1) Testing. If you have not tested your ride, it has not yet been rated and information on it is not available to the peeps. This means that all but the most courageous peeps will not want to ride it until it is tested and rated.
2) Intensity. Your ride (especially custom designed coasters) may be rated as having very high intensity values, which will put off all but the most courageous peeps. If so, you need to change your ride to be less intense (for example use banks to minimize lateral G forces, brakes to slow it down etc.).
3) Price. The price you are charging for your ride may be too high.
4) Age. If a ride in your park is old, peeps will lose interest in it. You need to consider keeping the roster of your rides fresh, just like a real-world park.
5) Queue path placement. Try and connect your queue to a busy path in the park.
6) Queue path arrangement. In the retail game if there are two or more queues connected to the same grid square, peeps will only go down the first queue they see, so only one of the rides connected to the grid square will get any traffic. In UPDATE 1a this is fixed so if there are two or more queues connected to the same tile, people will make an informed decision as to which ride to queue for, rather than going down the first queue they see.
7) Maps. Depending on where your ride is in your park, peeps may take a long time to ‘discover’ your ride. By selling maps you can make all those peeps who buy maps immediately aware of all the rides in the park. Otherwise, as in a real park, peeps will only know of the rides in their immediate vicinity. UPDATE 1a contains code that increases the distance over which peeps who don’t have maps will be aware of rides and so makes them discover rides quicker compared to the retail game.
8) Peeps re-visiting rides. In the retail game, peeps can enjoy a ride and have the thought that they want to ride it again, but not do so immediately. This is by design, and is a piece of defensive coding to prevent loops occurring. There was a consensus of early feedback that this behavior should be altered, so UPDATE 1a contains code to make peeps more likely (N.B. not 100% of the time) to revisit rides that they enjoyed before going on other rides.
How can I get to see the Peeps’ thoughts window (guest list window aggregating park guests’ thoughts)?
This feature is not in the retail game. Feedback on how various bits of your park are performing or being rated by the peeps is provided via the Park Management > Attractions menu window – use the icons at the top to switch between Rides, Shops and Facilities. Then from the dropdown menu below you can select what information you want to see on that set of content in your park: Status, Popularity, Satisfaction, Weekly Profit, Queue Length, Queue Time, Reliability, Down-Time, Guest’s Favorite. You can use the small arrow at the top of the list to select whether the list is displayed in descending or ascending order.
A clear consensus emerged for the Peeps’ thoughts window feature to be included after early feedback, and it is present in UPDATE 1a accessed via an additional ‘Guests’ button under the Park Management menu. The window allows you to click on an icon to select either a view of all the individuals in the park or a summarized list. Then you can choose to display either their status or their thoughts, and control whether the information is presented in ascending or descending order. The summarized list window lists gameplay-relevant thoughts only.
Additionally the look of the Park Management > Attractions menu window has been updated in UPDATE 1a.
ez durva:
How do I import my RCT 1 and 2 coasters into RCT3?
To import tracks from previous RCT games click on the Import Tracks button in the rides menu (It is the bottom button). You then need to use drop down box to select the drive with your track designed on (This is usually C:\). Then click on the search button. RCT3 will then search that drive for any previous track designs. This can take some time depending on your machine specifications and the size of your hard drive. The great majority of tracks will work with no problems – there are some differences in the physics between RCT3 and the previous games which may mean you have to tweak your designs in some rare cases.