Hey all,
This is just showing that the report was investigated fully. It is not a confirmation of changes to gameplay mechanics.
Hi everyone, we've just got some more information on this topic from dev! As you can imagine with Planet Zoo, animal lifespans and breeding play a critical role in many aspects of the simulation so it's something that we consider very carefully when addressing feedback. The issue has been marked as Fixed because for launch, the team have made a number of balancing tweaks and changes, specifically to animal lifespan and breeding, in an effort to address the Beta feedback.
Thank you for all of your constructive comments so far; we can't wait for Tuesday.
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.
The selling point of the game is that you’re supposed to learn about the animals. That the animals have personalities and that they’re coded in such a way that their behaviour resembles close to real life. The personality aspect allows people to grow attached to the animals, even if they’re digital 1s and 0s.So you obviously have forgotten that part of the selling points of the game was that it was going to be/have challenges.
You would be surprised. And I’m also unpleasantly surprised at your approach to this. Different people will the animals for different reasons at different levels.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.
Why do you care about playing the game on fast forward mode...WHO wants to play the game on 'double fast forward'??????
if you won’t care about looking at the animals after, what sounds like, a short while?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?
If you don’t want the franchise mode of a zoo management game to be about animals, then I don’t know what you were expecting. Maybe try Cities Skylines instead.The franchise mode is NOT, nor should it be made to be, the mode to 'enjoy the animals'! The franchise mode is, should be, the mode to deal with the challenging aspects of the game! PERIOD!
The selling point of the game is that you’re supposed to learn about the animals. That the animals have personalities and that they’re coded in such a way that their behaviour resembles close to real life. The personality aspect allows people to grow attached to the animals, even if they’re digital 1s and 0s.
You would be surprised. And I’m also unpleasantly surprised at your approach to this. Different people will the animals for different reasons at different levels.
Why do you care about playing the game on fast forward mode...
if you won’t care about looking at the animals after, what sounds like, a short while?
If you don’t want the franchise mode of a zoo management game to be about animals, then I don’t know what you were expecting. Maybe try Cities Skylines instead.
“We just didn’t have time. So Planet Zoo is really the animal management game I’ve been wanting to make for 15 years, and being self-published means we can make the game we want.”
“Animal husbandry is core to any modern zoo, and some of these zoos are doing a fantastic job in that regard,” says Jackson. “We’ve spoken to zoo keepers as part of our research on this project, and they are there for the animals. They’re trying to repopulate the wild wherever they can. That’s something we very much wanted to reflect in Planet Zoo.”
"Attention to detail is almost an obsession at Frontier. Grounding things with a scientific background is what we do best, whether it’s mapping a galaxy or making the most authentic rollercoasters down to the nuts and bolts.
“Or in the case of Planet Zoo, making sure the zoo the animals are part of is representative of what a modern zoo stands for, and that conservation and husbandry are catered for properly.”
“A streak of authenticity runs through all our games at Frontier,” says Jonny Watts. “I’d love it if people were inspired by them to pursue a career in zoology or astronomy, the same way Life on Earth inspired me to study zoology. Our games are fun, but there’s always a message in there. Not an overt one. But enough to inspire people, I hope.”
The idea, Frontier says, is to make you really care for the creatures in your zoo, so you don’t just think of them as expendable exhibits.
“We want these animals to feel like they’re important to you, that you do need to look after them and care for them,” says Piers Jackson. “And we have seen these attachments grow. One team member followed one of his elephants through a full life cycle, and it was distressing when it died. That’s a really cool moment. A real bond. The work of the team, be it the character modellers, the animators, or the guys doing the AI, has come together to create something that people are really invested in.”
But if a management game is going to challenge the player, there needs to be moments where things go to hell. You don’t have to worry about guests being eaten by lions here, though. An escaped animal will cause a panic, but no blood will be shed, unlike Frontier’s other ‘zoo’ sim, Jurassic World Evolution. But there’s still plenty that can go wrong, forcing you to step in and deal with the crisis, spinning the appropriate plates.
“There’s the welfare of the animals, whether you’re building the right habitats and if they’re big enough,” says Piers Jackson. “You also have to be able to breed these animals effectively to increase their population.
“You have to provide enrichment for them to fight off boredom, give them the right food, research them, prevent them from getting diseases.
“In any simulation management game you have to allow people to do things badly. People have to be allowed to fail or push the simulation in a way that you didn’t intend. And there can be consequences to that. Creating a habitat that isn’t good for an animal will have a negative impact on its well being and the guests. But I think people will find ways of creating successful habitats that we haven’t thought of, and that’s part of the joy of making a customisable game like this.”
“Running a zoo is all about making sure the animals are well cared for, and that’s really the core of Planet Zoo,” says Jonny Watts. “You have to make sure the habitats have the correct biomes and temperatures. But there’s also a whole other area called enrichment. This means things you put into the habitat to stimulate the animals and break up their day, or recreate experiences they would have if they were in the wild. You’ll have emotional highs and lows. When an animal dies it also affects the economy. Money stops coming in, which is an important gameplay mechanic. It works on two levels, emotional and financial. If a ride breaks down in Planet Coaster you can send the engineers to fix it. But you can’t bring a dead animal back to life. That’s a beautiful bit of destruction and, from a pure gameplay perspective, a great ingredient for the simulation. And from that you get this emotional ebb and flow.”
You know, none of those quotes really support your point of “slowing down time makes the management part of the game less difficult” or your point of “the franchise mode shouldn’t be about animals.” If anything, some of the quotes literall prove your points, technically, wrong.Clearly the creators of the game had a vision. They wanted to make the game an 'animal management game'. But, they wanted the game to be so much more than being a Giga Pet or a Tamagotchi. They wanted the game, including the animals themselves, to have much more depth than any other zoo or pet game before it. Examples of the vision for the game can be seen in the following quotes Piers Jackson, Planet Zoo Game Director:
Well, in that case, right back at you.I don't know how so many people can be so wrong yet believe they are so right? Astoundingly, Even when it's in black and white and right in front of them they refuse to see the evidence.
I guess I’ll add more to this before the thread gets closed for being off topic or something. Not that the OP said anything about it (on this thread at least.)
You know, none of those quotes really support your point of “slowing down time makes the management part of the game less difficult” or your point of “the franchise mode shouldn’t be about animals.” If anything, some of the quotes literall prove your points, technically, wrong.
Also, the devs talking about players being allowed to experience mayhem and mistakes are most likely to do with gameplay mainly, looking at what the quotes are stating. I personally enjoy the challenge of monetary maintenance as well as the focus on the animals. Personally, I prefer to follow to life cycles of the animals in my zoo, so I prefer to spend a bit more time with each of them than what it was like in the beta.
Well, in that case, right back at you.
And anyway, there isn’t a right or wrong time pace for this game. There are only preferences. And the majority prefer a slower pace, for a more personal experience with the animals.
And with this post, I end my involvement on this topic.
Is there a description to that anywhere? I didn't see itPyramides mean how many players voted for that issue. Not the fixing progress.