Why Disconnect Animal Aging and Time?

Since the release of the Beta there has been a public outcry that time moves too quickly. Animals reproduce, age, and die too quickly for immersive gameplay in the opinion of many players. Other consequences of the rapid passage of time include the accumulation of manure, depletion of feeders, and inability of the keepers to keep up with feeding or cleaning habitats. Frontier has finally responded by allowing animal aging but not time to be slowed.

Upon using the slider, the ageing of your animals will become disconnected from the in-game years that pass. This is deliberate, not a bug.

I would love an explanation from the developers as to why they choose this "fix" to the problem. To me it is a rather baffling solution. Why go to all of the trouble of making realistic animal, including real stats, including longevity, in the zoopedia, and then totally disjoint animal aging from the in-game clock? I would understand better if there was not already a speed slider in the game, but since that mechanic is already there I can't imagine it is that much different to allow players to slow time 3X, when we can already speed time 3X.

While I appreciate that Frontier is listening to us, this "fix" feels more like a poorly coded mod I would expect from a third party not the game developer. I would like my animal age to be in line with the zoo. And I feel that an overall slower passage of time would fit the game better. It seems like by the time most zoos are established with 6+ exhibits they are 100+ yrs old which is silly. The notoriously inefficient keepers can't seem to manage visiting exhibits even once a month which is just ridiculous; animals require not just daily care, but multiple interactions daily. Visitors can end up spending years in the park. The developers did a beautiful job, and obviously put lots of love into developing weather in-game, but we can't even appreciate seasons because an entire year passes in minutes. So why did Frontier choose to slow down animal's biologic clock independent of the in-game clock?
What do others players think? Do you think this was an appropriate "fix"? Does Frontier's solution solve everyone's time concerns?
 
They explained it. The ingame time is what manages all the aspects of the game, including finances, feeding, guests and all the rest.

Changing the time means they must rebalance the entire game, so until they do that, which can take months, they gave us this patch solution that disconnects animal time from the game time, so that people can have at least something to work with while they are rebalancing.
 
They explained it. The ingame time is what manages all the aspects of the game, including finances, feeding, guests and all the rest.

Changing the time means they must rebalance the entire game, so until they do that, which can take months, they gave us this patch solution that disconnects animal time from the game time, so that people can have at least something to work with while they are rebalancing.

I am not sure if they will rebalance the game. I thought this was the permanent solution. Can you please share the source were you have read this? Because this would be amazing!
 
I am not sure if they will rebalance the game. I thought this was the permanent solution. Can you please share the source were you have read this? Because this would be amazing!
Unfortunately they haven't straight out confirmed. They just explained the reasoning behind this mechanic.
 
That's a nonsensical explanation. The way they've done is creates a new imbalance, and just slowing down time would fix everything while keeping all facets of the game in the same balance they were originally in.

Think about it. Right now without changing any settings, over the course of an animal's life, guests get hungry a certain number of times, monthly costs get paid a certain number of times, the inspector comes a certain number of times, etc., etc.. If you move the new slider to 2, all of those things happen twice as often before that same animal dies. That messes with whatever balance existed. If, however, you could move a time slider to 2 and an in-game day would take 6 instead of 3 seconds, then the effect on the animals would be the same (live twice as long in real-time), and everything else would happen more slowly in exact proportion.

I'm sure there's a reason for doing it the way they did, but it's definitely not "balance". I strongly suspect the real reason is that it wasn't planned from the beginning so there's something sloppy about the way the passage of time is coded that makes changing it "too hard", or, according to the programmer, "impossible". (As a game studio manager I can tell you that's a programmer's favorite excuse, but it's not a good one.)
 
That's a nonsensical explanation. The way they've done is creates a new imbalance, and just slowing down time would fix everything while keeping all facets of the game in the same balance they were originally in.
The whole 'management' part of the game feels rushed and its different aspects do not fit together, had never fit since beta or release.
Guests stay 60 minutes IRL time in your zoo, i.e. several ingame years. Keepers come once a month to feed. A caretaker earns 400 bucks a year, while a guest/ group spends several hundred or even thousands of bucks during their stay. Yeaerly feeding costs for two rhinos are 400 bucks.
 
For me, management feels fine.

I think they gave a very good solution for the "fast aging animals" that people where unable to "bond with".

I think the time of discussing time should now be over.
 
It's not for others to decide whether or not the time for discussing something is over. When people feel it's an ill-implemented solution or have genuine questions/concerns about it then they're free to express their thoughts and ideas about it.

That being said I feel there is a weird disconnect going on now with slower animal ageing being an option while in-game time still rushes forward like an out-of-control train. I don't understand why the in-game time is so freaking fast. I have a zoo I've played ever since the start and I'm already in year 400 or something crazy like that! That doesn't make any kind of sense. I'd at least expect flying cars and robotic zoo keepers by now (yes, that is a joke... or is it?). If it as someone explained, that it's about having to rebalance the entire game, then okay, I get why they chose this option. On the other hand... isn't disconnecting animal ageing from the in-game time just as difficult to program as adding an option to slow down overall time? If an in-game day were to last 10 seconds instead of five (I have no idea how fast an in-game day is btw, just using arbitrary numbers) that wouldn't change anything to the overall gameplay and how things are calculated, would it?
 
That's a nonsensical explanation. The way they've done is creates a new imbalance, and just slowing down time would fix everything while keeping all facets of the game in the same balance they were originally in.

Think about it. Right now without changing any settings, over the course of an animal's life, guests get hungry a certain number of times, monthly costs get paid a certain number of times, the inspector comes a certain number of times, etc., etc.. If you move the new slider to 2, all of those things happen twice as often before that same animal dies. That messes with whatever balance existed. If, however, you could move a time slider to 2 and an in-game day would take 6 instead of 3 seconds, then the effect on the animals would be the same (live twice as long in real-time), and everything else would happen more slowly in exact proportion.

I'm sure there's a reason for doing it the way they did, but it's definitely not "balance". I strongly suspect the real reason is that it wasn't planned from the beginning so there's something sloppy about the way the passage of time is coded that makes changing it "too hard", or, according to the programmer, "impossible". (As a game studio manager I can tell you that's a programmer's favorite excuse, but it's not a good one.)
It's a quick fix without having to touch all the other time-sensitive variables.
 
It's not for others to decide whether or not the time for discussing something is over. When people feel it's an ill-implemented solution or have genuine questions/concerns about it then they're free to express their thoughts and ideas about it.

"I think" reflects my opinion. But thanks for your response. Well noted with thanks.
 
I apologize if I came across as a bit annoyed. It's just that most of the time when people say something like that ('I think people should stop discussing X topic') they mean that they feel the opinion of others is wrong and they're right and people should just 'stop complaining'. I realize that you're not one of those but only wanted to add that you think the change is fine as it is.
 
I apologize if I came across as a bit annoyed. It's just that most of the time when people say something like that ('I think people should stop discussing X topic') they mean that they feel the opinion of others is wrong and they're right and people should just 'stop complaining'. I realize that you're not one of those but only wanted to add that you think the change is fine as it is.

No offense taken.

It was just a general comment.
 
They explained it. The ingame time is what manages all the aspects of the game, including finances, feeding, guests and all the rest.
The only explanation I recall seeing was the brief blurb in update 1.1.0 the end of which I quoted above. If you have seen any other references to this subject, even oblique ones, I would love to read them. Can you link or quote the text or video here?
 
Since the release of the Beta there has been a public outcry that time moves too quickly. Animals reproduce, age, and die too quickly for immersive gameplay in the opinion of many players. Other consequences of the rapid passage of time include the accumulation of manure, depletion of feeders, and inability of the keepers to keep up with feeding or cleaning habitats. Frontier has finally responded by allowing animal aging but not time to be slowed.



I would love an explanation from the developers as to why they choose this "fix" to the problem. To me it is a rather baffling solution. Why go to all of the trouble of making realistic animal, including real stats, including longevity, in the zoopedia, and then totally disjoint animal aging from the in-game clock? I would understand better if there was not already a speed slider in the game, but since that mechanic is already there I can't imagine it is that much different to allow players to slow time 3X, when we can already speed time 3X.

While I appreciate that Frontier is listening to us, this "fix" feels more like a poorly coded mod I would expect from a third party not the game developer. I would like my animal age to be in line with the zoo. And I feel that an overall slower passage of time would fit the game better. It seems like by the time most zoos are established with 6+ exhibits they are 100+ yrs old which is silly. The notoriously inefficient keepers can't seem to manage visiting exhibits even once a month which is just ridiculous; animals require not just daily care, but multiple interactions daily. Visitors can end up spending years in the park. The developers did a beautiful job, and obviously put lots of love into developing weather in-game, but we can't even appreciate seasons because an entire year passes in minutes. So why did Frontier choose to slow down animal's biologic clock independent of the in-game clock?
What do others players think? Do you think this was an appropriate "fix"? Does Frontier's solution solve everyone's time concerns?
I'm really into your explanation of things, a quiet well summery of my thinking overall to that 👍 and no it's not a proper solution to me - I'm really confused about a lot of things too and it's not just animal aging. The whole game is pretty unbalanced by this current light speed.

I still hope it's just a first step not the final solution, because it needs more time to change the game code for slower base time.

In the end the game will live from creative players and the ones who get attached to their animals, look up and improve things. I think the players who are there for challenges will get bored one day... because they mostly go into breeding where they accomplish the same things over and over again.

I hope at least when this happens Frontier really makes a change to the time. Many PlanCo fans bought the new zoo game for a reason... because PlanCo had so much of the right atmosphere, Planet Zoo can do this too, but the thing with the time is still a breaking point for the immersion.

Right know this replie makes me think they won't change it further/somehow: https://forums.frontier.co.uk/threads/planet-zoo-update-1-1-0-coming-17-december.532566/post-8188484

They don't want management players to leave when they change the time and make the game "too easy" with that "time slower change".
That's what I understand in that thread... but still... they did a challenge mode in the month before release?!?!
If they really can't change it in the current franchise mode, why can't they work on a "slower franchise mode" where we have seperate community zoo's and challenges too?

I would be fine with that, I'm sure others would be too... but I fear none of those ideas will be implemented. I would be really happy if I'm wrong, but we don't have anything to say that they have further thoughts to the issue or still work on it... they seem to be pretty happy with their solution. 😐
 
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