Do planet zoo game developer really know what we want in planet Zoo game ???

Not sure this is the right thread to rant like this but everyone else seems to have gone a little off-topic here so I might as well too ...

Personally, I'd like to see the game modes developed further. I'm rubbish at the designing stuff, but I have a go! I'm inspired by watching all of the fantastic content creators do incredible things with the tools that are available - I've lost count of the hours I have sunk into YouTube and Twitch videos just watching people build something amazing! Its the community of content creators that are feeding my passion for this game.

For me, once you have completed the Career Mode, the game basically becomes a building simulator - which is probably great for some of the intended audience but I'd like to be able to have a reason to keep coming back for a unique experience each time that makes me think and challenges me to use the tools in a different way. I had thought this might be with the Community Challenges but the rewards seem small, meaningless and hit and miss with their availability. What I'd really like is a random map generator with random objectives - something where the skill of the game is in choosing which of the myriad of animals to place and how/where to place them to best achieve the goals. I don't like the timed scenarios - I like to create something that I think is aesthetically pleasing (although, I'm super rubbish at that part!) and where I don't have to rush to get it done (takes me ages to get that wall piece just in the right place!) The Challenge Mode is almost there but the objectives don't 'feel' quite the same as they do in the career mode. They are a little too random - in career mode, each objective builds on those from the previous tier. That's probably a UI issue too - in Challenge Mode the objectives 'look' like an afterthought rather than a real focus for doing something. Would also be cool if completing these gave you rewards you could use in other zoos you create - a Zookeeper that increased breeding success with a certain animal, or a vendor that was particularly good at selling hats, for example!

To comment on the other points made previously, I do feel that the DLC packs are too small. I'd be prepared to pay more to get more - the game has SO much potential and I get really excited every time something new is added. Take my dollar, Frontier! And just as a final couple of thoughts I need meercats and other small animals in maybe a third type of enclosure for small mammals - they would work wonders for filling those crazy little spaces you inevitably end up creating between everything else! I'd also be happy with simple recolouring of existing models to create new animal choices - the new colourings would represent different biome/area specific animals with different needs (flamingos in a zoo are pink and Tapir are black and white!)

Didn't intend for this post to be so long but I've been storing this up since the game launched and its absolutely not meant as a complaint about anything that the game has to offer so far - merely an expression of wish for future direction ... if anyone is still listening!
I think this thread is as good as any to voice ypir opinion - off topic or not. And I always find it interesting to hear new perspektives, especially from players who do not play PZ as a building simiulator. Because as much as I enjoy building and being creative, you are perfectly right nameing it like that in my opinion and that, too, is an argument that has been brought up several times and also allows the question of "do they know what we want?" Because while sandbox got more options down the road (and still need more, but that is another topic), a lot of other parts of the game feel kind of neglected.

Now, for someone who hasn't played challenge mode yet, could you explain to me what you mean by "in Challenge Mode the objectives 'look' like an afterthought rather than a real focus for doing something" . I'm not getting that part, sorry.
 
I think this thread is as good as any to voice ypir opinion - off topic or not. And I always find it interesting to hear new perspektives, especially from players who do not play PZ as a building simiulator. Because as much as I enjoy building and being creative, you are perfectly right nameing it like that in my opinion and that, too, is an argument that has been brought up several times and also allows the question of "do they know what we want?" Because while sandbox got more options down the road (and still need more, but that is another topic), a lot of other parts of the game feel kind of neglected.

Now, for someone who hasn't played challenge mode yet, could you explain to me what you mean by "in Challenge Mode the objectives 'look' like an afterthought rather than a real focus for doing something" . I'm not getting that part, sorry.
Just for me personally, Challenge mode and challenges in general in PZ (Franchise included) don’t feel like a main focus and more like something in the background or something you do without even noticing. Comparing it to Zt2’s challenge mode, (I know it’s a different game for a different time and some people cringe when you mention it, buts it’s the most comparable thing we got) the challenges felt more like something you have to pay attention too and a fun managerial thing you have to do in the middle of your zoo creating. It also made your zoo feel like it was a part of the real world and not in a bubble. You’d have to take pics for ads or trade animals with a zoo and make sure they’re happy or they’ll take them back, you’ll get rescued animals, or you’ll have to repair from an earthquake, or a celebrity would come to your zoo looking for specific species (challenge mode in zt2 is a underated gem!). It really made my zoo feel alive. I really miss that feeling in PZ
 
Just for me personally, Challenge mode and challenges in general in PZ (Franchise included) don’t feel like a main focus and more like something in the background or something you do without even noticing. Comparing it to Zt2’s challenge mode, (I know it’s a different game for a different time and some people cringe when you mention it, buts it’s the most comparable thing we got) the challenges felt more like something you have to pay attention too and a fun managerial thing you have to do in the middle of your zoo creating. It also made your zoo feel like it was a part of the real world and not in a bubble. You’d have to take pics for ads or trade animals with a zoo and make sure they’re happy or they’ll take them back, you’ll get rescued animals, or you’ll have to repair from an earthquake, or a celebrity would come to your zoo looking for specific species (challenge mode in zt2 is a underated gem!). It really made my zoo feel alive. I really miss that feeling in PZ
That is exactly my point - those were the challenges in zt2 I enjoyed! For me, that is the "game" part. I don't want to get bogged down dealing with the several thousand warthogs that are constantly breeding - I want to be working towards the next objective!

View attachment 210215

This is how the challenges appear - its the same in Challenge Mode as in Franchise Mode.

In Career Mode they are just feel more "focussed"

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That is exactly my point - those were the challenges in zt2 I enjoyed! For me, that is the "game" part. I don't want to get bogged down dealing with the several thousand warthogs that are constantly breeding - I want to be working towards the next objective!

View attachment 210215

This is how the challenges appear - its the same in Challenge Mode as in Franchise Mode.

In Career Mode they are just feel more "focussed"

View attachment 210216
I really miss challenge mode it was so much fun! Yea PZ really is missing that “game” feeling huh?
 
Just for me personally, Challenge mode and challenges in general in PZ (Franchise included) don’t feel like a main focus and more like something in the background or something you do without even noticing. Comparing it to Zt2’s challenge mode, (I know it’s a different game for a different time and some people cringe when you mention it, buts it’s the most comparable thing we got) the challenges felt more like something you have to pay attention too and a fun managerial thing you have to do in the middle of your zoo creating. It also made your zoo feel like it was a part of the real world and not in a bubble. You’d have to take pics for ads or trade animals with a zoo and make sure they’re happy or they’ll take them back, you’ll get rescued animals, or you’ll have to repair from an earthquake, or a celebrity would come to your zoo looking for specific species (challenge mode in zt2 is a underated gem!). It really made my zoo feel alive. I really miss that feeling in PZ
I would absolutely love it if they would include something like this. The Zoo Tycoon 2 Challenges where really great
 
Just for me personally, Challenge mode and challenges in general in PZ (Franchise included) don’t feel like a main focus and more like something in the background or something you do without even noticing. Comparing it to Zt2’s challenge mode, (I know it’s a different game for a different time and some people cringe when you mention it, buts it’s the most comparable thing we got) the challenges felt more like something you have to pay attention too and a fun managerial thing you have to do in the middle of your zoo creating. It also made your zoo feel like it was a part of the real world and not in a bubble. You’d have to take pics for ads or trade animals with a zoo and make sure they’re happy or they’ll take them back, you’ll get rescued animals, or you’ll have to repair from an earthquake, or a celebrity would come to your zoo looking for specific species (challenge mode in zt2 is a underated gem!). It really made my zoo feel alive. I really miss that feeling in PZ
That's why I said I'd enjoy optional challenges similar to JWE in Planet Zoo. Your examples from ZT2 are perfect and I would LOVE things like that for challenge mode, franchise mode and optional for sandbox mode.
 
That's why I said I'd enjoy optional challenges similar to JWE in Planet Zoo. Your examples from ZT2 are perfect and I would LOVE things like that for challenge mode, franchise mode and optional for sandbox mode.
Yea I was really excited for franchise I love the feeling of a real world around your creation, but once you get past trading animals between zoos, community challenges, or moving animals through your own zoos, it’s not a truly connected feeling.
 
Franchise is where I tend to play as the Community Challenges provide at least some objective ... a reason for being there ... but it doesn't go deep enough for me. The rewards aren't always obvious (something I need to give me a purpose) - Frontier need to tease me with that carrot! Coupled with the issues of slow loading animal market, failing clicks and lack of multi select capabilities its a frustrating experience. I absolutely love playing the game, I just struggle to find "reasons" to play the game!
 
Personally, I'd like to see the game modes developed further.
Yeah, i agree. For me, the best management/simulator games is where you are confronted with random events. Like emergency/personal challenges/competing against other CPU players. And sometimes the random map generator works great for the game. I also think that was lacking from PC. And JWE did better.
If you want the game to age well, good game modes are important.

Maybe played management games too long but Gangsters Organized Crime (1998) nailed the replayability for me. Every time I started a new game, it felt like a new challenge/new stage with the amount of variables. (there were other flaws with the game)
And while you got an updated version of Theme Hospital, the Original from 1997 was a strong game. While the game looks dated, the game mechanics and gameplay hold up pretty well. (again, flaws with the game - which nowadays would be easily changed/fixed)

For me, once you have completed the Career Mode, the game basically becomes a building simulator
I think that's the main issue with all zoo games. there isn't much of an end goal with all of them. (tbh, there aren't many games to pick)
Generally they are really easy.

To comment on the other points made previously, I do feel that the DLC packs are too small. I'd be prepared to pay more to get more - the game has SO much potential and I get really excited every time something new is added
I always wonder what people mean with potential. I see this comment with a lot of games but never an explanation to what potential.
Seen this comment yesterday a lot with Anthem and many question if that game/gameplay had any potentential at all. :D
So just curious, what people actually mean by potential. I've seen people asking for an entire different view on the zoo game (more of a visitor/zoo keeper experience) but I don't see that shift happening with this game. (which has a focus on building/creating)
 
I always wonder what people mean with potential. I see this comment with a lot of games but never an explanation to what potential.
Seen this comment yesterday a lot with Anthem and many question if that game/gameplay had any potentential at all. :D
So just curious, what people actually mean by potential. I've seen people asking for an entire different view on the zoo game (more of a visitor/zoo keeper experience) but I don't see that shift happening with this game. (which has a focus on building/creating)
I don't know what potential means, but it's meaning has potential, just like PZ has potential😆
 
I don't know what potential means, but it's meaning has potential, just like PZ has potential😆
Well, that's actually what i meant with "a lot of people commenting that".
I think it's becoming just a popular one-liner and sometimes looks like people stop in the middle of a sentence.
The same goes with that will make a huge difference, difference in what?

Edit:
Just some examples, without expecting a complete overhaul:
- Does PZ have the potential becoming one of the best management games? I don't think so, imo on most parts it reached it peak. Room for some improvement, yes.
Filters for continent is something I would like to see. One option to select South America and you only get SA stuff (paths/animals/building pieces)

- When it comes to replayability the personal challenges could use an upgrade. (the personal challenges have more potential than just a few $)
Increase the rewards for difficult challenges or add random objectives or emergency events.

-Does PZ have the potential becoming one of the best building games? Imo, it already is. Potential for more, yeah. If you look at PK's building. There's potential in that area.
Or in the way that you want more building options? Designing aviaries or designing an aquarium could be part of that.
Or maybe the aviaries could be similar to the JWE pteradon situation and you just want to complete the zoo experience. Without expecting detailed aviaries.

- Does PZ have the potential becoming one of the best zoo games? again, i think it's the best zoo game till date. Potential depends on what you expect from a zoo game?
Did you prefer the zoo keeper parts of ZT2/ZT2013? Then you might think that it's still lacking in that area and has a lot of potential in creating the zoo experience with adding those features.

To refer to the title of this thread: Yes and no.
We've been vocal about what we want or don't want. But not what that request will do.
The educators changes from Urufu, that will not make any change to how I play the game or will extend the interest in the game. I don't mind those changes, but do I really want it - no, there are other things that I would like to see before that happens.

But also: 2 animals will be make a huge difference for some people, but how?
Being a lot more positive about DLC? (price/content wise)
Being able to more interested in the game 2 weeks longer or several weeks?
I think 2 more animals would be a week more interest for some and quickly return to "more animals in DLC"
 
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Do the developers now need to drop something big in the future and listen to the players and give them what they really want because of prehistoric kingdom i for one am a planet zoo player and love the game but I’ve now got my eye on prehistoric kingdom with a lot of interest and feel that the developers have got to release a substantial DLC to keep us from jumping to kingdom when it’s released
 
Do the developers now need to drop something big in the future and listen to the players and give them what they really want because of prehistoric kingdom i for one am a planet zoo player and love the game but I’ve now got my eye on prehistoric kingdom with a lot of interest and feel that the developers have got to release a substantial DLC to keep us from jumping to kingdom when it’s released
Imo depends on what kind of state they release it and how long it will take to be a complete game. It does have a strong following but every dino game has a lot of attention.
PK will be released with 20 (?) animals and mainly basic functions - definately waiting for the first experiences from players for this game.
Could easily be 3-8 years to be complete but surprisingly some early access games are more complete than full games. I hear great stories for Valheim.

But nowadays a some games feel like early access, even when they release it.
 
I think people will jump to PK regardless of what PZ developers do, you can't stop people from wanting to play new games. Plus just because people start playing PK doesn't mean they will completely move on from PZ (some will, but that's inevitable).
 
Yeah, i agree. For me, the best management/simulator games is where you are confronted with random events. Like emergency/personal challenges/competing against other CPU players. And sometimes the random map generator works great for the game. I also think that was lacking from PC. And JWE did better.
If you want the game to age well, good game modes are important.

Maybe played management games too long but Gangsters Organized Crime (1998) nailed the replayability for me. Every time I started a new game, it felt like a new challenge/new stage with the amount of variables. (there were other flaws with the game)
And while you got an updated version of Theme Hospital, the Original from 1997 was a strong game. While the game looks dated, the game mechanics and gameplay hold up pretty well. (again, flaws with the game - which nowadays would be easily changed/fixed)


I think that's the main issue with all zoo games. there isn't much of an end goal with all of them. (tbh, there aren't many games to pick)
Generally they are really easy.


I always wonder what people mean with potential. I see this comment with a lot of games but never an explanation to what potential.
Seen this comment yesterday a lot with Anthem and many question if that game/gameplay had any potentential at all. :D
So just curious, what people actually mean by potential. I've seen people asking for an entire different view on the zoo game (more of a visitor/zoo keeper experience) but I don't see that shift happening with this game. (which has a focus on building/creating)
The events in ZT2’s challenge mode popped up randomly which did a lot to make the game feel alive as I said earlier.
For me personally, when I say potential I mean the potential to build a realistic zoo with the variety of animals you see in a zoo and the lively energy that’s comes from a zoo. (Our zoos almost feel like flat models rn IMO) The management can definitely use a huge step up, hence why I mentioned the zt2 challenge mode. It’ll add so much fun to the gameplay loop
 
I always wonder what people mean with potential. I see this comment with a lot of games but never an explanation to what potential.

Great question! For me, part of the reason it's hard to quantify is that it's really about the potential for player discovery and the potential for player innovation.... All things that are hard to pin down ahead of time. (Indeed, in a way, if you can pin them down ahead of time, then you may have inadvertently limited that potential for discovery and innovation!). It's a bit like asking what an artist, musician or scientist is going to create or discover before they've done so.

But listening to the community when they ask for something is important, because often players can "feel" where that potential could take us, even if we can't affirmatively "prove" it ahead of time. A few examples:

People have asked for more animals. Some want 6 or 8 or 10 or 12 per pack. But I haven't seen many demands for fewer animals. I don't see a lot of threads asking that the 4+1 animal packs should be reduced to 2+1 or 3+1. That's not just people wanting more for free -- We've said we're happy to pay more and do so more often! Rather, I think it's about players recognizing the combinations we could make with more possibilities. We're saying that we think there is a point where our potential for discovery/innovation/creativity/replayability expands not just incrementally or additively, but exponentially!

For me personally, I also tie this to some of the other types of requests we've seen, including some that initially seem small or specific. Smaller space requirements for polar bears, or smaller diving requirements for caimans allow us to use them in different ways, and incorporate them into our zoos in lots of different places. Walk-through possibilities for reindeer or kangaroos or other animals where this does actually exist (whether commonly or just in a few places or even only historically), so that we have options for how we build those habitats. Listing all of an animal's real-life biomes instead of only their most common, so that we can choose to decorate them differently -- suddenly there are three biome options instead of just one! More animals that can share enclosures in different combinations. Adding realistic building pieces like mesh or animal gates or backstage props etc. which can be used in many different ways. Things like different sized exhibit boxes, recolorable pieces, null paths and invisible exhibits, fish, birds, and smaller "filler habitat" animals, petting zoos and animal interactions, different maps and modes and scenarios -- all seem like ways of players asking to be able to combine existing game systems in new and creative ways -- not just adding one extra thing to a list.

It's absolutely true that some content creators will still finish their "product review" videos in a week, regardless of whether there are 4 or 6 or 10 animals in them, and regardless of what type of scenery, props, construction items, or game mechanics get added. And I'm sure that some players will do that too. That's just a part of frontier's silence-HYPE-silence business model, and some of those content creators' click-bait business model. They feel like they have to finish everything at once, before the hype slows down, or they'll miss out.

But I also think there will be at least a few content creators -- and a lot of players -- who would take advantage of that exponential potential possibility -- building different combinations for different zoos, etc.

I hear the call for exponential creativity in a lot of the different requests on these forums: from custom billboards, to null paths, to realistic mesh and building tools, to TMTK, to more animals, to modding. And I also hear in the forums a lot of discussion which is kind of about the hopes/optimism/expectations that those various exponential possibilities could bring versus the fear/realism/history that those things will be treated additively or not at all, rather than exponentially. And the warning that hoping for those will only lead to future discouragement when they arrive.

But imagine if the educators actually were the new, integrated, aspect of the game that they had the possibility to be and that players had suggested (an exponential game play change), instead of just a post to place down (an additive approach), and a series of notifications about how they aren't working (adding insult to injury). Or if the new vending machines didn't break down constantly. Or imagine how much more longevity the diving mechanisms and aquatic pack might have had if they had done small, regular updates to which animals could dive (which they've said were coming, but which we haven't seen yet). The conversation would be so much different right now if they had rolled out diving to the gharials in January, and diving to the polar bears in February -- following up on the mechanism that they'd already introduced in December, and giving both players and content creators alike a chance to re-visit and re-imagine what they'd done before.

I'm not a computer expert, so I don't know exactly what each of these would entail technically, or which ones would work either in-game or from a business model perspective for the company. Maybe some in these forums are right that six animals would only have an additive impact, and that you'd need ten or twelve to have it feel exponential. Maybe all the work of adding flying birds or swimming fish would just lead to them flying/swimming through walls. Maybe everyone would build one habitat made of mesh with animal gates and a realistic backstage, and then move on.

But what I hear in each of those requests isn't just a request to add one more thing to a list that can be easily forgotten a week later. And if they get approached using an additive model then they quite rightly won't satisfy and will only lead to more complaints. What I hear instead is a desire for exponential creative and managerial possibilities, and an inkling (however undefined) of what those requested changes might open up for us, if they came to the game. Whether we're right about that or not -- and whether they are implemented in a way that makes that possible or not -- is still to be seen. And, I think, part of the answer to the original question of "Do developers really know what we want?"
 
Just curious, how would you make it different? I ask because I honestly can't think of anything that would make it functionally any better (bugs aside), so I'd be interested in your thoughts

I will co-sign Urufu's suggestions, but some other possible additions could be:

- Sending your educators to train in other zoos. Say you have a lemur habitat and want to have an animal talk for them. Your newly hired educator doesn't know anything about lemurs. You can just assign them to the talk point (and have the default increase value of education) OR you could send them to training for a hefty fee and increase education value with each level of training. Example: Level 1 Lemur Training gives a 10% increase education rating. Level 2 is more expensive and gives a 20% increase. And so on and so forth. Let's say we have 5 levels. You could increase your lemur education bonus up to 50%. Now you have an educator who is an expert on lemurs. To make it perhaps even more challenging, one educator would only be able to have expertise in two animals.

- Assign the educator stand feeding hours. Instead of only education shows, educators could also do feeding hours. If it's a walk-in enclosure, guests would have to pay a little extra if they'd want to feed the animals. Maybe instead of the educator stand, we could have a whole separate building or a counter where the educator would give/sell the food. You could set up different types of food. Not only would it increase the education bonus, but would give the guests something else to experience.

- Different animal talks. Instead of having just one species assigned to the educator stand, we could have more variety in general. For example, let's say you make a reptile house. And you want to have a talk about reptiles in general, with of course mentioning the animals that are in the house. Instead of just talking about the saltwater crocodiles, the educator would talk about the tortoises, the iguanas, etc. Instead of the educator stand, we could create a small podium, for more versatility. This particular educator(s) would have expertise in reptiles, for example. Or none at all.

This is just something from the top of my head, and might not be the best examples, but I am one of those people who would absolutely love for more intricate management.

Just for me personally, Challenge mode and challenges in general in PZ (Franchise included) don’t feel like a main focus and more like something in the background or something you do without even noticing. Comparing it to Zt2’s challenge mode, (I know it’s a different game for a different time and some people cringe when you mention it, buts it’s the most comparable thing we got) the challenges felt more like something you have to pay attention too and a fun managerial thing you have to do in the middle of your zoo creating. It also made your zoo feel like it was a part of the real world and not in a bubble. You’d have to take pics for ads or trade animals with a zoo and make sure they’re happy or they’ll take them back, you’ll get rescued animals, or you’ll have to repair from an earthquake, or a celebrity would come to your zoo looking for specific species (challenge mode in zt2 is a underated gem!). It really made my zoo feel alive. I really miss that feeling in PZ

Yes to all of this. The challenges we have so far are honestly, boring, uninspired, the rewards are minimal, and I have no incentive to finish them. I already have 500k in the bank, but thanks for that extra 1k I received after releasing two llamas. I made a thread a while ago about improving the challenges (here it is if anyone want to have a quick look: https://forums.frontier.co.uk/threa...allenges-franchise-and-challenge-mode.558104/ )

If I remember correctly, the campaign in ZT2 was each zoo had its own "story" and then you had to fix it. I really loved those types of scenarios and I liked that they weren't connected. I know we have campaign in PZ (I haven't finished it), but I kind of don't even like it tbh.

I consider myself a builder and a management player. The building system is fantastic and fulfills my needs in pretty much everything, but the management is severely lacking. I always hit a wall with my zoos as soon as I get them up and running (which is really easy in PZ). Then I'm just left with building pretty things while management is literally rinse and repeat. Make a habitat. Put down a staff room and a keeper's hut. Assign the workers to a work zone. Repeat.

Imo depends on what kind of state they release it and how long it will take to be a complete game. It does have a strong following but every dino game has a lot of attention.
PK will be released with 20 (?) animals and mainly basic functions - definately waiting for the first experiences from players for this game.
Could easily be 3-8 years to be complete but surprisingly some early access games are more complete than full games. I hear great stories for Valheim.

But nowadays a some games feel like early access, even when they release it.

Yeah, I agree. I think there's definitely room for both of these games.

On another note, Valheim is absolutely fantastic. Me and my bf have been playing it non-stop since we bought it a week ago. It definitely does show it's in early access, especially with optimization. But there's so much content, the grinding is so rewarding, and the progression is very well made. It's such an amazing game. The overwhelmingly positive reviews on Steam are completely justified.
 
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It's a bit like asking what an artist, musician or scientist is going to create or discover before they've done so.
But even with those there's a direction or a goal. Ofc. they can adjust their goals.
You don't see them claim my work has potential or will make a huge difference without more info.

But I haven't seen many demands for fewer animals
I don't think i've seen any :D
But asking for less, is somewhat unnatural behaviour. It's not typical behaviour for anyone.

Smaller space requirements for polar bears, or smaller diving requirements for caimans allow us to use them in different ways, and incorporate them into our zoos in lots of different places
Well, that's something i was referring to.
Just an example: We've seen people comment - "the requirements are not good, change it" or "it's ridiculous"
Your comment (and many other on this forum) already gives us more insight, you can't use them properly in different ways atm. (right?)

Personally it sums up as:
Frontier added animals in a DLC that have debatable requirements, this limits the use of these animals in my zoo. Therefore I don't enjoy the DLC as much as I wanted. They should change the requirements so extra animals can be used in various ways and not discarded after the first weeks. I don't see myself using animals with unrealistic requirements, those DLC animals will not provide extra playing hours in the long run - which I think every DLC animal should do.
I think there's potential in better DLC animals if the requirements represent the RL situation. I do think it's acceptable when those requirements are needed for technical reasons.
(yes, the long version :D)

But what I hear in each of those requests isn't just a request to add one more thing to a list that can be easily forgotten a week later.
Some users already mentioned it but some things are requested but is that the actual problem?
People ask for more animals because the game is getting stale after a few weeks.
I'm not sure if that's the problem. I think it's also the lack of new gameplay challenges. So, not solved with just adding 10 animals.
And ofc. what type of animals? Unique ones or "clones"?

The educator suggestion for me, is something that will be easily forgotten in a few days.
But also the coat variations didn't do anything for me.
I know for some players it made a big difference on how breeding certain colours/patterns gave them an extra purpose in the game.
For some players cosmetic changes don't matter much and going with activity in game/forum - it didn't do that much either.
 
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The educator suggestion for me, is something that will be easily forgotten in a few days.
But also the coat variations didn't do anything for me.
I know for some players it made a big difference on how breeding certain colours/patterns gave them an extra purpose in the game.
For some players cosmetic changes don't matter much and going with activity in game/forum - it didn't do that much either.

I agree, I think that will be the case, sadly. I don't think it presents much of an issue or lackluster experience for Frontier to change it. Ever.

Ugh, yeah, the coat variations did nothing for me as well. You can hardly see anyone mention it. What would make an actual difference is to give animals character. It has been mentioned a few times, but I think Wildlife Park had it in the game. Some animals were shy, others playful, etc. I think a feature like that would definitely bring some depth into the game.
 
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