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I'd like this thread to be used only for constructive criticism and opinion sharing, not for complaining or pessimism
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I love this game, and I played it for hundreds of hours, but there is a ceratin aspect of it's design which slowly takes away from my enthusiasm to play the game. Or rather a few aspects combined together.
I find that the main challenge in this game, after playing for a while, is not at all in managing your zoo, but in micro-managing stuff which should really be autonomous.So while I do fight to keep my zoo afloat, it is not because I need to think of a better design, but because there are a million events which require my attention at any given moment. I say events, and not problems, because these are things that should happen, like births, not problems in the design of the zoo.
A few ideas:
I'd like this thread to be used only for constructive criticism and opinion sharing, not for complaining or pessimism
***
I love this game, and I played it for hundreds of hours, but there is a ceratin aspect of it's design which slowly takes away from my enthusiasm to play the game. Or rather a few aspects combined together.
I find that the main challenge in this game, after playing for a while, is not at all in managing your zoo, but in micro-managing stuff which should really be autonomous.So while I do fight to keep my zoo afloat, it is not because I need to think of a better design, but because there are a million events which require my attention at any given moment. I say events, and not problems, because these are things that should happen, like births, not problems in the design of the zoo.
A few ideas:
- Self sustaining zoos - A workzone which sustains itself. If I have all the staff, the staff center, and habitats designed properly, I should not get any of the following messages, as they should be solved on their own:
- X is hungry/thirsty
- Facility Y has broken down
- Habitat Z is not clean.
- Stuff like animal dying and animal getting sick I should get notified about, but I shouldn't be required to manually call a vet.
- LESS CLICKING - the game now has ridiculous amount of clicking for navigating the different parts of the game. A few examples of clicking that is not necessary:
- Maunally filtering habitat requirements according to biome and contienent. There could be a button in the animal tab that sets the proper filters for you.
- clicking an animal in an exhibit menu should open it's own menu, not just take me to it's location.
- move/trade a few animals simultanously. Now you need 3-10 clicks per animals (10 if you want to set a price manually).
- Display an animal's ranking (gold, silver...) in ALL menus, so that you wouldn't have to open every animal's menu just to see it's ranking.
- More "select all" options all over the game. Select all staff, select all animals...
- breeding can be automated to an extent. You can choose to release an animal to the wild once it grows up, send it to trade center, etc...
- guests should stay happy without you managing every little bit of the path. They shouldn't require food and drink stands every 10 meters, they shoulkd be able to withstand a 50 meter walk with no animals without becoming angry, and they shouldn't break so much stuff.
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