The in-game speed of time has remained unchanged as of release day.

I agree, time is running too fast. On the other hand lowering the timespeed affects breeding time. Could be an advantage when your park is getting bigger and bigger and you're focused on building/expanding, but on the opposite it could be an disadvantage for breeders.

I think I have to play more to be able to make a good decision :unsure:
 
I agree, time is running too fast. On the other hand lowering the timespeed affects breeding time. Could be an advantage when your park is getting bigger and bigger and you're focused on building/expanding, but on the opposite it could be an disadvantage for breeders.

I think I have to play more to be able to make a good decision :unsure:
I totally get your point and therefore its good to have the possibility to speed up time if you don't have anything else to do then wait for breeding/money. As you say, different states of progress need different game speeds, therefore I am not saying they should change the current default speed or removing the speed up options. Instead they should just add the possibility to switch to slower speed.
 
I totally get your point and therefore its good to have the possibility to speed up time if you don't have anything else to do then wait for breeding/money. As you say, different states of progress need different game speeds, therefore I am not saying they should change the current default speed or removing the speed up options. Instead they should just add the possibility to switch to slower speed.

Just to clarify, we don't need a slow motion button, it's the timescale that needs adjusting. If anything they can add another fast forward button after they fix timescale on normal speed for those that want the faster pace. Or make the timescale adjustable in the options menu or something.
 
I have to agree that the game speed is way, way too fast. All the investment FD did in making individual animals feel unique goes down the drain. Most of the time I have the game on pause, and when it's not on pause, everything happens so fast the unique animals we were supposed to care about and bond with quickly become mere icons. Things will only get worse in this regard as the zoos get bigger. I end up feeling more like running a animal puppy mill for profit rather than a zoo focused on conservation and animal care.

It's a shame as aside from the game pace being way too fast and some bugs that will eventually be patched, the game is absolutely, bloody fantastic, FD's best work so far hands down, but the current game pace prevents me from enjoying it fully.
 
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When they extended animals' age, trying to bandage the game speed problem, the zoopedia facts now are incorrect. I'm a manager-type of player, so planning my zoo is a must. Zoopedia tells that Galapagos tortoises mature at the age of 21. All my tortoises' generations matured at the age of 22,7. 1,7 year is a relatively long time, and if you plan to get some CCs from selling those tortoise offsprings immediately when they grow up, in order to buy another species in your zoo, and you can't, that is not good at all. Please, correct zoopedia then.

And the off-topic question. Does the animal's age depend on longevity genes? I didn't notice the difference. The 0% longevity gene did not shorten the animal's age at a noticeable level.
 

WingardiumLevicoaster

Volunteer Moderator
When they extended animals' age, trying to bandage the game speed problem, the zoopedia facts now are incorrect. I'm a manager-type of player, so planning my zoo is a must. Zoopedia tells that Galapagos tortoises mature at the age of 21. All my tortoises' generations matured at the age of 22,7. 1,7 year is a relatively long time, and if you plan to get some CCs from selling those tortoise offsprings immediately when they grow up, in order to buy another species in your zoo, and you can't, that is not good at all. Please, correct zoopedia then.

And the off-topic question. Does the animal's age depend on longevity genes? I didn't notice the difference. The 0% longevity gene did not shorten the animal's age at a noticeable level.
I would report the zooepedia as a bug to get that fixed. If it's not in the issue tracker.
 
This review has over 200 comments with people agreeing time is too fast with the majority also stating they will buy the game when it is indeed 'fixed'.
One hopes that this is recognised but other than that I'm glad to see so many reviews are positive.
That review just saved me 45€, not because of the review itself but because of the developer's answer. Completely avoided the time scale issue and feedback and replied in a rather passive aggressive, fake way "because of your feedback, we've balanced lifespans and breeding - also, build on pause". Like, are you serious? Why aren't the developers giving us a straight answer about time going by too fast?

Again, this isn't surely a technical limitation but an ego one. Frontier's staff doesn't want to slow down the time, either leadership or developers, period. If you're waiting to buy because you're waiting for them to change it then you either buy it now and play it like this or don't buy it at all, it's not going to be changed - I repeat, they've heard it LOUD AND CLEAR for at the very least a month now that players want the game to go by more slowly and they haven't addressed this issue directly even once, preferring to deflect.

Frontier, my wife asked me this morning if the time scale was fixed because she was incredibly stressed rushing around our zoo during the beta, putting out fires and felt like she was running a puppy mill rather than a zoo. She felt stressed. My wife doesn't usually play games, she's very casual and sticks to the Sims. If she, one of the very casual audiences you're aiming for, feels stressed over running her zoo AND insulted because apparently researching rare and endangered animals before being able to get them was considered too inaccessible and complicated for casual audiences, it's really boring to be able to get any animal from the start and not work your way up, then you messed up your balance.

Either admit you can't do anything about it due to the way things are tied in the engine, or come out and say you think the time is balanced and it's your choice.
 
You know, this was a big issue for me in beta where I was playing franchise mode but now I play Sandbox and it just isn't a problem anymore. I turned off animal deaths. Now I name each animal and feel like I can appreciate them more.
 
You know, this was a big issue for me in beta where I was playing franchise mode but now I play Sandbox and it just isn't a problem anymore. I turned off animal deaths. Now I name each animal and feel like I can appreciate them more.
Which is why it's so infuriating that Frontier doesn't consider slowing down time! For people who don't care about time going by so fast and just want to chill out making their zoo, there's deathless sandbox mode. But I like the management and online sides to Franchise, but I don't like running frantic to try and manage my zoo :(
 
I wonder why Frontier devs do not say anything more about this, either on Steam review and forum... Yes, or No, or at least tell us if they will review this issue again and answer later. Are they thinking that this issue is already solved?
 
Which is why it's so infuriating that Frontier doesn't consider slowing down time! For people who don't care about time going by so fast and just want to chill out making their zoo, there's deathless sandbox mode. But I like the management and online sides to Franchise, but I don't like running frantic to try and manage my zoo :(

I think perhaps a partial "fix" could be tk add customization options to challenge mode, including animal aging and deaths. That way you can maintain the monetary challenge and enjoy your animals. Think for franchise they will never change the time. They are going to want people popping up animals on the marketplace often. I'm looking at franchise mode as an experimental mode that could end up being cool or may crash and burn...and one I am not even attempt atm.
 

I put together a steam review and thought I'd share a few points here...

Timescale. Absolutely terrible. I play paused for an hour to build a habitat. Unpause and play for an hour to manage my zoo. Somehow, 3-4 years go by. At the time of this review I have 5.9hrs in the game and my zoo is on YEAR NINE. This means I only spent 2.7 hours of my playtime UNPAUSED.

Current 20-min gameplay loop is:
1. recieve notification of starving animals
1.5. Protestors arrive
2. call a zookeepers to the habitat (the zookeeper zoned to only that habitat and the habitats staff facility)
3. it takes a month for the keeper to get to the habitat and see how much food is needed
4. another month for the keeper to get to the keeper hut
5. multiple offspring are born in the starving habitat
6. another month and the zookeeper returns with only enough food for the previous number of animals
6.5. unbox animals that randomly decided to box and trap themselves
7. zookeeper takes a month and only fills the enrichment items
8. transformer 8 needs maintenance
9. zookeeper walks away, call zookeeper back to habitat
10. some animals starve to death
10.5. one animals walks through a wall and 'escapes'
11. water filter 8 needs maintenance
12. release animals from the habitat for CC like some sort of puppymill
13. transformer 8 breaks down because one of your mechanics is taking 2 months to walk to the transformer
14. zookeeper goes back to the keeper hut to make more food
15. zookeeper returns after a month and tosses food on the ground instead of the feeding station 2 feet away

^ this times how many habitats and staff areas you have
 

I put together a steam review and thought I'd share a few points here...

Timescale. Absolutely terrible. I play paused for an hour to build a habitat. Unpause and play for an hour to manage my zoo. Somehow, 3-4 years go by. At the time of this review I have 5.9hrs in the game and my zoo is on YEAR NINE. This means I only spent 2.7 hours of my playtime UNPAUSED.

Current 20-min gameplay loop is:
1. recieve notification of starving animals
1.5. Protestors arrive
2. call a zookeepers to the habitat (the zookeeper zoned to only that habitat and the habitats staff facility)
3. it takes a month for the keeper to get to the habitat and see how much food is needed
4. another month for the keeper to get to the keeper hut
5. multiple offspring are born in the starving habitat
6. another month and the zookeeper returns with only enough food for the previous number of animals
6.5. unbox animals that randomly decided to box and trap themselves
7. zookeeper takes a month and only fills the enrichment items
8. transformer 8 needs maintenance
9. zookeeper walks away, call zookeeper back to habitat
10. some animals starve to death
10.5. one animals walks through a wall and 'escapes'
11. water filter 8 needs maintenance
12. release animals from the habitat for CC like some sort of puppymill
13. transformer 8 breaks down because one of your mechanics is taking 2 months to walk to the transformer
14. zookeeper goes back to the keeper hut to make more food
15. zookeeper returns after a month and tosses food on the ground instead of the feeding station 2 feet away

^ this times how many habitats and staff areas you have
The “transformers break down” quotes had me dying cause half of the notification I get are because of those stupid transformers! I have maybe 20 mechanics that still can’t cope with the time speed. They should have made them as fast as light in order to cope with the speed 😂
 
The “transformers break down” quotes had me dying cause half of the notification I get are because of those stupid transformers! I have maybe 20 mechanics that still can’t cope with the time speed. They should have made them as fast as light in order to cope with the speed 😂

I had this problem in beta but I found out that I can have the mechanics do more regular maintenance on them so now it hardly ever happens. If you click on the object there is a second tab where you can select how often it gets checked on. Reduce that time and you'll have fewer breakdowns. Works for electricity and water cleaners.
 
I had this problem in beta but I found out that I can have the mechanics do more regular maintenance on them so now it hardly ever happens. If you click on the object there is a second tab where you can select how often it gets checked on. Reduce that time and you'll have fewer breakdowns. Works for electricity and water cleaners.

I do have them set for either 3 or 6 months and have enough mechanics yet this still happens.
 
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