Which bugs/issues are you still experiencing?

The only problems I had over the holidays was staff getting stuck and walking in place on their own staff paths. If I picked them up and moved them it fixed them but it's kinda frustrating because I don't know it's happening until I get a notice that an animal starving. When I see that notice I go look for the keeper who is stuck. It seems to be happening most often when they have to walk around a 90-degree corner on their staff path. It happens with all staff, if I notice litter I go find a caretaker stuck, if a ride breaks down I find an engineer stuck, etc. Other than that, the game is working quite well for me now, even with 4000 guests and a boat ride that goes around the entire zoo area.
 
The only problems I had over the holidays was staff getting stuck and walking in place on their own staff paths. If I picked them up and moved them it fixed them but it's kinda frustrating because I don't know it's happening until I get a notice that an animal starving. When I see that notice I go look for the keeper who is stuck. It seems to be happening most often when they have to walk around a 90-degree corner on their staff path. It happens with all staff, if I notice litter I go find a caretaker stuck, if a ride breaks down I find an engineer stuck, etc. Other than that, the game is working quite well for me now, even with 4000 guests and a boat ride that goes around the entire zoo area.

There's so much variability in game performance and bug appearance, it's a bit depressing, they are gonna take forever to solve!!! Never got staff stuck on staff path, lots of other weird staff behavior, but not this one! I completely agree with you guys about the issues tracker and the role of customer vs companies. We will only use bad infrastructure when we're paid to do so... (or when it's a law to use it). This can explain the strong reaction against Paul's comment...

But I do understand that the pressure to reduce the production line is in the entire game industry and it's not without reason either. Game production costs for AAA games are following an exponential curve, meanwhile, the market is not really getting bigger on the same proportions. More than that, a studio made of 5 devs can launch a game that can rival the AAA ones in sales.... everyone is looking to cut down costs because before 3 years, profit will become almost impossible with the current curves. So companies need innovation when it comes to financing and managing : forever beta, cutting on QC, allowing user content, subcontracting in poor countries... etc. Every big gaming company are looking to cut down costs. The wisest companies call us researchers and take university intern so we can experiment new workflow (using procedural and AI), they switch to open source software solutions, gather around open engines like unreal or unity, etc. Frontier is unclear on the strategy they have taken (for sure : user beta, user content, DLC milking... the rest is unclear).
 
There's so much variability in game performance and bug appearance, it's a bit depressing, they are gonna take forever to solve!!! Never got staff stuck on staff path, lots of other weird staff behavior, but not this one! I completely agree with you guys about the issues tracker and the role of customer vs companies. We will only use bad infrastructure when we're paid to do so... (or when it's a law to use it). This can explain the strong reaction against Paul's comment...

But I do understand that the pressure to reduce the production line is in the entire game industry and it's not without reason either. Game production costs for AAA games are following an exponential curve, meanwhile, the market is not really getting bigger on the same proportions. More than that, a studio made of 5 devs can launch a game that can rival the AAA ones in sales.... everyone is looking to cut down costs because before 3 years, profit will become almost impossible with the current curves. So companies need innovation when it comes to financing and managing : forever beta, cutting on QC, allowing user content, subcontracting in poor countries... etc. Every big gaming company are looking to cut down costs. The wisest companies call us researchers and take university intern so we can experiment new workflow (using procedural and AI), they switch to open source software solutions, gather around open engines like unreal or unity, etc. Frontier is unclear on the strategy they have taken (for sure : user beta, user content, DLC milking... the rest is unclear).

Actually, the video game industry has never been more profitable. It's a 43 billion dollar market now and is actually taking over the entertainment industry. Video games are now the most popular and most profitable form of entertainment:
 
The only bug I seem to be encountering at the moment is the in-game music will skip a couple of beats, anything from 0.5 to 2-3 seconds.
 
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.

But that's just the thing: It SHOULD be possible to make a zoo, ANY zoo, profitable, no matter the feeding costs! It should be entirely possible - not saying it should be easy, mind you - but POSSIBLE to have a more-or-less profitable zoo (heck, I'd be glad if my zoo had a profit margin of less than 10K per year) EVEN with a lot of animals. 'Cause, let's face it, normally guests come to your zoo... for the animals. Not for the food. Not for the drinks. Not even for the beautiful scenery outside of the habitats. They're here because they want to see animals and frankly, being forced to have all my animals on birth control all the time and be forced to have breeding animals/pairs in my trade center so I won't have to buy new animals every time my old ones die, well, that's not really a good way to have to play the game in my opinion.

It's weird to have to be forced to either close/sell habitats or just not have expensive animals because your zoo can't pay to feed them. There's also the stupid bug that makes guests not use my rides which in turn causes them to be not profitable either, so I either have to close them or sell them altogether. That can't be Frontier's intention, can it?
 
But that's just the thing: It SHOULD be possible to make a zoo, ANY zoo, profitable, no matter the feeding costs! It should be entirely possible - not saying it should be easy, mind you - but POSSIBLE to have a more-or-less profitable zoo (heck, I'd be glad if my zoo had a profit margin of less than 10K per year) EVEN with a lot of animals. 'Cause, let's face it, normally guests come to your zoo... for the animals. Not for the food. Not for the drinks. Not even for the beautiful scenery outside of the habitats. They're here because they want to see animals and frankly, being forced to have all my animals on birth control all the time and be forced to have breeding animals/pairs in my trade center so I won't have to buy new animals every time my old ones die, well, that's not really a good way to have to play the game in my opinion.

It's weird to have to be forced to either close/sell habitats or just not have expensive animals because your zoo can't pay to feed them. There's also the stupid bug that makes guests not use my rides which in turn causes them to be not profitable either, so I either have to close them or sell them altogether. That can't be Frontier's intention, can it?

I have a profitable zoo but I wouldn't if I didn't have as many shops as I do to help offset the food cost. I also jacked up the price of my rides. I think it's realistic. Feeding animals would be a huge factor in any zoo's budget.
 
Recently I had the bug that all of a sudden my visitors got stuck on paths all over the place. The only thing I could do was restart.
Another bug I face regurlarly is that the rides bleed out of visitors. Worst is the 4x4 Jeep Safari. In the first 30min after startup the lines are packed and then start to bleed out until no visitors are in the wainting lines.
The same is with the train and the gondola ride, however it takes about 2 hrs playtime until the lines are empty. As soon as I restart the game, the lines are filling up again.

Most annoying bug I face every time, is the "animal too long in box".
I don't know if they don't get unpacked automatically when they had to see the vet or there is some kind of collision bug with the climbing stuff which gets them in the boxes.
 
Actually, the video game industry has never been more profitable. It's a 43 billion dollar market now and is actually taking over the entertainment industry. Video games are now the most popular and most profitable form of entertainment:
Yes, that is also right, what i'm saying is the cost curve don't match the market curve anymore, that doesnt mean that the overall market has not gotten bigger... one is getting bigger faster than the other.
 
Yes, that is also right, what i'm saying is the cost curve don't match the market curve anymore, that doesnt mean that the overall market has not gotten bigger... one is getting bigger faster than the other.

I suspect the biggest cost increases are the big CEO salaries and payments to shareholders, which is a sign of overall success. Some pretty interesting stats here:
 
My bug: My animals disappear when I send them to the trade centre to sell for credits. I can release them to the wild fine but when I want to sell them for credits they don't show up in the trade centre..they just disappear from my zoo , never to be found >.<...I'm finding this very frustrating especially when I have an animal with perfect stats or one that takes ages to mature.
 
My bug: My animals disappear when I send them to the trade centre to sell for credits. I can release them to the wild fine but when I want to sell them for credits they don't show up in the trade centre..they just disappear from my zoo , never to be found >.<...I'm finding this very frustrating especially when I have an animal with perfect stats or one that takes ages to mature.

I'm sure this probably isn't the case (but I'm saying it because others with disappearing animals it did turn out that they had made this mistake and just not realised it) but you have checked your filter settings?
 
The only problems I had over the holidays was staff getting stuck and walking in place on their own staff paths. If I picked them up and moved them it fixed them but it's kinda frustrating because I don't know it's happening until I get a notice that an animal starving. When I see that notice I go look for the keeper who is stuck. It seems to be happening most often when they have to walk around a 90-degree corner on their staff path. It happens with all staff, if I notice litter I go find a caretaker stuck, if a ride breaks down I find an engineer stuck, etc. Other than that, the game is working quite well for me now, even with 4000 guests and a boat ride that goes around the entire zoo area.

Ok, I was wrong. I'm also still getting some animals boxing themselves for no reason, although not very often. I also had a group of protestors who were bugged, I'm pretty sure, because they were protesting one elephant who had 100% welfare. I put him in the trade center until they left and then brought him back out and they haven't returned.

These are kind of minor issues. The staff getting stuck on their own paths is a bigger problem for me.
 
I'm sure this probably isn't the case (but I'm saying it because others with disappearing animals it did turn out that they had made this mistake and just not realised it) but you have checked your filter settings?
Looks around sheepishly...it actually was my filters, I'm so embarrassed...I must have done it by accident...I wish my stupidity could be so easily fixed =p.Thanks for your help.
 
Looks around sheepishly...it actually was my filters, I'm so embarrassed...I must have done it by accident...I wish my stupidity could be so easily fixed =p.Thanks for your help.
No worries - there are many examples on the forums of this happening and I must admit to having got frustrated a couple of times before reaising I'd left them on. At least it is an easy problem to fix!
 
Looks around sheepishly...it actually was my filters, I'm so embarrassed...I must have done it by accident...I wish my stupidity could be so easily fixed =p.Thanks for your help.

It happens. Settings are another thing that can cause trouble if you don't realize what they do. Especially in Sandbox mode.
 
hahahah! It's ok Nina! If a feature is often mistaken for a bug, that also means it needs some fixing. No biggy! :D I propose that the filtered caracteristic row apear as color bloc, not only the top title, + message for no result : added filtered characteristic [ex : there are no result for : [cheetah]]. That should reduce the number of false report you get! ;)
 
Last edited:
Example (also posted on facebook) - experimented today and find you can't keep the Polar Bears at a perfect temp when they are in water. You can chill above the water, you can chill below the surface of the water but you can't chill the skin of the surface of the water which is where our animals seem to swim about in, hence they end up getting too warm in water. We either need to be able to chill this top surface of the water (is the equivalent of Planet Coaster where only have a surface to the water and no depth) or ideally we need diving animals. And before anybody suggests it I experimented by having chillers at depth (chilled up to the surface of the water) and chillers sat just below the water surface (chilled below the water surface) and just above the water surface (which chilled the air but not the surface of the water.
 
I have a odd issue. I didn't get any of the construction/scenery from the arctic dlc except the ice sculptures. I submitted a ticket and talking with support about it.
And yes I did reset the filters. I have tried several things the past couple weeks. 🙁
 
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).

I think this post was needed. Thank you.

There have just been too many issues that certain players have come across
 
Back
Top Bottom