I recently made a few comments in the Steam Discussion page.. Im going to copy them here with their appropriate context:
"Ever since the patch, its like the guest forgot that there was another gate other than the first one they enter. I still argue that the devs need to create a One Way path to allow for control of guest movements."
"I suggested this months ago for rapidly breeding animals. May not be necessary for larger animals, or animals that prefer solitude (Bengal Tigers come to mind) but the smaller ones like Meerkats, Prairie Dogs, Capybaras, Beavers, (Mostly Rodent Family Types), Birds.... these type of animals have fast birthing rates and easily gets out of hand very quickly between bad gene results and dirty habitats. I really think this would be a great quality to life addition to the zoos to help with population management."
"OK, so guest having the ability to roam freely is great!.... BUT, can we have a way to prevent them from walking over top enrichment's and shelter beddings? Maybe some kind of "restricted zones"?? I feel like my animals should have a place they can go if they feel too crowded, such as their shelters. And in my farm habitat, my guest keep walking over the mud bath and it just looks weird."..."So I've tried staff pathing and barriers. Both ineffective. Those barriers never really worked well in the first place. The red and green ones do work but it blocks everyone, which isnt useful except for very specific circumstances. And the little hand or no entry signs are just decoration. I really wish the Devs would fine tune the barriers to function better. Im not sure what coding their using for pathing, but the guest seem to have an "invisible no enter" to staff paths, so it would make sense to me to apply that to the yellow/black barriers and leave the red and green barriers as they are."
There was another small discussion about the calendar speed and rapid aging with animals. The only mention I made here was that scheduling animal talks feel rushed even though a few inches translates to months of travel (which makes no sense). You cant close a zoo during winter months or bad weather months, so guest and animal happiness gets wonky here, and the frequency to keep habitats clean (esp with rapid breeding types) isnt short enough. One month is too long between cleanings, unless you create a "poop crew" that its their sole job to sanitize habitats. Also, can we charge vandalism guest for whatever money they have to replace things if they get caught? Even with all of the cameras and cops walking around, there's no incentive to prevent zoo damage.. maybe allowing us to take their money before ejection, at least it would make up for the losses.
Lastly, the only glitch I noticed was with the Souvenir Shops (admittedly I havent tried it yet since the barnyard patch). People would become trapped, and Vendors couldn't find their shops. I love the large "gift shop" I created in my zoo, it reminds me of the zoo I use to visit as a child, so I am looking forward to putting it back to the souvenir style and hope the glitches have been worked out.
Thank you for reading Devs. I love the work you have done on this game, please for FS! Keep giving us more animals and scenarios to work with. I fear that you went to console and will stop making content for this game on PC eventually. I know you can't stay on this forever but I would love to see just a few more things that usually are seen in zoos (hint, hint, cough, AQUARIUM, BIRD EXHIBITS" nudge, nudge) wink..... Keep doing the good work, love it to bits!
"Ever since the patch, its like the guest forgot that there was another gate other than the first one they enter. I still argue that the devs need to create a One Way path to allow for control of guest movements."
"I suggested this months ago for rapidly breeding animals. May not be necessary for larger animals, or animals that prefer solitude (Bengal Tigers come to mind) but the smaller ones like Meerkats, Prairie Dogs, Capybaras, Beavers, (Mostly Rodent Family Types), Birds.... these type of animals have fast birthing rates and easily gets out of hand very quickly between bad gene results and dirty habitats. I really think this would be a great quality to life addition to the zoos to help with population management."
"OK, so guest having the ability to roam freely is great!.... BUT, can we have a way to prevent them from walking over top enrichment's and shelter beddings? Maybe some kind of "restricted zones"?? I feel like my animals should have a place they can go if they feel too crowded, such as their shelters. And in my farm habitat, my guest keep walking over the mud bath and it just looks weird."..."So I've tried staff pathing and barriers. Both ineffective. Those barriers never really worked well in the first place. The red and green ones do work but it blocks everyone, which isnt useful except for very specific circumstances. And the little hand or no entry signs are just decoration. I really wish the Devs would fine tune the barriers to function better. Im not sure what coding their using for pathing, but the guest seem to have an "invisible no enter" to staff paths, so it would make sense to me to apply that to the yellow/black barriers and leave the red and green barriers as they are."
There was another small discussion about the calendar speed and rapid aging with animals. The only mention I made here was that scheduling animal talks feel rushed even though a few inches translates to months of travel (which makes no sense). You cant close a zoo during winter months or bad weather months, so guest and animal happiness gets wonky here, and the frequency to keep habitats clean (esp with rapid breeding types) isnt short enough. One month is too long between cleanings, unless you create a "poop crew" that its their sole job to sanitize habitats. Also, can we charge vandalism guest for whatever money they have to replace things if they get caught? Even with all of the cameras and cops walking around, there's no incentive to prevent zoo damage.. maybe allowing us to take their money before ejection, at least it would make up for the losses.
Lastly, the only glitch I noticed was with the Souvenir Shops (admittedly I havent tried it yet since the barnyard patch). People would become trapped, and Vendors couldn't find their shops. I love the large "gift shop" I created in my zoo, it reminds me of the zoo I use to visit as a child, so I am looking forward to putting it back to the souvenir style and hope the glitches have been worked out.
Thank you for reading Devs. I love the work you have done on this game, please for FS! Keep giving us more animals and scenarios to work with. I fear that you went to console and will stop making content for this game on PC eventually. I know you can't stay on this forever but I would love to see just a few more things that usually are seen in zoos (hint, hint, cough, AQUARIUM, BIRD EXHIBITS" nudge, nudge) wink..... Keep doing the good work, love it to bits!
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