How to Solve Overcrowding in RollerCoaster Tycoon 2

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  • Опубліковано 28 жов 2024

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  • @MarcelVos
    @MarcelVos  Рік тому +204

    There are a few questions about the start, where the voiceover disagrees with the graphic about the number of guests necessary for overcrowding. The graphic is correct: There need to be 10 or more guests on a tile (which excludes the guest that evaluates the tile that it is going to walk onto) for it to count as being overcrowded.

  • @SemiHypercube
    @SemiHypercube Рік тому +1036

    Considering Marcel I thought he was gonna propose drowning guests as a possible "solution" lol

    • @iododendron3416
      @iododendron3416 Рік тому +67

      Or a ride where the guests are dropped i to the void.

    • @SemiHypercube
      @SemiHypercube Рік тому +45

      @@iododendron3416 yeah that'd actually be a more practical version of this solution because it'd be automatic and also wouldn't kill your park rating since guests falling into the void are considered to be just leaving the park and not dying

    • @AmaterianAngel
      @AmaterianAngel Рік тому +9

      Me too! Or the maze with the raised ground after the exit (a personal favorite)

    • @colewhite4184
      @colewhite4184 Рік тому +29

      That’s the final solution

    • @Jermeister06
      @Jermeister06 Рік тому +3

      I thought it was gonna be the maze exit drop to abyss

  • @stellacollector
    @stellacollector Рік тому +403

    I thought Marcel would say something like "build a 1-tile maze with its exit leading to pathless underground so you can remove the guests by making them fall into the void, thus solving the overcrowding issue." Perhaps I watched too many Marcel Vos's videos, which I think is a good thing.

    • @bsmith9765
      @bsmith9765 Рік тому +9

      Well that's a problematic solution given how many scenarios have Guest count goals.

    • @BusterBeachside
      @BusterBeachside Рік тому +11

      Modern problems require modern solutions!

    • @jefffinkbonner9551
      @jefffinkbonner9551 Рік тому +7

      It’s an aMazing solution tho!

    • @Kromgar
      @Kromgar Рік тому

      @@bsmith9765 That's why you import more guests to cover the void-induced guests deficit.

    • @bsmith9765
      @bsmith9765 Рік тому +3

      My point was mainly that if you're playing Amity Airfield, and you need 3000 guests, dropping a bunch of guests into the void solves overcrowding problem but makes it harder to reach the goal.

  • @aleximraypapineau
    @aleximraypapineau Рік тому +161

    I had no idea you could use a heatmap to find the location of the issues of your guests. Years later and RCT still blows my mind in its thoroughness.

  • @BusterBeachside
    @BusterBeachside Рік тому +315

    I'm so glad I was at the stream yesterday where Marcel taught us all how to mod the game to say "Hire new Furry" instead of "Entertainer".
    By the way, Splash Boats are godlike for keeping guests off of the paths. Very high capacity boats, tons of boats in general, and usually longer ride times than things like coasters since they move slowly most of the time. Just don't make them *too* long, or guests will start to complain that they want to get off the ride, and no amount of Furries will fix that!

    • @Lumie_Moth
      @Lumie_Moth Рік тому +15

      Do you know if there's a link, or a vod for naming them furries? I want it so bad lol

    • @threovibfovuiab
      @threovibfovuiab Рік тому +13

      I just saw it and laughed so hard, a good mod indeed!

    • @BusterBeachside
      @BusterBeachside Рік тому +12

      @@Lumie_Moth You should be able to find it on his Twitch page. I'm sure he'll upload it to his VOD channel soon, too.

    • @restorasenrisei9991
      @restorasenrisei9991 Рік тому +8

      Darnit. If only it was possible to assign each splash boat its own furry to keep them from getting bored. They've got enough seats for it.

    • @archtansterpg4246
      @archtansterpg4246 Рік тому +2

      Ah, so he's done this before!

  • @TheSnub
    @TheSnub Рік тому +285

    Personally I tend to place the exits on very popular rides in a way that forces the guests into a less crowded area of the park. Generally, just don't place the exit on very popular rides next to the entrance.

    • @Hanmacx
      @Hanmacx Рік тому +22

      Of course the exit of ride A should be near the entrance of ride B
      And wise versa

    • @HealthySkepticism1775
      @HealthySkepticism1775 Рік тому +14

      Yeah, that's what I do, too. It's a great way to control the flow of traffic and send guests in the direction of other rides and stalls I may want them to check out.

    • @jefffinkbonner9551
      @jefffinkbonner9551 Рік тому +16

      @@HealthySkepticism1775 I’ve noticed nauseous guests will often grab food to help feel better. Salty food stalls, bathrooms, benches, trash cans, and a designated handyman are all key amenities downstream of my big rides.

    • @MarcelVos
      @MarcelVos  Рік тому +96

      @@jefffinkbonner9551 Salty food isn't a thing, all food is the same.

    • @zootycoon45
      @zootycoon45 Рік тому +5

      Yep, i use this method also a lot, When you place the entrance and exit next to each other, for example a popular coaster you will get in a split second a lot of guests stepping out of the entrance, making the few path tiles around it overcrowded. It also causes troubles with the queue line, since a lot of the guests will ride the coaster again, and when it's next to it, they immediately go for it, and half of them cant enter the queueline, or if they can, they immediately fill the line up, preventing other guests to ride it.
      If i place the exit on the opposite side, and make sure the guests have to walk a while to re-enter the queue, they have some time to spread a little, and chances are that they all can enter the line, and are not preventing other guests riding it.
      Also, making sure that the paths are somewhat logic connected, ive made so many times the mistake to lead the exits of 3 popular rides to the same place, with the entrances on an other location at the same place, making 2 hotspots for overcrowding, spreading these locations really helps.

  • @KoploperMau
    @KoploperMau Рік тому +29

    Had to laugh about 5:44 - 'Hire new Furry'. Nice small detail. 😂

  • @Psychonautical89
    @Psychonautical89 Рік тому +64

    Biggest thing I see people not doing is smart placement of the entrance queue.
    Some rides have low throughput and aren't usually sought out, like gentle flat rides.
    Some have a high throughput but aren't sought out, like the double-deck observation tower and splash boats.
    And some of course have either high or low but are still sought out, like most roller coasters and the thrill rides.
    If it's a high-throughput and high-capacity ride, like coasters and splash boats, put them on a corner tile. Then pair it up with a high-capacity ride that doesn't usually get sought-out, like the double observation or double carousel, and put it on the adjacent corner.
    Then it you really want to crank it up, flank either of those entrance queues with two decent flat rides that are mid-high draw, like some twist clones and enterprises.
    Next, tuck an info kiosk in the corner with the storefront facing both the first two lines on the corner, and on either side of it, place a food and beverage stall.
    I've noticed that only sometimes will peeps enter a line if it's on a straight path they can walk by, but if it's a corner they have to turn, they will often times proceed straight into a queue line or turn into the other one rather than breeze past both, as long as one of the rides meets their preferences.
    So with the above method, you'll have a stall on one side and a queue line on the other or two queue lines , with a total of four shop fronts and four queue lines on five path tiles. It's a very small chance any peep will proceed through this gauntlet without not only getting in a line, but often times buy a park map or consumable on the way.
    The food/drink stall also serve as magnets for traffic, as hungry/thirsty peeps will head towards them, encountering at least one queue line, and then three more if they don't turn back and go the other way. The info kiosk of course works best when it is contacting as many tiles as it can, so always putting it in the corner here I've found is the best configuration.
    This also applies to souvenir shops in general minus the umbrella; if you have a corner and can't fit rides but can fit a shop, never put a food/drink stall on the corner turn tile. They will seek those out anyway. Instead, reserve those spaces for balloon, hat, sunglasses stalls and the like so guests will bump into the impulse buy. This is especially useful if you cluster the three clothing stalls a bit near the entrance, then put less deeper into your park but increasing the balloon stalls as you go into your park, since they'll have already picked up the single souvis but will lose balloons from time-to-time.
    Bit long-winded but hope this helps!

    • @TheMeniru
      @TheMeniru Рік тому +6

      Great explanation

    • @David-jx4gw
      @David-jx4gw 10 місяців тому +1

      I put balloon and souvenir stalls directly opposite exit paths to coasters so the geusts hit the shop as they leave.

  • @TylerBlack863
    @TylerBlack863 Рік тому +70

    When he put the path underground I was waiting for him to say, "and then you remove the path and let all your guests fall into the void, which doesn't impact your park rating."

  • @wypmangames
    @wypmangames Рік тому +51

    i personally like to use one-way paths a lot, paired with 2-wide paths with fences between and a handful of connections so the guests all flow in the same direction rather then going all over the place
    bonus point: looks satisfying as well

    • @jefffinkbonner9551
      @jefffinkbonner9551 Рік тому +13

      Oh wow. I’ve never thought of one way paths side by side, but I can totally picture how to do that and must implement it now 😁

    • @wypmangames
      @wypmangames Рік тому +3

      @@jefffinkbonner9551 good luck with it :)

  • @davidromeroblaya7920
    @davidromeroblaya7920 Рік тому +170

    Guests in RCT2: "It's too crowded here!"
    Also guests in RCT2: "Walking at the other side of a wide path to prevent overcrowding? Are you insane?"

    • @SuperReubo
      @SuperReubo Рік тому +10

      I wonder if they can fix this in openRCT2. For example, if a guest complains about overcrowding and is in a double wide path, they will move to an adjacent tile that is not overcrowded

    • @bladestorm337
      @bladestorm337 Рік тому +5

      The duality of man

    • @danteeightsix
      @danteeightsix Рік тому +6

      So basically the "fast lane" on a highway.

  • @Jimmy-Mc
    @Jimmy-Mc Рік тому +79

    Park design can generally prevent overcrowding. Using the hub and spoke model, with flat rides in the middle and coasters around the outside, gives guests multiple ways to get in and out of the park and to each major attraction. I also keep amenities like food and drinks evenly spread around the park and not all in one area.

    • @kariolm2579
      @kariolm2579 Рік тому +9

      You can also make a more simplified system and point ride entrance away from the main path, then build the path around it.

  • @thundereagle4130
    @thundereagle4130 Рік тому +29

    2:17 This issue can be fixed by using no-entry sign on the left side and the other on the right side of a path, and guests will use the first path to go from left to right, and the second path from right to left. Basically creating a '''guest highway''. Generally guests only ''switch lanes'' if they want to go into a attraction or go to a stall.
    Works decently as long you know where to find the peak.

    • @saccharide
      @saccharide Рік тому +3

      I remember making my park largely one-way only circuit and it seemed to solve my overcrowding issues at the time but I never went back to analyze and see how good it really was

  • @clam379
    @clam379 Рік тому +11

    Guest: "It's too crowded here"
    Marcel: *smothers them with dancing furries*
    Guest: "Much better"

  • @SendyTheEndless
    @SendyTheEndless Рік тому +18

    Oh, another trick I like to use is to solve the problem of exit paths being too crowded when a large capacity coaster discharges its riders from the exit. Make a T-junction outside the exit with two paths leading down to the main drag. That cuts the hoard in half right at the get-go. I also like to put a first-aid stall right outside adjacent to the exit, as many sick guests will walk right in, displacing them from the stampede. Benches help here, too. On one ride I made an entire nested branching exit path that split into two, went downhill a bit, then each path splits again. It's funny to see the big mass of guests filter down through the different paths, like a Galton board! Use one way signs to prevent backflow.

  • @SendyTheEndless
    @SendyTheEndless Рік тому +14

    I like to build a couple of high-capacity and long ride-time rides underground with a queue line as long as I can get away with. Splash boats work great for this - it doesn't need great stats, it's just a peep sink and a way to attract more guests and store them underground. I've also noticed the overcrowding when you open a new coaster. I tend to like that, it's a bit of an ego boost, and it tends to level out once the novelty wears off. Another suggestion if you're not going full capitalist mode is to just have some "nature walk" paths off to the side of the park, put some nice trees and scenery, toilets and maybe a stall or two, and it just gives more roaming space.

  • @jojo1541
    @jojo1541 Рік тому +36

    Glad to see they finally renamed the Entertainers back to their true name in the new openRCT build.

  • @corv1s25
    @corv1s25 Рік тому +10

    I’ve also found using no exit signs can help with overcrowding sometimes, since it allows you to control and restrict guest lanes or potentially direct them to a specific direction of path. In the double path with a fence example, you can have one stream going in one direction, the other stream the opposite, and it surprisingly works so long as not too many guests don’t want to go in one direction all at once.

  • @Pomodorosan
    @Pomodorosan Рік тому +5

    I always liked making very long and straight underground walkways that connect the edges of a park. Useful and fun to create some underground accesses throughout the park!

  • @MiguelRPD
    @MiguelRPD Рік тому +14

    My solution is creating a long queve ride for all rollercoasters. I make the first two paths go underground so the rest is unseen. Then the final 2 pieces are going uphill to connect with ground level again. I hire an entertainer to patrol that queve line. It keeps guests happy and prevents them from feeling like they've waited for an eternity. It's an excellent way to create consistent cash flow without cluttering up your park and FORCING your guests to be happy !

    • @jefffinkbonner9551
      @jefffinkbonner9551 Рік тому +6

      TVs also help with long queues.

    • @nathaneleven
      @nathaneleven Рік тому +4

      Note that the first path outside the entrance being sloped up into the entrance does reduce throughput a bit as the guests walk uphill more slowly.

  • @MrAjerguy
    @MrAjerguy Рік тому +4

    Building additional paths & connections was always my go-to strategy for overcrowding when I was a kid, so I'm pretty happy this is a legitimate option! My brother and I referred to these additional paths as Crowd Dispersal Mechanisms, or CDM's

  • @K-o-R
    @K-o-R Рік тому +6

    I feel like this is not going to end well for the guests.
    I'm impressed! No-one died.

  • @thekilla1234
    @thekilla1234 Рік тому +17

    5:00 I love how Marcel has called entertainers "furries" so much at this point the game has become self aware.

  • @sirrliv
    @sirrliv Рік тому +4

    Another idea that comes to mind is using transport rides to redistribute guests. If you have the space to build them and can take advantage of the unique characteristic that guests will never turn down a transport ride if it's free, then you can lure guests from a busy area onto a train that drops them off at a less busy area on the other side of the park.

  • @Davtwan
    @Davtwan Рік тому +9

    Don’t forget transport rides. If one area of the park is lacking guests despite it being built up, then transport rides can help distribute peeps from an overcrowded area to a rarely used one.

    • @SvengelskaBlondie
      @SvengelskaBlondie Рік тому

      Built a chair lift in one of my latest parks in Rollercoaster Tycoon 1 Deluxe, it helped quite allot with moving many of the guests from the entrance further into the park. Having a long que also helped make the area less crowded. Ran it on max speed to make sure people didn't have to wait for too long (might get complaints otherwise that they been waiting forever for chair lift 1).

  • @espressoskoonk4928
    @espressoskoonk4928 Рік тому +4

    A trick I use is also to not group larger coasters that have high capacity together. This prevents overcrowding at the exits and also near the entrances if they get popular (As Marcel said in the video, but multiplied by the number of coasters connected to the same small area of the park).

  • @MihitsTilozi
    @MihitsTilozi Рік тому +5

    Would love a deep dive into why wide paths don't work but fence separated ones do!

    • @everythingisterrible8862
      @everythingisterrible8862 Рік тому +1

      The wide paths are treated as one path, most likely by nulling one of the sides as a place pedestrians can walk. The movement routine of peds is dependent on single lane paths: every step they take is in one of three random directions (they can't walk backwards). If you make big blobs of walkways, you should see them wander around in circles if I remember correctly.
      The pathing AI is practically nothing; it had to be to be efficient enough for thousands of bots.

  • @ohhh_money
    @ohhh_money Рік тому +8

    Hello Marcel! Love your videos and I'm so excited to be so early on this video. You've inspired me to finally beat RTC after loving the game as a kid!

  • @ArcticAirUltraPro
    @ArcticAirUltraPro Рік тому +1

    I never knew that about the map icon indicating where the guests are having those thoughts. I always would just “go to” them. Thanks!

  • @mcmudkipp
    @mcmudkipp Рік тому +5

    My technique is to build a perimeter of paths surrounding any new roller coaster I build. I also do 1 way staircases on long and very busy staircases since guests slow down on them

  • @MrMrphelps
    @MrMrphelps Рік тому +4

    One method I've used to pretty great success is by abusing No Entry signs. Making a park in to a circuit and placing them at the end of an exit path of a ride keeps people moving in a single direction. It doesn't stop it completely but it puts a limit on how many people can be in a single space by preventing people from entering that space from too many angles

    • @TheDemocrab
      @TheDemocrab Рік тому +1

      The similar thing that works really well with this is having two parallel circles with No Entry signs and regular intersections especially near ride exits, you set up the signs so the path of travel on each path is opposite so it allows guests to move in both directions and helpfully also splits the numbers across two paths even with RCT2s pathfinding.

  • @WingedFish66
    @WingedFish66 Рік тому +2

    Building a myriad of pathways, like shortcuts and alternate routes, also has the benefit of lowering the chance of guests getting lost when they want to go home. Started doing that where I'll just start connecting paths to others across the park and mitigating dead ends as much as possible, and I rarely had guests getting lost anymore

  • @AceAviations2
    @AceAviations2 Рік тому +1

    One way that I noticed to help deal with the flood for a new ride is have backup rides to take those who get turned away once the line fills up, this was how I (unintentionally) mitigated the hundreds of guests flooding for Mine Cart Dash in my Extreme Heights, had some rides in the area that could take them, I had several other rides to absorb the excess. This could be a placebo effect, but at the same time it might not as I did notice a ride whose line was previously not that long get very long not too long after that.
    Thankfully that's an issue that you don't run into much outside of either Sandbox parks or Unlimited Funds parks.

  • @aguyyouneverknew
    @aguyyouneverknew Рік тому +3

    I'm amazed that you didn't suggest setting up rides that exit to the void to just flat out reduce the number of people in the park without hurting the park rating.

  • @magmamaster1801
    @magmamaster1801 Рік тому

    After almost 2 decades of me struggling with this issue and desperately scrambling to find a way to fix it someone finally explains what to do.
    You just freed me of one of my biggest childhood gaming struggles.

  • @famout
    @famout Рік тому +1

    A personal favorite of mine to fight this is to make a Large Tram Monorail that starts at the entrance, and goes to the other side of the park. Sometimes more stops depending on the map. Not only does it hold a ton of bodies (which also means nice long queues without actually having long waits) it gets people out of the main walkways and disperses em rather nicely. I do recommend not just going directly up from the station though, giving a few flat bits to build up speed helps traverse hills greatly.
    Trains also works, but it tends to hold fewer folks while being more prone to getting in the way.

  • @TheRobinJanssen
    @TheRobinJanssen Рік тому +2

    One method I usually do is with advertising. Whenever I open a new coaster on one side of the park and all the guests go to it, it leaves the other side of my park empty. To keep some guests in that side of the park, just advertise a great roller coaster to redistribute them.

  • @RipleySawzen
    @RipleySawzen Рік тому +1

    When I have overcrowding I usually build a transport ride to shuttle people from crowded areas to empty areas. I have short lines in the empty areas so they can't all wind up shuttling back to the crowded areas so easily. I do the same with shuttle roller coasters.
    Also, engineering your paths to take people further into the park when they exit works well too.

  • @eggshen3655
    @eggshen3655 Рік тому

    i love how i played this game like 20 years ago and your showing me something i never knew about

  • @Mylittleponyplushies
    @Mylittleponyplushies Рік тому

    I build drains a really crowded area you make a path and put a do not enter sign. That way they drain out of the area some other area of the park. Along with long queues also, I make access penalties for new rides especially ones that have extreme excitement ratings because everybody wants to ride it so you had to go to one side of the park and walk through a maze a path to get to it then when they exit force them to somewhere else in the park. That way they cant just get back on the ride easily.

  • @PistolShrimpPimp
    @PistolShrimpPimp Рік тому +2

    Having guests exit rides more strategically helps. If you get them off a ride in a less crowded area, it disperses them rather than introduce them back into the already large crowds

  • @OneLemonade
    @OneLemonade Рік тому +1

    Today I learned about the Quantum's Edge scenario.
    Today I also learned that I'd love to see Marcel play through the Quantum's Edge scenario.

  • @VelocityLP
    @VelocityLP Рік тому +3

    Fun fact, the concept of using queues as buffer spaces to keep the main pathways of the park from getting too crowded isn't just an RCT concept, but quite a real one too. Defunctland's video on Disney's FastPass talks a lot about it.

    • @renakunisaki
      @renakunisaki Рік тому +3

      Funny enough, it also applies in Cities: Skylines. Trucks won't pull over and park, they'll just clog the road. So you make a long, winding road just for them...

  • @baystated
    @baystated Рік тому +1

    I get overcrowding at ride exits too, if a high capacity ride discharges folks in a condensed discharge onto a path tile. I make sure they can immediately have left-or-right path options to head their separate ways and also position the exit along the station so the exiting riders don't come together to exit, but instead stay spread out in train-car order.

  • @restorasenrisei9991
    @restorasenrisei9991 Рік тому +1

    Using the map to highlight overcrowded areas and then zone those areas with entertainers is a quite efficient way to make use of your staff budget. Same is true for other guest complaints. Zone Handymen for complaints about trash, Mechanics if rides keep breaking down. ... Also handymen if guests are complaining about vandalism.

  • @Hokiebird428
    @Hokiebird428 Рік тому

    I honestly thought you were gonna say “just drop them into the void” but kudos for some actual legit overcrowding strategies.

  • @beakwooda.k.aadregallus8788

    I put benches everywhere, several underground connections(with benches too), I actually use the Monorails as a way to force guest to travel around the park by setting them on free. Long queue with entertainers and using all the corners of the maps to make an outside path that alleviates the center areas more. I make sure to build new rides further away from anything else as possible, bridges come in very handy most of the time.

  • @Jozemxiii
    @Jozemxiii Рік тому +1

    If you don’t mind the constant notification, you could raise the the ride level two levels so that 1, the entrance queue line is maximized for a smaller amount of space taken but double the number of guests, and, 2. You can drop the guests from the exit rather than having the usual dedicated exit line.

  • @DarKnightKilla13
    @DarKnightKilla13 Рік тому +1

    Thanks for bring great entertainment while I'm stuck in the hospital kind sir!

  • @BBall0027
    @BBall0027 Рік тому +1

    What I like to to do for double-paths is have a space in between them and use no entry signs to make them one-way paths. The space in between gets used for connections between the two one-way paths that I put bathrooms or even queue line entrances on.

  • @JeffinBville
    @JeffinBville Рік тому +2

    I build a network of underground paths and double wide paths (with fences and then delete the fences) but as 99% of my play is in sandbox mode, I don't bother worrying about it. But when guest counts do count, I use a plugin that keeps the guest count in check written by some guy who makes videos...:)

  • @OMMIAMSalvation
    @OMMIAMSalvation Рік тому +1

    I want to see Marcel play Quantum's Edge now! That's such a cool-looking scenario!

  • @ricardgascons7940
    @ricardgascons7940 Рік тому

    Thanks! I'm following you from the USA, although I'm originally from Spain. Your vids are the best, and you have sent me down the memory lane on a wonderful game I thought I'd never get to play again.

  • @familybroakajonny
    @familybroakajonny Рік тому +1

    Well Marcel, I got a another tip for the overcrowding I wanna share:
    In a park If you run out of space in the middle of or above ground level, build underground too (Unless that entire space is already on bottom level) It’s another way besides with entertainers

  • @wraithcadmus
    @wraithcadmus Рік тому +3

    The more videos I see the more convinced I am we need a new pathfinder, one that can properly use boulevards and transport rides, and can give guests places they want to go rather than random bumbling.

  • @DIYote_Gaming
    @DIYote_Gaming Рік тому

    Given the stuff about transport rides, I've started building parks with free transport rides with 2 stations: one in a crowded part and one in a less crowded part. Some guests will get off the path to enter the queue, then are transported to another area that doesn't have crowding issues. It takes them by different rides so they keep spending money, but is a free way to get them off the path, either by into the queue or into the ride. Monorails are nice because of the high capacity, while I also like chairlifts because the guests are now in the queue and not on the path.

  • @devon_darko
    @devon_darko 27 днів тому

    Thanks for the video. My issue right now is that I build paths to relieve the overcrowded issue, but then guests immediately start complaining that they can't find the exit or I get an award saying "most confusing layout." Ugh! Guess I'll try throughout changes on my rides and making sure all of them have adequate queue lines.

  • @HannibalGraham
    @HannibalGraham Місяць тому

    One of the best ways to deal with the overcrowding is make small roundabouts especially near the entrance. What I would always do is do a 3x3 with the center empty and make it to where it was a one-way path and do the same on the opposite side but with the entrance and exit on opposite sides. I don't know why but this really helps.

  • @TheRealSugarShane
    @TheRealSugarShane Рік тому

    Constructing extra paths and connection points is also a good way to help with guests getting lost in the park, at least in a scenario I recently did.

  • @Aladayle
    @Aladayle Рік тому

    OT but I liked that they added in admiring a ride. Makes everything feel more 'real' in a way

  • @Natibe_
    @Natibe_ Рік тому +2

    I’d love to see a video on how you handle beating Quantum’s Edge.

  • @tailgrowth
    @tailgrowth Рік тому +4

    *looks at title*
    Me: Drowning. It's drowning them, isn't it?

  • @scottthewaterwarrior
    @scottthewaterwarrior Рік тому +1

    And here I am always trying to maximise ride throughout because I feel bad about making guests wait too long to get on a cool coaster, lol!

  • @0Diazzz0
    @0Diazzz0 Рік тому

    I did not unsubscribe to your channel and subbed again. Actually bought the game on steam and play it from time to time now. To bad the steam version has bugs that prevent me from finishing the campaign but it's still fun.

  • @ArtSMRdianne
    @ArtSMRdianne Рік тому

    I always use rides that store a lot of guests like the 3d cinema, a twist and mostly exciting rides close to the exits of popular rides that attract the guests. I always create alternative exit paths with a medium pathway back to the main paths and use a no entrance sign. I'll use gentle rides only connected to the exit pathways to split the exiting guests so they'll get back on the main paths in smaller batches. Shops and toilets are also on these roads to devide large groups.
    I also use transport rides from the transport tab and rides such as the log flume or splash boats to transport large groups from exiting paths to other places in the park. I try to make a shortcut back to these rides so that they won't cross the entire park to go back because they will so a shortcut off the main path is preferred if possible. And entertainers and one way paths and fences :)
    *because the gentle rides aren't super popular in most cases, this way pays off for the few guests complaining they can't find a ride

  • @BramvdSanden
    @BramvdSanden Рік тому +1

    Love how the staffmenu says: "Hire new Furry"😂

  • @KoongYe
    @KoongYe Рік тому +1

    I love how you used the word "brainwashing" while promoting more entertainers XD

  • @OrangeSodaKing
    @OrangeSodaKing Рік тому +4

    0:51 his entertainers are called furries

  • @Biggsgaming
    @Biggsgaming Рік тому +1

    Marcel didn’t recommend a mass drowning ritual sacrifice to the drowned god as a solution to overcrowding and now I’m concerned.

  • @kaipakta817
    @kaipakta817 Рік тому

    I use the 1x3 hedge exploit maze as a muilti-tool: it efficiently attracts guests to the park, is easy to 3d-ize, and diverts guests to the paths connected to the exit. Also, because guests will always ride a free transport ride you can setup the paths so that guests accidentally stumble into the Q for transport. Have your transport drop people off in quartiles and wala, massive crowd management.
    I think guests also pathfind to bathrooms, so their positioning has a lot of utility. I also think they have infinite capacity... had 4k guest parks with 4 bathrooms and noone was complaining about not finding a toilet. Topic for another video- as is, anything that guests will pathfind to can serve to alleviate crowding issues.
    I usually set up my park so guests immediately collide with an info kiosk surrounded by branching paths going straight out from the kiosk. The lateral paths lead to transport rides which take the guests to a different quartile, all of which are still path-connected but the transport is basically a teleporter. I also spread out desirable coasters so that guests with their handy lil' maps will pathfind away from each other.

  • @darknessblades
    @darknessblades Рік тому +1

    The easiest way to battle overcrowding for me is, lead all the patrons to a lake area, and close the park. then drown all of them and reopen the park

  • @DoomDutch
    @DoomDutch Рік тому +3

    5:00 Hah, "Hire new Furry"
    Amazing xD

  • @wherethetatosat
    @wherethetatosat Рік тому

    Man, that fence trick would have saved so many of my parks if I knew that as a kid.

  • @tomquade7686
    @tomquade7686 Рік тому +1

    Would love to see you play through Quantums Edge! Really cool scenario and I'm sure it would make a good stream/video!

  • @rippiebricks527
    @rippiebricks527 Рік тому

    After more than 20 years im still impressed about some game mechanics of RCT.

  • @DanielSchmidt94521
    @DanielSchmidt94521 Рік тому +1

    It's funny they think like 90's programming rather than actual people at a park. I added a double path thinking they'd be relieved and they go crazy like they don't know how to walk all of a sudden.
    Also having everything in square patterns in addition to long queue lines helps a lot.

    • @again5162
      @again5162 Рік тому +2

      If you want to double up paths u need a fence/scenery item down the middle or guests get confused

  • @ryans3795
    @ryans3795 Рік тому

    I never knew about highlighting the park Map.
    I typically don't do anything about overcrowding, either it'd specific tiles that I can't do anything about or it could be a pathfinder issue, which needs to be resolved by building am easy to digest path.
    A do not enter sign on ride exits work as well, to prevent unwanted foot access to a dead end path, as often enough overcrowding comes from Rollercoaster dumping riders on the paths.

  • @puzzlebox420
    @puzzlebox420 Рік тому +2

    WOW this game really was ahead of its time 😝

  • @El_Presidente_5337
    @El_Presidente_5337 Рік тому +1

    0:51 Lmao the staff names xD

  • @BlueGreyWolf
    @BlueGreyWolf Рік тому +1

    0:48 - Wait!!! They can do that?!?! It looks so cute! 😂

  • @RagnarokiaNG
    @RagnarokiaNG Рік тому

    Entertainers started as the underdog being seen as useless, yet they become the hero of most videos now.

  • @mikemudrow
    @mikemudrow Рік тому

    I never knew about that map hack! Great video as always.

  • @SadMarinersFan
    @SadMarinersFan Рік тому +3

    Solutions to overcrowding
    Google: Build a new ride in a low used area to redistribute guests
    Bing: turn it into a furry convention

  • @oneandonlysound3453
    @oneandonlysound3453 Рік тому

    One way I think additionally helps with overcrowding is for an exit to directly lead at least the majority of guests to cross with the queve line for a high capacity coaster. In "Vertigo Views" the amount of people re-riding the hyper coaster (with alterations made to make it shorter and improve the stats, including 3-train operation) let me spend all the time in the world building new stuff, getting way more people in to actually win the scenario, etc just from the start. P.S. Dying from the entertainers being "Fury 369" lol.

  • @reillywalker195
    @reillywalker195 Рік тому

    A good way to fight overcrowding is to build high-capacity rides. Flume rides, high-capacity flat rides, and monorails are especially good at pulling guests off paths, reducing how many guests are on your paths at any one time.

  • @karlhungus1012
    @karlhungus1012 Рік тому

    I always use double tile paths as well as loop paths around my coasters. Double wide paths aren’t perfect and sometimes guests will go stupid and swarm one area and most certainly don’t evenly distribute both sides but they do work out ok for the most part.

  • @cowscrazy
    @cowscrazy Рік тому +3

    Can we please do a video on guest pathing and how they locate the exit. I have parks where there is more than one entrance/exit and when they want to leave they won't just take the closest exit. Its very frustrating and can lead to them getting lost

  • @suzumes6738
    @suzumes6738 Рік тому

    Spacing out your rides with *scenery* helps a lot too, especially if you have the space.

  • @bud389
    @bud389 11 місяців тому

    I find that if you create "plaza's", it solves this easily. What I describe as a plaza is any area that is wide open and allows the NPC's to roam, basically using the "path" tool to create "blocks" of paths, typically in hub areas. It actually does not impact income that much, especially, if you add a bunch of food/beverage/souvenir stalls off to the sides. I've found it can actually help increase income by encouraging more people to come to the park.

  • @rener3671
    @rener3671 Рік тому

    Very Nice. Learn new Things in an old Game. RCT 1 is one of the best Tycoons ever.

  • @jasmijnariel
    @jasmijnariel 3 місяці тому

    I always build double paths (with 1 tile in between) underneath the ground in a grid pattern of 30x30-50x50
    That works very well

  • @Xs2...
    @Xs2... Рік тому

    Especially in RCT 2 I would drop in signs and forbid them to go somewhere, so basically make it a one way path. Or make it even easier for them to find the exit or a particular ride.

  • @nerdbomber
    @nerdbomber Рік тому

    Omg I can’t believe this game is still being talked about! Nothing beats launching a coaster full of guests into the ground!

  • @AmaterianAngel
    @AmaterianAngel Рік тому

    Oh my lord! I didn't know the map icon in the quest window did that!
    What a game changer!.

  • @calyodelphi124
    @calyodelphi124 Рік тому +1

    As a furry, I wholeheartedly approve of using us as guest entertainers in RCT2. :P

  • @ryans413
    @ryans413 Рік тому

    Build the park on a grid. One path for entrance to rides one path for exits only this really helps

  • @Jordan4Ibanez
    @Jordan4Ibanez Рік тому

    That walking onto a new path tile optimization is a tale as old as time

  • @matsv201
    @matsv201 Рік тому +2

    I usually single way path in dense areas. Forcing the peps away from that area pretty quick.

    • @nthgth
      @nthgth Рік тому +1

      A trick I think we learned from SimCity

  • @Althazarcrts
    @Althazarcrts Рік тому

    I've never played or will ever play this game. But I'm glad I know this information now

  • @JD10503
    @JD10503 Рік тому +1

    Just curious, since you've posted some videos about Zoo Tycoon, would you ever consider doing a series on it? I've been struggling with trying to build a large zoo because no matter what I do, I end up with massive numbers of hungry and thirsty guests, even if I build plenty of restaurants and smaller picnic areas. So, I'd love to see something that might assist with placement and all that.