They fixed the gameplay pace/time issue!

So you obviously have forgotten that part of the selling points of the game was that it was going to be/have challenges. The franchise mode is clearly and obviously the mode for that aspect of the game. If you want to 'enjoy the animals' there are at least TWO other modes for that purpose.

The game, especially the franchise mode, is ultimately a management game. A game where you play the part of Zoo Director. Where you are faced with decisions and issues. By slowing the game down you take those aspects away from the game. At the very least you diminish those aspects.

Furthermore, how much time is anyone really going to spend or need watching these cartoon animals run through the same loops over and over and over again? How 'attached' to these animal loops is anyone really going to get? I'm just being realistic.
Nope, I am 100% certain the main selling point of a ZOO game is the ANIMALS. How ever, as I’ve said before, you’re in luck: even with slowed down time, there can still be enough “challenge” for you! Slowing down time doesn’t mean that any amount of difficulty will be lost, just that the game will be played differently. But still difficult. Of course it would be a priority for the devs to allow us to enioy the animals, while also having difficulty. They’re not mutually exclusive.
 
So you obviously have forgotten that part of the selling points of the game was that it was going to be/have challenges. The franchise mode is clearly and obviously the mode for that aspect of the game. If you want to 'enjoy the animals' there are at least TWO other modes for that purpose.

The game, especially the franchise mode, is ultimately a management game. A game where you play the part of Zoo Director. Where you are faced with decisions and issues. By slowing the game down you take those aspects away from the game. At the very least you diminish those aspects.

Furthermore, how much time is anyone really going to spend or need watching these cartoon animals run through the same loops over and over and over again? How 'attached' to these animal loops is anyone really going to get? I'm just being realistic.

I guess the Zoo Director/manager in real life never gets to enjoy looking at his animals for more than a second then.. It's like having a full time job, coming home to play the game, which could feel like another full time job if you have a full zoo (400+ animals). LOLz. how fun. As you know from the beta feedback forum, I love the management, I love money. I spent the first 3 hours along with finding bugs and loopholes during beta, inside the finance tabs and seeing what is the best way to make money fast ($6.5billion woot !). But there has to be a limit to how tedious you make the franchise mode for the majority of people wanting to play online who also love management. Yes this mode is not for everyone, but don't make it feel like a second job.
 
Nope, I am 100% certain the main selling point of a ZOO game is the ANIMALS. How ever, as I’ve said before, you’re in luck: even with slowed down time, there can still be enough “challenge” for you! Slowing down time doesn’t mean that any amount of difficulty will be lost, just that the game will be played differently. But still difficult. Of course it would be a priority for the devs to allow us to enioy the animals, while also having difficulty. They’re not mutually exclusive.

The following quotes are from the steam page:

Build a world for wildlife in Planet Zoo. From the developers of Planet Coaster and Zoo Tycoon comes the ultimate zoo sim. Construct detailed habitats, manage your zoo, and meet authentic living animals who think, feel and explore the world you create around them.

ABOUT THIS GAME
Build a world for wildlife in Planet Zoo. From the developers of Planet Coaster and Zoo Tycoon comes the ultimate zoo sim, featuring authentic living animals who think, feel and explore the world you create around them. Experience a globe-trotting campaign or let your imagination run wild in the freedom of Sandbox mode. Create unique habitats and vast landscapes, make big decisions and meaningful choices, and nurture your animals as you construct and manage the world’s wildest zoos.

Clearly you are over confident in your certainty. Clearly the game is being sold for both those who want to 'enjoy their animals' AND those who want a more challenging experience.

ADDENDUM:

The following quote is from the Planet Zoo website:

MEANINGFUL MANAGEMENT

Manage an amazing living world that responds to every decision you make. Focus on the big picture or go hands-on and control the smallest details. Thrill visitors with iconic exhibits, develop your zoo with new research, and release new generations of your animals back into the wild. Your choices come alive in a world where animal welfare and conservation comes first.
 
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The following quotes are from the steam page:





Clearly you are over confident in your certainty. Clearly the game is being sold for both those who want to 'enjoy their animals' AND those who want a more challenging experience.
Nope, still confident that the animals are the main selling point of the game. And it’s easy to know that with this simple yes/no question:

Would you buy this game if it had 0 animals?
 
Clearly you are over confident in your certainty. Clearly the game is being sold for both those who want to 'enjoy their animals' AND those who want a more challenging experience.
As you said, the game is sold for both. However, from what I've seen online, the main draw and main reason for people to buy it is the animals. And I can tell you as a person that used to be a zookeeper, managing a zoo takes time, but a lot of your time even as a manager goes to enjoying the animals.

If to you the animals are only "animations which run in loops" that's good for you, but I don't think this is what the game is for most people.

Regardless of differing opinions, this thread is becoming hostile.
Regarding what is the selling point of this game, we can all agree to disagree, and regarding the desired game pace, we can just avoid arguing about that for the sake of communicational atmosphere in the forum, at least until the full game is released and we learn what exactly are the changes and what is the base pace of the game.

After all, we're all here to have fun and support what seems to be one of the best simulation games of recent years :)
 
Nope, still confident that the animals are the main selling point of the game. And it’s easy to know that with this simple yes/no question:

Would you buy this game if it had 0 animals?

ROFLMFAO....................

You believe what you want to believe. But as others have said to me:

In my opinion, giving more players more ways to play is only a good thing. Saying "my way to play is the only correct one" is selfish, even if it is the subjectively correct opinion.

Why is it wrong or bad that there ARE players who want the challenges that were promised by the dev's to be in the game? Why should this game be made to be so easy in every mode? Why disregard a key selling point of the game?
 
I did not have an issue with fast pace - I was playing in fast forward most of the time anyway, so really enjoy whatever Frontier does with the pacing really - game is so enjoyable and inspiring, absolutely loved the beta, thanks and very excited, regards G
 
ROFLMFAO....................

You believe what you want to believe. But as others have said to me:



Why is it wrong or bad that there ARE players who want the challenges that were promised by the dev's to be in the game? Why should this game be made to be so easy in every mode? Why disregard a key selling point of the game?
Well you’re in luck! For the third time, slowing down time doesn’t make the game easier! It just makes it different! While still retaining it’s difficulty! So no, it is not wrong that players want to be challenged, but it is wrong to think that changing the time speed automatically makes the game easier! And no, I haven’t disregarded the other aspects of the game. The MAIN selling point of this game is in fact, the animals. That doesn’t mean there aren’t other aspects to the game. It simply means, that the primary reason this game exist, is the animals within it, and not anything else. I can see by you avoiding the question that your answer would have been “no”. The devs have said once and again that the game is about the ANIMALS, their welfare, their care, and their connections to the players. And sure, maybe YOU can’t experience that, but most of the playerbase can.
 
As you said, the game is sold for both. However, from what I've seen online, the main draw and main reason for people to buy it is the animals. And I can tell you as a person that used to be a zookeeper, managing a zoo takes time, but a lot of your time even as a manager goes to enjoying the animals.

If to you the animals are only "animations which run in loops" that's good for you, but I don't think this is what the game is for most people.

Regardless of differing opinions, this thread is becoming hostile.
Regarding what is the selling point of this game, we can all agree to disagree, and regarding the desired game pace, we can just avoid arguing about that for the sake of communicational atmosphere in the forum, at least until the full game is released and we learn what exactly are the changes and what is the base pace of the game.

After all, we're all here to have fun and support what seems to be one of the best simulation games of recent years :)

That's right. I did say that. But some don't seem to understand that the different modes of the game are for just that purpose - the different reasons players want to play the game. So why make every mode for one set of players play styles? That's only good for a select group of players while neglecting others. Telling others who want to experience challenges in the game to play on 'double speed' is "selfish" (just as turkeyfox said to me.).
 
Well you’re in luck! For the third time, slowing down time doesn’t make the game easier! It just makes it different! While still retaining it’s difficulty! So no, it is not wrong that players want to be challenged, but it is wrong to think that changing the time speed automatically makes the game easier! And no, I haven’t disregarded the other aspects of the game. The MAIN selling point of this game is in fact, the animals. That doesn’t mean there aren’t other aspects to the game. It simply means, that the primary reason this game exist, is the animals within it, and not anything else. I can see by you avoiding the question that your answer would have been “no”. The devs have said once and again that the game is about the ANIMALS, their welfare, their care, and their connections to the players. And sure, maybe YOU can’t experience that, but most of the playerbase can.

Slowing time does make the game 'easier'. How so? Because things move - umm - SLOWER. That allows you more time to react or to do things. By default that's easier than if the game ran at a faster speed. Which, coincidentally, is exactly why someone told me to run the game on 'double speed'. Of course I didn't see you correct them.
 
Slowing time does make the game 'easier'. How so? Because things move - umm - SLOWER. That allows you more time to react or to do things. By default that's easier than if the game ran at a faster speed. Which, coincidentally, is exactly why someone told me to run the game on 'double speed'. Of course I didn't see you correct them.

It doesn't make it easier because thats no different than pausing the game, and then thinking about your decisions... You could do that in any mode... even if the Time per day was 1 second per day.
 
It doesn't make it easier because thats no different than pausing the game, and then thinking about your decisions... You could do that in any mode... even if the Time per day was 1 second per day.

Thanks. You actually supported my contention, although you might not realize that you did, that making the game slower makes it easier. Pause is merely a complete stoppage of the game.
 
Don't assume I was supporting it.
No one want to only look at their animals frozen in time.

I 'assumed' nothing! Thanks. Your words literally supported my contention.

It doesn't make it easier because thats no different than pausing the game, and then thinking about your decisions... You could do that in any mode... even if the Time per day was 1 second per day.

If pausing the game makes the game easier and slowing the game down is the same as pausing the game then slowing the game down must also make the game easier.

Creating more time for the player to react to issues also makes the game easier. It's a simple matter of deduction. Think about it.
 
Slowing time does make the game 'easier'. How so? Because things move - umm - SLOWER. That allows you more time to react or to do things. By default that's easier than if the game ran at a faster speed. Which, coincidentally, is exactly why someone told me to run the game on 'double speed'. Of course I didn't see you correct them.
Because there’s little aspect of video games called “balance”. Things can be “buffed” to be stronger/harder, or things can be “nerfed” to be weaker/easier. Naturally, when something is nerfed, this causes other things to be buffed. The developers can indeed do this in Planet Coaster, where they can make the speed of time slower, but the cost of items higher. They can make animals breed less, but they also make animals sell for much more. This is the power of balance. You change many things to keep the game balanced.

Now, let me remind you: this is not a timed reaction game. You don’t have to press Q, A , D , D, W to win a quick-time event. Difficulty isn’t all about quick reactions. It’s about DECISIONS. Decisions that if made wrong, will affect you negatively. Like buying something you can’t afford. This is a game about ZOO PARKS. There is not a single zoo in real life where the manager has to quickly run to his employe’s office and tell him what to do. No. In real life, time runs at 1 second per second. Yet, is managing a zoo in real life easy? Of course not. You seem to relate quick reactions to difficulty, and that’s where you are mistaken. Quick reactions can be difficult, sure. But that is not the point of this game. The difficulty of this game comes from elsewhere, from making good decisions. Not matter how much time it takes you to make those. Also, by your logic, the game is easy right now, as pausing the game is possible. By pausing the game you have INFINITE reaction speed. Any “pro” players would then spend every 3 seconds pausing the game. That doesn’t make sense, does it? Reaction speed doesn’t define the difficulty of this game. No one’s going to spend all the game paused, either. So be happy that difficulty stems from elsewhere than just having the players react to events quickly.
 

HeatherG

Volunteer Moderator
Please stay on topic and please be respectful in this thread.
TOPIC IS: "They fixed the gameplay pace/time issue!
 
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... How did this thread turn into the exact same argument once again? 🤦

At the end of the day, a game company that cares about its player base and listens to feedback (which Frontier has proved it does) will listen to everyone, but ultimately go with what the majority want. And time and again has proven that most people want time slowed.

If time getting slowed is really going to make you not play the game then I'm sorry but tough luck, you don't have to. I want time slowed but I'll still play the game as it was in the beta/still enjoy it.

Also saying that management > animals in a zoo game is like saying you want to play a city builder but not care about the people's needs. Which is illogical, sorry.

This topic just keeps going in circles but at the end of the day most people want things slowed, and even if we don't get it at launch, I'm confident Frontier willl give it to us eventually 👍
 
Because there’s little aspect of video games called “balance”. Things can be “buffed” to be stronger/harder, or things can be “nerfed” to be weaker/easier. Naturally, when something is nerfed, this causes other things to be buffed. The developers can indeed do this in Planet Coaster, where they can make the speed of time slower, but the cost of items higher. They can make animals breed less, but they also make animals sell for much more. This is the power of balance. You change many things to keep the game balanced.

Now, let me remind you: this is not a timed reaction game. You don’t have to press Q, A , D , D, W to win a quick-time event. Difficulty isn’t all about quick reactions. It’s about DECISIONS. Decisions that if made wrong, will affect you negatively. Like buying something you can’t afford. This is a game about ZOO PARKS. There is not a single zoo in real life where the manager has to quickly run to his employe’s office and tell him what to do. No. In real life, time runs at 1 second per second. Yet, is managing a zoo in real life easy? Of course not. You seem to relate quick reactions to difficulty, and that’s where you are mistaken. Quick reactions can be difficult, sure. But that is not the point of this game. The difficulty of this game comes from elsewhere, from making good decisions. Not matter how much time it takes you to make those. Also, by your logic, the game is easy right now, as pausing the game is possible. By pausing the game you have INFINITE reaction speed. Any “pro” players would then spend every 3 seconds pausing the game. That doesn’t make sense, does it? Reaction speed doesn’t define the difficulty of this game. No one’s going to spend all the game paused, either. So be happy that difficulty stems from elsewhere than just having the players react to events quickly.

SIGH...........

I completely understand how coding works. I can say from my own knowledge and experience that you are not entirely correct. Your first error is when you state

Naturally, when something is nerfed, this causes other things to be buffed.

Nerfing one thing in a game does NOT automatically buff other things in a game. For example: If the breeding rate of animals are slowed down (nerfed) it has no effect on anything except the breeding rate of the animals. Only one small piece of code would need to be touched. That piece of code is a number that is connected to either a set time rate or a percentage rate (or an RNG for another term). If the rate of how fast time passes is slowed down to a slower rate it only slows down the speed of the game it only effects how fast time passes. It can give the appearance that other things are occurring slower. But that's only an illusion. Balance only comes into play when other factors are also changed. Each factor would require being adjusted individually.

In regards to your second paragraph: What do you think a managers job is?

Zoo directors lead the management team in overseeing zoo operations. Some of their duties may include animal and personnel management, facility maintenance, and development of the zoo and zoo programs.

Duties
Zoo directors are responsible for supervising all aspects of zoo management. Areas of focus usually include managing park operations, creating budgets, implementing policies, hiring management staff, sourcing additional funding, and overseeing the development of the facility. A director also usually acts as the chief spokesperson for the zoo in media relations.

Zoo directors collaborate with departmental directors and curators, who in turn supervise the other zoo staffers such as keepers, educators, veterinarians, support staff, and volunteers. Directors are responsible for ensuring that all day to day operations run smoothly and that animals are cared for in accordance with all applicable regulations. In a smaller zoo, the zoo director might also be the curator and be responsible for the care and the exhibitions of the animals.

Zoo directors tend to work regular hours as this is an administrative and managerial role, but they must also be available to deal with any emergency situations as they arise. Some evening and weekend hours may be necessary depending on the zoo’s schedule and to accommodate special events. Directors may also be required to travel to represent the zoo at conventions or other professional events.

This game, the franchise mode especially, IS about the players simulating a zoo directors position. Yes animals are part of the responsibilities but animals are not the only thing there is for a zoo director to be concerned or involved with.

Speed/pace of the game has a direct affect on the difficulties and challenges of the game. Just as it does in any game where time is involved. If you, the player, is mismanaging their zoo they will experience more things going wrong more often. This can and does make the game appear more difficult. They will blame the speed/pace of the game instead of blaming their struggles on their own inability to manage their game. If the speed/pace of the game is slowed to a snails pace then it has the adverse effect. Then the game becomes easier as things simply don't occur as often. This is not that complicated to understand. It's the entire argument of those who want the pace of the game, franchise mode, to be slower. They feel they struggled too much because things were happening too fast for them. They want time to 'enjoy their animals'. They want the game to be 'easier'. Some players just happened to catch on to the game quicker than others.

As much as you want to slow the pace of the game down to the point where even the quickest breeding animals take one to two hours or more to breed I don't want to have to wait 2 hours for animals to breed and 5 to six more hours for their offspring to grow to maturity. I should NOT have to play the game of double speed anymore than you want to pause the game. I have made several suggestions that were a compromise to both our concerns. I don't feel that you want to compromise at all. At this point we have to wait 4 days to find out what the dev's have decided to change or balance. I hope the dev's considered the concerns of those who felt the pace of the game was fine and those who don't want to play for hours before they can breed their first animals as much as you hope they slow the game (pace) down. As I stated earlier, I believe the dev's should have waited to change the pace of the game or any balancing because we didn't have access to all aspects of the game. In addition we were all learning the game as we were to find and to report any bugs or issues. The beta was NOT about 'enjoying the animals'!
 
SIGH...........

I completely understand how coding works. I can say from my own knowledge and experience that you are not entirely correct. Your first error is when you state



Nerfing one thing in a game does NOT automatically buff other things in a game. For example: If the breeding rate of animals are slowed down (nerfed) it has no effect on anything except the breeding rate of the animals. Only one small piece of code would need to be touched. That piece of code is a number that is connected to either a set time rate or a percentage rate (or an RNG for another term). If the rate of how fast time passes is slowed down to a slower rate it only slows down the speed of the game it only effects how fast time passes. It can give the appearance that other things are occurring slower. But that's only an illusion. Balance only comes into play when other factors are also changed. Each factor would require being adjusted individually.

In regards to your second paragraph: What do you think a managers job is?



This game, the franchise mode especially, IS about the players simulating a zoo directors position. Yes animals are part of the responsibilities but animals are not the only thing there is for a zoo director to be concerned or involved with.

Speed/pace of the game has a direct affect on the difficulties and challenges of the game. Just as it does in any game where time is involved. If you, the player, is mismanaging their zoo they will experience more things going wrong more often. This can and does make the game appear more difficult. They will blame the speed/pace of the game instead of blaming their struggles on their own inability to manage their game. If the speed/pace of the game is slowed to a snails pace then it has the adverse effect. Then the game becomes easier as things simply don't occur as often. This is not that complicated to understand. It's the entire argument of those who want the pace of the game, franchise mode, to be slower. They feel they struggled too much because things were happening too fast for them. They want time to 'enjoy their animals'. They want the game to be 'easier'. Some players just happened to catch on to the game quicker than others.

As much as you want to slow the pace of the game down to the point where even the quickest breeding animals take one to two hours or more to breed I don't want to have to wait 2 hours for animals to breed and 5 to six more hours for their offspring to grow to maturity. I should NOT have to play the game of double speed anymore than you want to pause the game. I have made several suggestions that were a compromise to both our concerns. I don't feel that you want to compromise at all. At this point we have to wait 4 days to find out what the dev's have decided to change or balance. I hope the dev's considered the concerns of those who felt the pace of the game was fine and those who don't want to play for hours before they can breed their first animals as much as you hope they slow the game (pace) down. As I stated earlier, I believe the dev's should have waited to change the pace of the game or any balancing because we didn't have access to all aspects of the game. In addition we were all learning the game as we were to find and to report any bugs or issues. The beta was NOT about 'enjoying the animals'!
There is an aspect you did not consider. Buffing an aspect of the game does indirectly nerf other aspects. In a fighting game, if you buff guns to do more damage, you’ve indirectly nerfed swords, without changing any of their stats. If you slow down breeding in PZ, you’re nerfing animals with small litters and indirectly buffing animals that have bigger litters. This applies to everything in one way or another.

In regards to your quoted paragraph, there is nothing there that requires any reaction times that wouldn’t be realistically represented by a slower time speed. In fact, that reaction time would be hundreds of times slower than in the game’s slowest speed. Remember, in real life, time runs in REAL TIME. That is much, much slower than in-game time. Real life managers do not spend 24/7 making hasty time-intensive decisions that require impeccable reaction times. Your expectations are unrealistic.

And as I explained, if problems are changed to happen less often, due to the concept of balance, that means those problems will be more costly ans difficult to resolve. Thus, the difficulty is kept, or maybe made even harder. This isn’t a quick reaction game.

And your compromise, to add an slow motion option, isn’t a compromise. It is an idea you had, but so far, every player that wanted slower time disagreed with it. That’s not compromise. Compromise would be changing your suggestion to something that the players who want slower time, and yourself, both agree with. But your solution wasn’t satisfying for us. So it does not count as compromise.
 
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