Which bugs/issues are you still experiencing?

Not a bug per se, but... is anyone else experiencing serious lag/frame rate drops when their zoos grow beyond a certain number of guests/habitats or grows beyond a certain size overall? When playing my main zoo I experience fps drops all the time and the game 'stutters' when I zoom in/zoom out or move to another location quickly by clicking a notification. In my second zoo I don't experience this at all. My main zoo averages around 8K guests with a lot of habitats and facilities, my second zoo averages around 4500 guests and of course less habitats and such.

I have had big lag/low fps with my zoo for weeks. I've been in contact with Frontier about it since my PC (a brand new gaming PC) should not have any issues with the game. And they say that a number of things can cause lag: 1.A big zoo (mine covers the entire avalible area). 2.Alot of terrain modifications (I have big mountains all over my zoo) 3. Lots of guests (6-8k guests i think). So ye, they are aware that these things do cause lag/low fps and are looking in to it (they are mostly focusing on the problems caused by high guest numbers, since that are affecting most players). It's sad that a big zoo is almost unplayable, but hopefully it will at least get a little better in the future, we can only hope.
When i started getting problems with lag very few people reported on these issues, but now that the game have been out for a while and more people are making their zoo's larger, more and more people are experiencing these issues, so hopefully this means they will take a more serious look at it.
 
I have had big lag/low fps with my zoo for weeks. I've been in contact with Frontier about it since my PC (a brand new gaming PC) should not have any issues with the game. And they say that a number of things can cause lag: 1.A big zoo (mine covers the entire avalible area). 2.Alot of terrain modifications (I have big mountains all over my zoo) 3. Lots of guests (6-8k guests i think). So ye, they are aware that these things do cause lag/low fps and are looking in to it (they are mostly focusing on the problems caused by high guest numbers, since that are affecting most players). It's sad that a big zoo is almost unplayable, but hopefully it will at least get a little better in the future, we can only hope.
When i started getting problems with lag very few people reported on these issues, but now that the game have been out for a while and more people are making their zoo's larger, more and more people are experiencing these issues, so hopefully this means they will take a more serious look at it.

I've noticed that my zoo runs fine for about 2 hours then things start to go downhill. I think there may be a memory leak that may be adding to the lag.
 
It's good to hear that they're aware of the issue. I do hope it'll get resolved soon, because creating big zoos is one of the things this game is about, at least for me. ^^
 
I've only seen autoboxing and the speakers somehow not letting me even link them up to an animal, I've also seen the computer moving the whole thing when I'm simply trying to roate the item.

I also find the campaign mode to be a little bit slow for my liking. Especailly the tutorials, I've already found the thing required before it moves on.
 
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I am frequently running into the problem that after some playtime (10 mins up to several hours) my staff overview and all sub-tabs are freezing after having used them for 3-4 times for assigning workers or updating work zones.
It's not scrollable any more and clicking on the sub-tabs does not change the window content. Only reloading of the save helps.
 
A lot of animals are still being boxed for no apparent reason, or they're boxed because I move/change an enrichment item (which didn't happen quite as often, if at all, before the latest patch). I'm also not seeing food appear in my giraffe feeders (they are filled, but it's 'invisible') and my adult white zebras show as juveniles in the thumbnails and vice versa. There's still the issue with animals going hungry/starving in large habitats, even with enough keepers assigned and a keeper hut literally one meter from the gate. Also still having to try and figure out what the heck 'unhappy with visit' means and what I can do about it, along with guests literally disappearing as soon as I (re)place a path (going from 8K to 400 in less than 20 seconds).
 
When I try to use animal trading in franchise mode the UI doesn't load properly.It only effects franchise mode and only animal trading.

I don't seem to be able to add a screenshot but I know there are at least two bug reports in for this.
 
I still can't play Franchise at all. I buy animals with cc and they are purchased (it subtracts cc) but I don't get the animals. They aren't in storage, in the trade centre, anywhere. I haven't been able to play Franchise since the game came out.
 
Repost from the 1.1.0 update - I feel it fits better here, sorry for not noticing there was a tread for this. : /

Hello community! Hello developers, hope you had a great x-mas rest!
I'm posting this as an update on bug follow... cause ya... I don't really care about this debate for polar bears and such.... I care more about having a workable (and enjoyable) game, and I had many, many problems starting from patch 1.0.3. I only made a post with a 20 min play test last time and since then I made up a new zoo and played several hours. I’ve been pretty harsh lately… while frontier community leaders still share my creations on planco on their social media... so here’s my payback… a fully classified list of bugs, inconsistencies and defects for the franchise mode over a 1 full day test. ENJOY!
For devs ::: HP = high priority game breaking bug; LP = Low priority annoyance; * = suggestion or bad design) I’ve mentioned the redundancy of it in the description.
For players, I've included the quick ingame fixes when I found one.

This is a long post...

UI / notification:
HP- update 1.1.0 made the management windows more snappy, clicking only once... but now it's back to a unresponsive clicking... you need to click 2-3-4 times to : send to trade center, release in the wild, adopt an animal, sell, etc... This is very consistent throughout all animals and windows but it looks like a single button shape is the culprit - rounded rectangle (button to add a staff member is still very snappy, mini button for trade are good too, green 'move' button works fine as well) (HP).
  • Small button for zoopedia animal window close all windows, but sometimes don't open zoopedia.
  • I've had few '' parse error '' (1/75 apx = rare) in notification display, seen it for pregnancy and birth, multiple animals, but very random error. We see the line of code creating the error containing the name of the animal and the event. the event being notified happen just fine. It's not systematic to an animal name - next notification for the same animal is ok. I couldn’t pinpoint a pattern. anyway, an parse error/exeption needs management (LP)
  • ''Unable to find staffroom = 0'' popup notification open and close... every few min. Same alert comes when placing a shop and even when loading park. This alert is too ''reactive'' and pops as soon as a staff member looks for a room it would seem, instead of ‘if not finding one’ (line too high in the code or something?). This end up being a constant BEEP every 30 sec or so. It made me shut down notification completely, annoying as it was (LP).
  • ''release in the wild'' button is taking a few seconds to activate in animal management window (LP).
  • Multiple animal release from management or the habitat window sometimes tag animals unavailable (little triangle flag on the confirmation screen). You try to release them one second later, individually, even with the game paused, it's fine, no alert. There seem to be a time during the graphic transition from juvenile to adult (usually a few sec after their status change) that the animal will be in no particular category (LP).
  • play/pause 'P' and accelerate 'O' keyboard shortcut sometimes stop working when management window is open (LP).
  • Systematic closing of the management window for every action is very annoying, almost looks like a bug but I think it's just bad UI design. It's build for unit testing and not gameplay. Players want to do multiple actions when they manage the game, so reseting everything for every action is not good. Even opening zoopedia while shopping is annoying, windows should stack at the very least. (*)
  • New window as confirmation also not needed when it’s a reversible action, like sending to trade center. (*)
  • Systematic Reset of habitat animal filters make the 2 previous point worse, since you got to set up the filter all over again (* - it’s a suggestion, but you should make this a priority to make the whole game experience more fluid, less useless clicks, less reloading).
  • Behavior of the windows for an animal should be consistent with the exhibit one (same for the trading windows). When you click on the exhibit/animal tab, then select an animal, you switch window to the specific animal. When you do the same in habitat window, you just get a centered view of that animal. It should be consistent, one or the other for both habitat and exhibit animal. I greatly prefer the exhibit behavior, than the habitat one (less click/escape needed to navigate around the zoo) (LP).
  • Habitat animal window should also be consistent with the exhibit window and have a return 'habitat' button just like the exhibit animal have a return 'exhibit button' (LP)
  • Trade centers also… consistent between habitat and exhibit animals, multiple selection are available only in exhibit, etc (LP).
  • Animal appeal badges are inconsistent between animal window, trade center and compare mates window – a gold can become silver in trade center, etc.. (HP)
  • Compare mates window sometimes show a single individual as 2 – one infertile and one ok (LP).
  • ‘Compare mates’ window sometimes show removed individuals (sold or released) (LP)
  • albinos animals icon for animals always appear as the regular animal icon in the ‘release in the wild’ confirmation window (LP).


* quick filter selection should be implemented, something like shift+select one animal automatically select the animal species, or whatever the solution. This could work in trade as well, making navigation easier and the slow refresh less annoying, less scrolling of list, etc. This will become even more necessary as DLCs come out and the list of available animals grows.
*Appeal stats should be more explicit from the management window (like having actual representative stats of the appeal, or just the color of their badge directly view in animal management tab. Animals with different genetics appear as the same, you need to individually open individual animal window to check them out.


Construction :
  • Placement axis sometimes goes out of whack, world axis and item axis not working properly. Remind me a bit of the famous X-axis bug in planco (HP).
  • 'X' + 'Z' Keyboard shortcut sometimes stop functioning (HP).
  • Education placement range is smaller than the guest viewing range resulting in bad placement for educational panels when you build a raised platform (HP).
  • It would be great to have the exact same functioning than Planco for placement : ungrouping option, ability to use 'r' when 'i selection' is activated, etc… again, consistency! (*).

Zoopedia (need for a overall revision, there's some editing to do) (all LP, but… still makes the game look sloppy):
- A few of the barrier requirement are in Feet instead of Meter... All measure units should be consistent for the entire game, one or the other, not both.

- Cheetah and gorillas have confusing social requirements (ex, cheetah.... total is greater than the sum of max animals 1-3 (1 male and 1 female)... confusing.

Exhibit/exhibit animals:
  • Zombie pregnancy still happening, but it looks as if it only happened when you first place the animal (or reload the game). Some will get stuck with a baby that will never be born (Gila, Iguana....). History studbook show as born, but status is still pregnant, no children in the drop down. Sending to Trade Center and back delete the animal.prengnancy, no new animal added anywhere. Sometimes the trip to the TC will fix it... sometimes a few of those trips are needed. But the bug don't seem to reappear after this little TC dance has worked, until the animal dies (or you reload the game). (some1 can confirm that ?) (HP)
  • ‘Call keeper’ button sometimes become unresponsive. No apparent pattern. (HP)
  • Dehydrated animal in an exhibit, no apparent pattern, trip to TC and back fixes it. (HP)
  • a single starved animal in an exhibit while others in the same exhibit are fine… no apparent pattern, trip to TC and back fix too (HP)
  • Add a tab for management of babies, autosend to trade center by sex and by apeal.
  • I got to say that the ‘play’ part of exhibit are a bit… well… non-existent… hahaha. Setting temperature and humidity should just be automatic – just like the loading of the biome is. Same goes with implementing layout options when research is done, just make it automatic… I think these play options have no game value, no meaning (*). If there’s no strategy or thinking involved, take it out, it has no room in a game. Humans don’t feel fulfilled acting as a thermostat! Lol !

Habitat/habitat animal :
  • Animal climbing too high are set as escaped, Fix (1000$) = Emergency capture, cancel move, move again to habitat (vet call most of the time didn't work. (HP).
  • Animals swimming fall trough the ground/water and considered as escaped Both maybe due to the height of enclosure, anyway, you all know that one, same fix as previous (HP) .
  • sometimes guest are looking for ''removed specie’’ in guest tought ... species tagging not working when an habitat is repurposed . (LP).
  • Starving animals sitting next to food, trip to TC and back can fix it (HP).

Guests :
  • View : their judgment on the animal's view is just weird. They can be 2 meters away from a tiger and judge the view bad. Be very far, judge it good. If you build an enclave into a habitat, with the view on animal shelter... it's essentially as close as you can get... guest will ignore that section and look from some bad one. Even in front of a brick wall! (HP)
  • Sometimes guest will pass right by an animal they wish to see and not bother to stop (LP – yeah sometimes peeps are idiots in real life too).
* In real life, some peeps do have education before they go to a zoo. Not a bug. But just... overly simplistic. You could make a variance over the guest group (children have little, adult have a lot… something like that). There’s a lot of room for fun an complex game mechanics with that.

Keeper :
Keeper got a little intelligence upgrade, but they are still fools! Keeper working stats don't update, if you look at them work, nothing changes in the appropriate window. Priority of rules are no good.They still pick up poop while animal starve. Anyway I'm not getting into investigation over weird keeper behavior, these tests are way too laborious to do. Someone need to get paid to do this, I'm sure someone is... = have access to multiple games, god mode account and such.

Rides :
- They are just not working properly. Guest stop seeing them after a while. With Multiple stations, one is almost always never seen by guests and they are unafected by the quality and raise in happiness of them, they just ignore the queue. Reloading the game makes the ride visible for about 5min before guest ignore it again. This one is very surprising since plenty of rides work just fine in planco... No permanent fix. (HP)

Issue tracker (it really deserve a place in the bug list) :
It’s bad, clogged, slow, doesnt give feedback and discourage use. Clustering should be automatic at the very least and not left to users. It makes the relaying of non-breaking bug too much of a labor and prevent peeps to report issues. If you want the help of peep tracking bug defects and inconsistency, you really need to give feedback, it needs to be a 2 way conversation otherwise it just not respectful to the community that take over that last part of the production line for free - even paying to have access to Beta.... Issue tracker must be on par with that strategy, state of the art classificator and ingame data collection strategy... or it's just another bug... Just think about how much more efficient would have been my 1 day test with a good ticket system. I let you judge the priority of this one.

* please don't tell me to go fill some issue report...Just give that list to the debugging team. It took me 2 hours to put as a list over a 1 day test play. It would take me 3 days to make it with that aweful issue report system = unreasonable so… issue tracker defeat its own purpose. If anyone has found a fix for a bug where I found none, please feel free to tag me, I'd like to know.

Happy new year everyone ! :p
 
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Paul_Crowther

Senior Community Manager
Frontier
Hi all. Just a general reminder to those visiting this thread is that issues encountered should always be reported on the Issue Tracker not on the forums. Always be sure to check the Issue Tracker to see if anyone else has had a similar issue so you can contribute to that issue and help our developers narrow down the investigation :) Some issues may take longer than others to be resolved as they may be difficult to reproduce or other issues may take priority. So long as you've shared the information on our tracker our developers will be able to review the issue as soon as they possibly can.
 
Hi all. Just a general reminder to those visiting this thread is that issues encountered should always be reported on the Issue Tracker not on the forums. Always be sure to check the Issue Tracker to see if anyone else has had a similar issue so you can contribute to that issue and help our developers narrow down the investigation Some issues may take longer than others to be resolved as they may be difficult to reproduce or other issues may take priority. So long as you've shared the information on our tracker our developers will be able to review the issue as soon as they possibly can.

I'm sorry Paul. I have reported at least 6 bugs in the past in the issue tracker, never got so much as an automatic followup message.... it's unreasonable to use that system for the amount of bugs we can gather in a short time (there's just too much polishing to do in the game, just look at the amount of inconsistencies I've gathered while not even looking for them !!!). I will keep using the issue tracker for bugs that are gamebreaking and have weird patterns.
As a player... As a community, we would like to know what is not working properly without having to research the tracker for individual posts. More than that... how can we workaround those many bugs and keep playing while the team manage to fix stuff ? You guys never cover that part.... acknowledging it's a bug is where your role seems to stop... it's not enough.
If you read my long report (your last comment suggests you did not), I've put Issue trackers in the list of buggy things.... so.... you are free to refuse 1 day QC work from some1 with programming experience, or you can test the issue tracker and measure how long such a report would take to transfer.

Your job is not easy. I know it's your job to repeat ad nauseaum to use the issue tracker. Chante has acknoledged you were discussing improvements.

Here are some suggestions for the faster and least painful implementation :
Completly seperate the collection from the display of bugs...
Collection should be as fast and immediate as possible, encourage the use of quick lists and keywords. Display need to be clustered and consolidated.

Input - data collection:
-Ingame data collection (Implement a button ingame for screencap + bug report). You can recycle the 'Create Blueprint' interface, change the pipes so information goes frontier with title, game log/file, comment and capscreen. Tags can be the reproductibility and redundancy information.
  • Add info for priority/gamebreaking - level of annoyance
  • Automatic semantic clustering inhouse (DNN open source exist on the market, there's no need to create one.)

Output - feedback:
- Auto-message user when bug is confirmed + if ingame workaround is found + if bug is fixed.
Display on website :
  • Consolidated list of all reported bugs with generic description of a good langage quality - (aka: ready for automatic translation)
  • Include ingame workaround as soon as one is found.
  • Publish stats for 'bug loads' on the site
Forum:
  • Maintain a discussion on the forum for the weirdest and most resilient bugs so peeps can talk and experiment.
  • Acknoledge those discussions when they happen on their own (it means it's a priority for players and they are unsatisfied from the feedback they got).
 
Noticed two bugs today,

1. Looked under the map and noticed a guest walking and stuck under there. I was able to move him back up to ground level and back on a path.
2. Had a protester stuck on a staff path. Had to move him to zoo entrance to get him to leave.
 
Look, I get that Frontier wants us to use the tracker, but seriously, just look at the sheer amount of bugs a few people, inlcuding me, have listed in ONE comment. It would take at least an hour to list ALL of those in detail and make sure they're not already reported (the search function of the tracker is abominable btw) and it's not OUR job to search and report issues/bugs to a developer! I like that they at least have an issue tracker as opposed to the majority of developers who don't even have a forum (or just don't respond on their forums), but the game shouldn't have been released in the state it's in and, again, it's not the job of the people who bought the game and play it for fun to essentially beta test the game and report bugs.

And the issue tracker itself is an abomination. It's an insanely long list of reported issues without any way of knowing which issues are actually seen/noticed and are being worked on. How about a 'known issue list' on the tracker? So that people can quickly see if their issue is listed and make it easier for them to upvote it (instead of having to add 'can reproduce/cannot reproduce' to each issue)?

Btw, as of today my game's crashing every few minutes again in franchise mode.Yes, I've already been to the issue tracker to report this.
 
Look, I get that Frontier wants us to use the tracker, but seriously, just look at the sheer amount of bugs a few people, inlcuding me, have listed in ONE comment. It would take at least an hour to list ALL of those in detail and make sure they're not already reported (the search function of the tracker is abominable btw) and it's not OUR job to search and report issues/bugs to a developer! I like that they at least have an issue tracker as opposed to the majority of developers who don't even have a forum (or just don't respond on their forums), but the game shouldn't have been released in the state it's in and, again, it's not the job of the people who bought the game and play it for fun to essentially beta test the game and report bugs.

And the issue tracker itself is an abomination. It's an insanely long list of reported issues without any way of knowing which issues are actually seen/noticed and are being worked on. How about a 'known issue list' on the tracker? So that people can quickly see if their issue is listed and make it easier for them to upvote it (instead of having to add 'can reproduce/cannot reproduce' to each issue)?

Btw, as of today my game's crashing every few minutes again in franchise mode.Yes, I've already been to the issue tracker to report this.

You are right. I've been lucky to not have too many bugs since the last update but I still have some and I have zero faith that spending time filling in Issue Tracker reports will make any difference. I'm pretty sure Frontier knows the major and common bugs by now. I'm sure they are triaging the work to get them fixed. I feel a bit insulted as a customer being asked to do QC and testing for a game I paid for. That said, I absolutely love Planet Zoo and very much look forward to it being finished one day.
 
Oh, yes, don't get me wrong, I love the game! Otherwise I wouldn't be this passionate about it! But it has to get better asap, because right now it's driving people away.
 
Hi all. Just a general reminder to those visiting this thread is that issues encountered should always be reported on the Issue Tracker not on the forums. Always be sure to check the Issue Tracker to see if anyone else has had a similar issue so you can contribute to that issue and help our developers narrow down the investigation :) Some issues may take longer than others to be resolved as they may be difficult to reproduce or other issues may take priority. So long as you've shared the information on our tracker our developers will be able to review the issue as soon as they possibly can.
Going to be honest with you Paul, I have helped tens / hundreds to sort out issues with your game, on this forum, steam and discord. I am yet to add a single bug to your tracker though.... why? BECAUSE IT IS NOT MY JOB! Frontier dont pay me to find and fix bugs, I paid YOU for a game that shouldnt have had these bugs. So how about, rather than asking US the PAYING CUSTOMER to do your QA / testing, you get someone from YOUR OFFICES to go through the forums and make sure all the issues are up to date on the tracker.

Sorry if that makes a bit more work for you, but as the game developer is it your role in this whole relationship, you make the game, we pay to play it. NOT pay you to help you fix it. Your business which makes HUGE profits each year from US the CUSTOMER with a game with has some pretty fundamental issues.
 
The 'bleeding money' issue has become more serious again. I'm now looking at an average loss of 160K a year, with animal food costs going up to 400K(!) a year. My zoo can't deal with these insane food costs. At this rate my franchise zoo will probably go bankrupt in a few hours play time.

Oh, and what Moosegun said: It's not OUR frigging job to search for and report issues in a game! Of course gamers are more than happy to point out bugs, but not to the extent of us essentially doing a developer's job! Otherwise I'd like to receive money for every hour played (or rather play-tested) starting from the moment the game came out.
 
I made a lion enclosure and I noticed my male lion had the wet fur look. I did have a sprinkler in their exhibit but to make sure I removed it. When zoomed out he looked normal but zooming in revealed his wet coat look again even awhile after removing it. I’ll see next time I play if it’s still doing it.
 
The 'bleeding money' issue has become more serious again. I'm now looking at an average loss of 160K a year, with animal food costs going up to 400K(!) a year. My zoo can't deal with these insane food costs.
I am not about to justify the feeding costs (everything had already been discussed several times before) but how the game works atm you will never make a zoo profitable with 400k feeding costs. My 9.9k visitor zoo with +17m in cash ($) only has an average yearly income of +450k-520k, bearing approx. 200-240k feeding costs with 420 animals. You have to drastically reduce your animal number and the composition of your species.
And tho I do think that they should change some issues regarding overall economic balancing and feeding costs in particular, the game should not get too easy imo.

Planet Zoo 02.01.2020 11_06_50 (2).png
 
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