Features that Planet Zoo 2 DEFINITELY needs?

Yeah, but that's exactly what I'm talking about.

Let's say they lock, I don't know, the doughnut shop behind the challenge, but someone playing Sandbox wants to put it in their zoo. Would you tell them, "sorry, no, you can't have it unless you get good"? That wouldn't fly. Again, the very first thing someone is going to mod in that case is an instant unlock for those features, which would basically just be a muckaround way of defeating the whole purpose anyway. So why would Frontier bother? The reason the statues aren't substantial is because that way the people who don't want to play those modes aren't really missing much.

I mean habitat doors? Zoo entrances? That would never fly. The whole reason Sandbox Mode exists in simulation games is because developers are smart enough to realise that their core market isn't "gamers" in the traditional sense. I would even go so far as to say that the Sandbox Mode is the core of the game; the challenge mode, career mode, franchise mode - these are bones thrown to the smaller group of players who need the challenge to have fun. It's a separate market. Games like this exist as wish fulfilment for the player. "Design your dream zoo". For most people their dream zoo has every animal they want and never suffers from financial problems and has habitats that reflect what they see in real life. Hence the Sandbox Mode (which, I might add, used to be much more restrictive, but the community made its voice heard by asking for more freedom, more customisation, and they still do - we still want to be able to control everything down to the temperature parameters and biome paint palette. Heck, some people are even asking to control the exact position of the sun!).

Plus Sandbox Mode, with everything it brings, is the bread and butter of the content creators. That's typically where they show off their talents, and for whatever reason Frontier does actually care about their opinions on things specifically (I'll never understand why, but there you go).
And perhaps doesn't that mean the other modes are under-developed and unfun? If they were more fun to play, then people would be fine spending more time on them- and giving proper rewards is an important part of that.
It wouldn't be the doughnuts shop in that case- it would be an alternative doughnuts brand to the one that already exists. In the end, it doesn't matter, but to the players who unlock it, they will feel like it's a more unique unlock. Perhaps give it different statistics that only matter in challenge mode to make it more worth while!
Like I said, these are just alternatives- hypothetically, they would introduce lots of free zoo gates, etc.
And like you said, modders will make easy unlock mods anyway for people who don't care and would just cheat them in. I don't think that's a bad thing. Like it's the exact same rewards system we already have- just make the rewards more unique. I don't think too many people will grieve over missing like 20 alternative pieces out of several thousands unless they play the main gamemode, and if they do and refuse to play it- just install a mod that unlocks them for you.
 
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And perhaps doesn't that mean the other modes are under-developed and unfun? If they were more fun to play, then people would be fine spending more time on them- and giving proper rewards is an important part of that.
No - the reason those modes are "underdeveloped" and "unfun" is because people don't want to focus on them. Why try and make the game into something it's not, when it's successful as what it is?

It's like telling someone who doesn't like, I don't know, broccoli that they just "haven't had good broccoli yet". No, dude. I just don't like it. Making it "more fun" isn't going to change that. If you try and force me to eat it by offering me something I really want as a reward, I'm not going to enjoy it, I'm just going to be p*ssed off with you. Then I'm going to find the guy who knows how to get the thing without eating the broccoli and get the thing anyway. So why did you waste your time locking it behind the broccoli?

Challenge mode is the broccoli. Some people like it, sure. Some people are willing to stomach it for the sake of eating the whole meal. Most people just plain don't like it and don't want anything to do with it and if you tell grown adults that they don't get dessert without eating their veg then they aren't going to be happy about it. Most people = most money.
 
No - the reason those modes are "underdeveloped" and "unfun" is because people don't want to focus on them. Why try and make the game into something it's not, when it's successful as what it is?

It's like telling someone who doesn't like, I don't know, broccoli that they just "haven't had good broccoli yet". No, dude. I just don't like it. Making it "more fun" isn't going to change that. If you try and force me to eat it by offering me something I really want as a reward, I'm not going to enjoy it, I'm just going to be p*ssed off with you. Then I'm going to find the guy who knows how to get the thing without eating the broccoli and get the thing anyway. So why did you waste your time locking it behind the broccoli?

Challenge mode is the broccoli. Some people like it, sure. Some people are willing to stomach it for the sake of eating the whole meal. Most people just plain don't like it and don't want anything to do with it and if you tell grown adults that they don't get dessert without eating their veg then they aren't going to be happy about it. Most people = most money.
Luckily this thread isn't about what you like. It's about a hypothetical sequel and what we could improve on it, and challenge mode is one of those areas that needs a lot of improvement, and there is definitely an audience for it, so we're not talking about sandbox players, who are already "eating good". It's a waste of time for players who only like sandbox, sure. But it's something great for those who like playing the game part of the game. So essentially- that's what we want to improve- making the game feel like a game. Not just a diorama maker. Remember this thread is about a sequel- you're not losing out on anything you already had, and as a diorama creation game, there isn't much that needs improvement, as the game's as good as can get in that regard. But this thread is about changing up the game
 
No - the reason those modes are "underdeveloped" and "unfun" is because people don't want to focus on them. Why try and make the game into something it's not, when it's successful as what it is?

It's like telling someone who doesn't like, I don't know, broccoli that they just "haven't had good broccoli yet". No, dude. I just don't like it. Making it "more fun" isn't going to change that. If you try and force me to eat it by offering me something I really want as a reward, I'm not going to enjoy it, I'm just going to be p*ssed off with you. Then I'm going to find the guy who knows how to get the thing without eating the broccoli and get the thing anyway. So why did you waste your time locking it behind the broccoli?

Challenge mode is the broccoli. Some people like it, sure. Some people are willing to stomach it for the sake of eating the whole meal. Most people just plain don't like it and don't want anything to do with it and if you tell grown adults that they don't get dessert without eating their veg then they aren't going to be happy about it. Most people = most money.
Again I agree with you to some extent to continue with you broccoli analogy

there are definitely people who dont like broccoli and should never be forced to eat it. Though the current game is like half thawed frozen broccoli no one likes it even those who want broccoli have to sit and endure through something bland and distasteful.

In proper words challenge mode should never be forced on players because there will always be a large portion who dont like it. However planet zoo as it currently stands actively discourages those who like the challenge modes because it is so underdeveloped. So if a sequel comes it should have a much better and more comprehensive challenge mode in order to capture a market that currently doesnt like the game because it is too easy and simple.
 
For me it would be some flying aviary birds. Doesn’t have to be a ton honestly maybe a eagle, macaws, toucan, owls, and maybe a WE budgie exhibit. Possibly a manatee as to me this pretty much covers a good fully marine animal. As for the animals themselves maybe some mixed species interaction. I’d love to see elephants bullying zebra away from the water area just as a example of the many they could include. Some guest and animal interaction every once in awhile. And last individual personalities. To me these inclusions would have been more then enough to sell a good sequel.
 
But this thread is about changing up the game
The game is successful as it is. It's Frontier's most successful game on the market. It's achieving that without ruining itself for a handful of players who think they deserve a special treat for choosing to challenge themselves. Changing that aspect would not be an improvement by any measure; it would actively hurt the brand, and defeat the purpose. The game is a sandbox zoo builder first and foremost, everything else is extra.
In proper words challenge mode should never be forced on players because there will always be a large portion who dont like it. However planet zoo as it currently stands actively discourages those who like the challenge modes because it is so underdeveloped. So if a sequel comes it should have a much better and more comprehensive challenge mode in order to capture a market that currently doesnt like the game because it is too easy and simple.
See above. The small handful of players who don't like the game because it's easy and simple are playing the wrong game. It's supposed to be easy and simple (and even then, it actually isn't; it's challenging to be good at this game in itself. The reward for that challenge is making beautiful zoos).
 
The game is successful as it is. It's Frontier's most successful game on the market. It's achieving that without ruining itself for a handful of players who think they deserve a special treat for choosing to challenge themselves. Changing that aspect would not be an improvement by any measure; it would actively hurt the brand, and defeat the purpose. The game is a sandbox zoo builder first and foremost, everything else is extra.

See above. The small handful of players who don't like the game because it's easy and simple are playing the wrong game. It's supposed to be easy and simple (and even then, it actually isn't; it's challenging to be good at this game in itself. The reward for that challenge is making beautiful zoos).
I am not saying that challenge mode should come first or be imposed on players sandbox has I will likely forever be the biggest audience. But saying the game needs no challenge because no one playing it likes the challenge when the fact that it has no challenge has likely driven many people away is nonsense. It would make more sense to give a complex challenge mode as an option to provide a broader range of players with something they are looking for. We have no idea how many players have played this game looking for a challenge and then left disappointed because they dont stick around to discuss it the game has essentially created an echo chamber of builders because all the others have been pushed out by disappointment early on. For all we know if the management system had been drastically different we could of had a much larger playerbase who are only in the game for the challenge.
 
Planet zoo 2 needs flying birds and a good number of primates! Also playground scenery, preferably usable by guests. Scenery like parking lots, cars, the stuff that you find in every zoo. I would really love the option to use a biome 'brush' which automatically adds realistic plants, soil and rocks for the biome you select. There could be bars to adjust for example density of plants, how much rocks and so on. It should just be an available option so you are still able to place every piece yourself should you wish. Other than that a path system that doesn't frustrate, more exhibit sizes and options.
 
I agree with mostly everything you have said
My biggest are as followed
Exhibits need some revamping
Small insects and frogs don’t need a big exhibit, either your idea of making them bigger like lagoons and aviaries of split the exhibits into different size groups small medium and large sized. Instead of constantly recycling exhibit critters whenever they die, let us have an auto restock that will buy us a replacement leaf insect rather then holding onto them in storage.

I’d like food/drink stalls to be a bit more like in JWE2 but lose the overbearing customization of random stuff in each restaurant.

Just like in JWE2, I’d like us to have attractions. This time it’s petting zoos, music stages, carousel, souvenir shops, imax theater etc. Functions just like the JWE2 stuff and has a range of attraction for specific guests.

Aviaries, it’s time. Kinda starting to accept the fact that we will never get them in PZ1.
Lagoons I am not so sure on as I’d rather have a dedicated Planet Aquarium rather then waste time and space for fully aquatic animals in PZs 1 life or a 2.

Also hope if this game comes out we get all animals from pz1 instead of having to buy all new dlcs
 
Actual animations for interspecies enrichment bonus would be nice. Guest interactions with animals. Overhauled exhibit system. More sandbox options like selecting animal variants and animal star ratings.
 
ok people keep talking about more variants but what I want is randomised variants like say for the wild dogs its random the amount of black or brown they have on their coat as well as where it is. This would help make the animals actually feel different from each other.
This could be applied to alot of animals zebra, grey wolves, giraffes, tigers basically anything that has variable patterning.
 
I think exhibits could be customisable. It would likely be some kind of overlaid system but that's fine. If the exhibit animals can't be fully fleshed-out for whatever reason, some kind of modular system would be best, with the smallest unit being enough for, say, a single spider. Appropriate decor would of course be provided, included enrichment, foliage, and so on, on a scale small enough to decorate properly. Then you could simply choose where the animal is able to sit.
 
There are quite a lot of things I'd love to see added to a potential sequel - one of the primary ones is an update to the exhibits, but what I want is basically the same as what has been mentioned above, such as modular exhibits and a sort of diorama system for furnishing them (the one different thing I will add for the exhibits - make the base-game exhibit animals more diverse and realistic - make it so that two-thirds of the Australian exhibit species aren't similar looking snakes, we need more than four African exhibit species, way more than one Asian exhibit species, the titan beetle and goliath frog should be replaced - that sort of thing).

Aquariums
The addition of aquariums would be great. I would have some fishes appear in the basic exhibit (especially smaller, more fragile or threatened species) and others that could be mixed in a larger exhibit the size of the walkthrough exhibit. This could either be viewed from a glass window along one of the longer walls, or have a glass viewing tunnel go down the middle of it. For habitat aquatic animals, I would start out with freshwater fishes and maybe manatees further down the line.

Aviaries
I wouldn't mind if birds came as a sort of exhibit (I'd make it a 'covered display' rather than the walkthrough exhibit, so that birds not suitable for a walkthrough can be included), especially if some birds had the opportunity to be removed from the exhibit for either handling or for flight displays, which can also be customised.

Animal personalities
I know this was something that came up early on but was never elaborated upon in the game. I would say four personalities would suffice, with each bringing their own advantages and/or disadvantages:
  • Relaxed - the vanilla personality, that is basically comfortable with anything.
  • Curious - has lower shyness, but can have lower fertility and is less suitable for reintroduction to the wild.
  • Timid - has elevated shyness and needs a more complex habitat, but has the most suitable personality for reintroduction to the wild.
  • Assertive - has higher aggression and is less suited to walkthrough or mixed-species displays, but has higher fertility.
Obviously, in sandbox box the animal personalities can be turned off, in which case they all default to relaxed.

Training
This goes hand-in-hand with both the flight displays for exhibit birds and the animal personalities. Training walls can be placed along habitat fences or adjacent to the 'covered displays', where keepers then perform training with the animal. For the exhibit birds, it increases their happiness when they go for a flight display while for habitat animals the training can boost their happiness, mellow their personalities towards the 'relaxed' state and allows veterinarians to treat animals while still on-habitat, reducing the need for them to be transported to the vet centre.

Reintroduction updates
As the moment, Planet Zoo has a sort of Zoo Tycoon 2 view to reintroduction - press a button and that's it. In reality, reintroductions are a complex thing that can often fail. I would rather there be more work required (for instance, you would be unable to reintroduce an animal that has been sick recently), with the possibility open that a reintroduced animal can go missing. Obviously, this can be turned off in sandbox mode.

Nutrition customisation
This could serve almost like a minigame within the wider game and serve as an educational part to the game. A much wider variety of animal foods can be purchased and have to be stored in a variety of different buildings (for example, a chiller unit for meat and fish, or a more general feed store for hay, browse, fruits and vegetables).
Then, in the animal information window, the diets can be customised by adding or removing food items and controlling their quantities with a sliding scale. Get it right and you boost the animal's health and fertility, get it wrong and an animal may not breed or suffer health issues.
For sake of ease, I would probably make it so that diets are customisable to species level rather than to the individual level. And if it seems like too much work a new staff member, the nutritionist, can do the work for you.
This is inspired in no small part by some of the really rather poor 'preferred diets' for some of the current in-game species - if you fed an elephant primarily fruits and vegetables, or a chimpanzee primarily processed meat, you would have a very sick animal in a very short space of time.
 
The game is successful as it is. It's Frontier's most successful game on the market. It's achieving that without ruining itself for a handful of players who think they deserve a special treat for choosing to challenge themselves. Changing that aspect would not be an improvement by any measure; it would actively hurt the brand, and defeat the purpose. The game is a sandbox zoo builder first and foremost, everything else is extra.

See above. The small handful of players who don't like the game because it's easy and simple are playing the wrong game. It's supposed to be easy and simple (and even then, it actually isn't; it's challenging to be good at this game in itself. The reward for that challenge is making beautiful zoos).
If you think the game is good as it is, then this thread is not for you. Enjoy playing Planet Zoo, as it's already the perfect game for you. And no, I don't think missing like 10-20 new alternative decorations for existing pieces will ruin the game for sandbox players.
 
If you think the game is good as it is, then this thread is not for you. Enjoy playing Planet Zoo, as it's already the perfect game for you.
If you don't have a counterargument, resorting to hyperbole doesn't mean you "win".
And no, I don't think missing like 10-20 new alternative decorations for existing pieces will ruin the game for sandbox players.
Well you'd be wrong. As I have clearly laid out. With evidence.

Or, to echo your own sentiments, "if you think locking features behind a mode hardly anyone actually wants to play will make the game better, then Planet Zoo is not for you".
 
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