Animal Talks create guest problems!

I have quite a large Zoo and before the introduction of animal talks, all the guest were nicely spread...

But now, large parts of my zoo are completely empty. Because ALL the guest want to go to certain animal talks (while they don't have enough time to get to them).
For example: I have a gorilla talk planned in December. And in November, when i click on a guest in mine ENTIRE zoo, half of them are going to this talk.

There needs to be a radius and a limit on how far and how many of the guest are alerted of such a talk.

An animal talk is a nice way to draw the guest there attention to certain areas, but it shouldn't draw the attention of the enitre zoo
 
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I am having the exact same issue in my large franchise zoo. It seems that this problem is causing an enormous amount of litter everywhere the guest blob passes. In the past I didn't have any problems regarding litter.
Indeed, there is more litter, but I wasn't sure if it had anything to do with this issue.
 
Yes it seems the talks are problematic and hope frontier can address it soon
Guests leave their vendor lines and mob toward the upcoming talk and ignore the garbage bins that I have way too many of.
in my NA zoo, my educators have failed to do their jobs. I split talks up by different months, hired 7 educators to 1 work zone that has 9 talk spots. They spend most of their time in the staff room and only my wolf talk have happened and guests like it. I think the educators should show up earlier or run if it’s getting too close, guests that are in a certain radius should be drawn to the talks rather then the entire zoo. Please frontier please fix this.
 
Luckily I started a new franchise zoo to test the new stuff, however I can't help but wonder: How was this not noticed during testing? It seems like a quite noticeable side effect...
 
Luckily I started a new franchise zoo to test the new stuff, however I can't help but wonder: How was this not noticed during testing? It seems like a quite noticeable side effect...
They might not use big zoo's during testing, because I think every big zoo would have this problem. But since there are many advantages of testing in big zoo's (the most issues occur in big zoo's), I can't imagine Frontier not doing this.
 
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This problem has been repaired and reappeared after update 1.4.3, and it has not been repaired until now. I wonder if 1.5 will be repaired?
This problem is very serious. All tourists are attracted by the talking point and run around.
 
Maybe if we can utilize the billboards and the speakers in game to promote or advertise the animal talks. Say within a radius to speakers and billboards they can attract guests to the talk point or guests near the talk point in a certain radius will be drawn over to the talk.
The guests from all areas of the zoo shouldn’t all be rushing over and know about the talk unless notified.
 
My current workaround is to have a few on at the same time at an equidistant interval so not everyone rushes to one end of the park. That seems to work ok but limits which animals I can have talks at.
 
Since the update, Animal Talk has caused far more problems than it has brought more fun. In addition to the above-mentioned problems, the warning "animal lecture hall cannot be entered" has not been repaired! (They are not blocked and educators can also work successfully. This warning will automatically disappear after a few days of work)
 
Since the update, Animal Talk has caused far more problems than it has brought more fun. In addition to the above-mentioned problems, the warning "animal lecture hall cannot be entered" has not been repaired! (They are not blocked and educators can also work successfully. This warning will automatically disappear after a few days of work)
 
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