Emu should be walk-through animal

It is unfortunate that this have not been added. I am glad they got their enrichment bonus now, but I really think Frontier should add them as a walk-through.
As others have stated, we have extremely dangerous Anteaters and venomous Platypi and even walk-through ASCO (not a good idea tbh), how can the Emu be considered dangerous ? Lol. They are more docile than Cassowaries and of course, ANY animal can be dangerous, but this one is very common in zoos to be mixed with Kangaroos/Wallabies in a walk-through enclosures.

I have my fingers crossed, as they added the feature for already released animals before, so lets hope they will do it again in this case.
 
Please how long it did take then Frontier added walk-about to Fallow deer and Red kangaroo? Is it hard to add this to emu?
 
Please how long it did take then Frontier added walk-about to Fallow deer and Red kangaroo? Is it hard to add this to emu?
If memory serves me correctly, walkthrough functionality was added to the fallow deer in the first patch after the launch of the Europe Pack. With the red kangaroo, it took them a whole year (it was fixed in update 1.7 - the Australia Pack released alongside 1.3). I think it’s a very simple and easy fix, it just depends on if Frontier thinks they’re suitable.
 
If memory serves me correctly, walkthrough functionality was added to the fallow deer in the first patch after the launch of the Europe Pack. With the red kangaroo, it took them a whole year (it was fixed in update 1.7 - the Australia Pack released alongside 1.3). I think it’s a very simple and easy fix, it just depends on if Frontier thinks they’re suitable.
Thank you, then I hope Frontier will make a good decision and make Emu walk-about. It is very easy to look alot of zoos that keep them like that.
 
Hi, do you think we could finally see Emu habitat walkable in the update? I hope so, it is very big issue together with Clouded Leopard slow jump for me.
 
Just found a few more surprising ones.
The saiga, the most skittish animal in the game, is walkthrough, meanwhile bactrian camels, grey seal and red deer are not, 3 animals i all have fed or been in a walkthrough with before. Pretty whack
That's just another giant anteater situation. What the heck is Frontier thinking with these?

"Yeah, of course you can go into the habitat with the super-skittish antelope that barely has a captive presence! Oh, and definitely with the anteater that is infamous for killing even experienced zookeepers! Platypus? Sure, wander on in there, even though no zoo in the gods damn world would reasonably keep them in a space large enough for guests to enter."

"Oh, emus? Those big birds that are in walkthrough habitats literally all over the world? No, much too dangerous."
 
Tbh this update would have been the place to correct some of these as it more or less worked as a full walkthrough overhall.
Imo animals should have been put in 5 different categorys:
  • Unsuitable for walkthrough (Dangerous to Guests)
  • Unsuitable for walkthrough (Guests highly stress out the Animals)
  • Unsuitable for walkthrough (Unnerved)
  • Suitable for walkthrough
  • Interactable for Guests

Its kind of a move to remove things for those that allready build for example an anteater walkthrough, so i understand why they didnt touch that but by recategorising the animals those walkthroughs would still be functional if it simply changes guest behaviour to not want to come into contact with them, meanwhile the animals being stressed out by the guests does the opposite by making the animals avoid the guests, both at a cost of wellfare if they dont feel save.
The unnerving category could then be for animals that the guests arnt affraid of completly but dont want to be in close proximity with.
This is what id give to animals that could hurt people but are still possible in real zoos, for example zoo duisburg has free roaming tamanduas in its tropical house, which is very cool but also something that only works because theres still distance between animal and people thanks to the tamanduas being in the trees mostly and the people arnt.
Basicly, animals and visitors are cool with each other, aslong as they dont come to close to each other and got the space to avoid each other.
This would open up complete creative freedoms for those that want to make a lion or saiga walkthrough while still giving sensible punishments for actually letting visitors and animals get to close to each other. Id also enjoy a toggle to enable/disable the ability of guests to leave the path in the walkthrough.
For some examples, id put large carnivorans like big cats, canids and bears into dangerous, animals well known for their skittish behaviour like okapis and saiga into the highly stressed, animals that are typically friendly but with a large size or other detering factors like red deer and bactrian camel into unnerved and the other two categorys are self explanatory,
The best part about this would simply be frontier going about all animals and categorising them and hopefully either rethinking some choices or atleast giving us the chance to build our realistic walkthrough with just some wellfare deficits
 
I think some animals that are classed as walkthrough species, like kiwis and platypus, are considered such not because they're actually suitable as walkthrough animals in real zoos (ignoring the platypus's venom, both would get extremely stressed out by that so it's horrible from an animal ethics standpoint), but because they're not dangerous animals that guests would run away from in fear if they escaped. It's possibly part of how the game is coded - guests treat animals that escape their habitats the same as they do within walkthrough habitats, and running away from a kiwi would look silly.

The system Koing just mentioned, where we could have multiple categories for species that are unsuitable for walkthrough but only dangerous species would actually cause people to run away, would be a good solution to this.
 
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