I generally
use one trashcan for about every 10 path tiles, more in the vicinity
of food/drink stalls). If the trashcans are full, you need to adjust
your handymen to keep the bins emptied.
3. Broken benches, lamps, or trashcans,
producing the "Vandalism here is really bad" thought. Either remove
or replace the broken items as soon as possible.
4. A ride that is too long, producing
the "I want to get off [ride name]" thought. Sometimes this is only
temporary because of a breakdown, but more often than not the ride
is just too darned long. Guests get tired of any ride after about
4 to 5 minutes. Once they start thinking, "I want to get off.",
this can either cancel or reverse the otherwise positive effect
that riding would have on their moods. Common culprits are Ferris
Wheels, log flumes, car rides, and other "slow" rides, even go kart
tracks that are either too long or running too many laps. In the
case of the Ferris Wheel, the bizarre loading mechanism that the
game uses means that each guest actually gets 16 rotations for every
one you set in the ride parameter window. Therefore, if you set
the wheel for more than one rotation, the ride will be too long.
5. A ride that crashes either while
the guest is on that ride or within sight of the crash. Deaths due
to ride crashes cause an immediate drop in your park rating but
it will usually recover fairly quickly, especially if you demolish
the ride. If you can't afford to demolish and rebuild a crashed
ride, it's generally a good idea to close the ride and leave it
closed until it loses its "bad reputation" after about 2 or 3 months.
Otherwise, the resulting "I'm not going on [ride name], it's not
safe" thoughts can keep your guests' moods and park rating down,
especially when the ride's entrance is on a busy path.
6. Poor path structure that causes
your guests to get "lost", producing the "I can't find [name of
attraction]" or, when they want to go home, the "I can't find the
park entrance" thoughts. Once a guest starts thinking "I want to
go home.", there is nothing you can do to change his mind. If such
a guest is already in a foul mood, it is worth the effort to grab
that guest with the pincers and drop him right at the park entrance
so he can leave before his mood gets any worse.
7. Reaching a ride queue that is full
so he thinks "It's too crowded here." However, this doesn't always
mean that your park has a problem. A guest considers a queue to
be full when the first "slot" in the queue is occupied by a guest
who isn't moving, even if there is space ahead of that guest in
the queue. Therefore, it's not uncommon to see a number of "crowded"
complaints when a slow guest (tired, nauseous, or eating/drinking)
causes the queue to "back up" behind him. The same can happen when
a "flood" of guests from recently-unloaded coaster train gets back
to the ride entrance, producing a temporary "flurry" of "it's too
crowded" thoughts.
8. Queues that are too long, producing
the "I've been waiting for ages" thought. This one doesn't have
too bad a negative effect but is usually an indication that you
need to make an adjustment; either make the queue shorter, or adjust
the ride's operating parameters so it handles more guests. On rides
that run a large number of cars/trains, adjusting the ride's minimum
wait time to get regular spacing between the cars/trains can reduce
this problem; guests are less likely to complain about a queue that
moves at regular intervals. Also note that some scenarios have more
impatient guests than others. In some scenarios, I have seen guests
start thinking, "I've been waiting for ages!" in a ride whose queue
time is less than 5 minutes. Also, any guest who waits more than
about 15 minutes will give up and leave the line, and will usually
be very unhappy by the time he does.
9. Having to go to the bathroom when
there aren't any bathrooms nearby. I try to have at least one bathroom
for every 100 to 200 guests in the park, and space them liberally
around the park so a guest never has to walk very far to find one.
In Loopy Landscapes, this is how you win the "best bathroom facilities"
award.
10. Eating a food item while sitting
on a bench. However, this is part of a sort of "cycle". The guest
buys food and his mood declines fairly rapidly as he sits and eats
it. However, the food makes him thirsty, so he'll usually head for
a drink stand. Buying a drink that's a good value will improve his
mood a bit, as will drinking the drink and quenching his thirst
(and raising his bathroom need). After that, he'll usually head
for a bathroom, where relieving himself improves his mood even more.
By the time this "cycle" is complete, the guest's mood is pretty
close to what it was at the start.
11. Closing a ride and dumping its
queue, or resetting a ride while guests are still on it. In some
cases, you may need to reset a ride to prevent a crash. Making some
guests unhappy is preferable to killing them. Hint: If you pause
the game while you reset and re-open the ride, you will not lose
the guests waiting in the queue as long as you don't change any
of the ride's parameters (such as the number or length of the trains/cars)
that cause its rating to be reset.
When a guest's mood declines far enough,
he gets "angry". An angry guest is indicated by a red, snarling
face in the guest "actions" list and his details window. Every time
an angry guest passes a bench, lamp, or trash can, there is a random
chance that he will smash it. The resulting "cathartic release"
will improve his mood so that he is no longer "angry" but he's still
pretty darned unhappy.
You can hire security guards to reduce
vandalism if you want, but I generally don't bother. The only thing
security guards do is prevent angry guests from smashing things
while they are within sight of the guard. In my opinion, security
guards are a complete waste of staff resources and money. They only
serve to mask the real problem: unhappy guests. Note that the "safest
park" award is based entirely on ride maintenance and reliability
-- it has nothing to do with security guards.
Finally, some scenarios have very long
and winding paths between the edge of the map and the park entrance.
Some guests are already tired and/or unhappy when they first walk
onto the map, and their mood continues to decline as they make their
way to the park entrance. Some of those paths are so long that it
may take a guest two or three game months (especially if he is already
tired and walking slowly) just to get to the entrance. In those
scenarios it is generally a good idea to put plenty of "mood-enhancers"
(entertainers, jumping fountains, gardens, rides playing music,
etc.) near the park entrance so your guests will get a mood boost
as soon as they walk through the gate.
Note: All
original articles have been transcribed and illustrated by Steve
Franks for exclusive use at RCT Station, and are posted with the
permission of Greg Wolking.
|