Update Ideas

Now this is something important i saw nobody talking about.
Yeah yeah packs are cool and all but really what makes me come back to the game are the updates much more then the dlcs, as the dlcs are optional and just add stuff, but the updates truly are what enhances the game by a large margin, atleast thats how it would be in a perfect world.
So heres a little thought experience how i would adress the updates for next year, especally after this year kind of left me underwhelmed as most of the focus tend towards fixing up educators do a decent point and the exhibit "update" leaving them just as sucky as before, with mostly small but not very significant changes otherwise, eventhough new animal behaviours were nice.
So some ground rules:
  • 4 Updates with 1 major and 4 minor features instead
  • 4 new animal variations = 1 minor feature

While i cant really make hard differentiations for major and minor features, i trust you guys to be reasonable and not put something like an entire exhibit overhaul as a minor feature.
So anyways here we go without a clear order but all updates roughly themed around one thing.

Update 1: Hitbox Update
Major Update: Hitbox Overhaul
  • Smaller Hitboxes for all animals that better fit their actual size
  • Making all Hitboxes better adaptable to smaller items cough cough Faux rocks cough cough

Minor Update 1: Passable Objects
  • Pieces can be Choosen as Passable Objects that do not register as solid matter in the habitat and can be clipped and walked through by the animals
  • Would allow building closed shelter doors which are easier and often prettier to do, but still have shelters for the animals
  • Could need a Mechanic outside of Sandbox to switch pieces from Passable to Normal and vice versa to give them more utility

Minor Update 2: Recolorable Staff Uniform

Minor Update 3: Smaller Electricity Generators
  • 2 New Pieces: Fuse Box and Roof Solarpannel
  • Fusebox: A much smaller Piece then the generator that can be placed up to double the range of a electricity generators normal provider range and provide in a smaller area around them electricity from the generator while being easier to hide away with a much smaller guest disturbance radius, but they need to get much more regular check ups from Mechanics
  • Roof Solarpannel: A small solarpannel piece that can be freely placed, but only generates very little electricity compared to the other methods, but can be much more easily be put down in large numbers to make up for it. They also have an only half as big sphere of influence as the larger generators

Minor Update 4: New Weather Thunderstorm
  • a new weather type based on rain, being stronger, darker and more uncomfortable for both animals and visitors alike with all of them trying to seek shelter
  • New Thunder and Lightning Sound and Visual Effects
  • Possibility that Fuseboxes will shut down and need to be repaired by Mechanics

Update 1. Focus is about making the game less frustrating and clunky regarding the then hopefully not anymore atroucious hitboxes and giant, ugly and not really realistic generators, giant grounded solar pannals and wind turbines, while also adding two new cosmetic effects that everybody should enjoy with the much requested staff uniforms and a new weather with gameplay implication. It also gives mechanics a bit more to do and some extra utility.


Update 2: Reptile Update
Major Update: #FreeTheIguanas
  • Both the Green and Lesser Attilean Iguana are now also habitat animals, being the first animals that can be kept both in exhibits and free
  • New Iguana Rig and Animations

Minor Update 1: New Animal Behaviour: Sunbasking
  • Animals can now activly seek out Spots where the light shines to stand or lay down aslong as the temperature isnt above their comfort zone
  • Reptiles have the highest chance to seek out the sun
  • New Enritchment Item: Heating Lamp (Creates an Artifical Basking Spot)

Minor Update 2: 4 New Animal Variations
  • Orange Green Iguana
  • Green Lesser Attilean Iguana (Juvenile and Addult Females only)
  • Dark Blue/Black Gharial
  • Reddish Nile Monitor

Minor Update 3: Scaling Reptile Size
  • Both Giant Tortoises and Saltwater Crocodiles will now constantly grow towards a fix max of 6,5 meters for Salties and 1.9 meters for the tortoises
  • The Size Gene will give them a headstart and depending on how low it is also cap out the max size at a lower size
  • Appeal will rapidly increase once these animals have grown to impressivly large sizes

Minor Update 4: Exhibit Caiman
- Cuviers Dwarf Caiman as a Hybrid Animal as well

Update 2. has a focus on the sadly often overlooked reptiles, giving them a new taxonomic order, 2 new base game animals, a new hybrid mechanic and a new behavior fitting for them.
The scaling size gimmick could be a bit to much, but honestly it would just be a really cool idear to flex who has the largest tortoise + it would fix the size issues in a more fun and organic way that references the fact that reptiles never stop growing. Neat


Update 3: Fixing Annoying Stuff Update
Major Update: Interspecies Overhaul
  • 2 New Distinct "Interspecies" Systems: Interspecies enritchment and Interspecies education
  • Current Interspecies enritchment will become Interspecies education, giving guests extra education for watching combined habitats from animals that live in the same area, passivly generating education
  • New Interspecies enritchment will make the animals happy like now, but with completly overhauled groups. Some obviously stay like the lemures but others like the african and asian elephant get added, to make these actually about animals that like to be around each other. Also yes capybara enritchment bonus with everything that wouldnt murk it would be hella fun
  • Animals with Interspecies enritchment would have animations with each other, so its resonable to assume that it would start with a few and add more over time

Minor Update 1: Size Fixes
- Multiple simple resizing Fixes (Spotted Hyena, Bison, Californian Sealion, etc)

Minor Update 2: Malayan Tapir
- You guys know what this mean i dont need to explain it

Minor Update 3: Disabling the Tradecenter
- God Mode Cheat Devise unabled as a storage engine outside of sandbox mode, animals that have been bought must immediatly be placed in a habitat, making backroom storing facilitys an usefull house keeping thing for players to manage with the money cost for both the animals food but also the drop in value or even death of the animal if you take to long/forget about them. Actually meaningfull decision making when adopting, incredible right?

Minor Update 4: Walkthrough Overhaul
- Going through all the animals and checking if they are actually kept in walkthrough enclosures or not so that once and for all we have a sensible walkthrough list till the next dlc arrives and messes things up again

Update 3. were general fixes and personal petpeves cough cough making a literal god mode available in the "challangeing" game modes about management cough cough, while mostly checking of rather simple fixes but in a high volume.


Update 4: Vetenerian Update
Major Update: Disease Overhaul
  • Diseases should have a transmission radius, from where it can contamine other suitable animals in different enclosures, instead of being bound by the barrier
  • After researching a disease, a vaccine is unlocked that can be toggled in an extra tab in the habitat menue like the food quality, where different vaccines can be chosen and toggled how frequent the animals get vaccinated, obviously all with the cost of more and more money.
Alternativly individual animals also now have a vaccine menue in their cards, where their indiviual vaccines can be checked and micromanaged in case of a particulary valueable animal.
  • Diseases have a much higher lethality rate on non vaccinated animals, that gets lower and lower to practically zero on the highest level on vaccinations.
  • Pregnant, Elderly and Baby animals are at a much higher risk to die and/or have a misscariage.
  • Different Diseases have different lethality rates, different vaccine costs and different needed frequencies to get them freshed up (im not a doctor but this sounds logical to me both from a game design and a medicine stand point)
  • Diseases can have 3 different detection levels: visitors can notice them allready early one, zoo keepers notice them on checkups and vets notice them on check ups

Minor Update 1: Vetenerian Talks
- Vetenerians can perform Vetenerian talks at animal talk points, educating the visitors

Minor Update 2: New Animal Behaviour: Musth
  • Musth is a periodic condition in male elephants that increases their aggression due to large rise in reproductive hormons
  • The elephant in Musth becomes intollerant of other animals and will attack them (1/0/0 Group tollerance and aggression towards other species)
  • Together with the trade center nerf, this means that zoos should have a seperate angry jail enclosure for their male elephants in case of musth
  • Extra uniqe challange to deal with one of the largest and most unique animals in the game

Minor Update 3: Animal Appeal Overhaul
  • The animal appeal system could use of some rearanging now that the dlc animals are here. Some deserve to be moved up, others down for a ballanced and realistic version
  • Exhibit animal appeal should be nerfed to fight of the exhibit cheese start
  • giving around 1/3 of the visitors either arachnophobia (fear of spiders), ophidophobia (fear of snakes) or just in general disliking insects would not only be realistic (according to wikipedia about a third of the world population is atleast one of those 2) but also be a good logic reasons why customers would dislike a zoo highly focused on exhibits with not much else to see

Minor Update 4: Better Caretaker workzones
  • Being able to select trash bins by hand or by a drag selecting multiple trash bins + toilet
  • Caretakers might actually clean where you want them now


So and thats it.
4 Updates, allmost 3 hours (sheesh) and a lot of thinking later, this is how i would design the updates for next year.
Are they realistic? Propaply not
But they were fun to make, tackling things i activly think need to be improved, most notably hitboxes, electricity the disease system, god mode and basicly everything else in update 3, but i also tried to put a focus on fleshing out the vetenerian and also the mechanic a little to get them to be a bit more interactive and offer more utility, while also trying to encourage meaning full decision making (better work zones, musth, no god mode, diseases, new possible electricity providers with their own positives and draw backs and the two new interspecies systems.
And then theres the reptile update, which is pretty much there because reptiles got kind of left in the dust and could really deserve some love + iguanas.
But what do you guys think?
Do you agree with my update idears?
Any improvements you would make?
Anything you disagree with?
Your own cool update idears?
Id love to hear them
 
Ok, Konig, not bad. I like a lot of these. Here are my suggestions, and imma combine some of yours with it. I copied and pasted some of it due to my laziness of not wanting to write:

Update 1.13
Staff
  • Vetenerians can perform Vetenerian talks at animal talk points, educating the visitors
  • Keepers and vets can now wash animals, and it can double as an educational show for guests
Dirty Animals
  • Animals now can get dirty. For an animal to get cleaned, they need a body of water, water-based enrichment, or a keeper/vet to clean them
  • Dirty animals have a slightly less appeal
  • If dirty for too long, animals will get diseases
Diseases
  • Diseases should have a transmission radius, from where it can contamine other suitable animals in different enclosures, instead of being bound by the barrier
  • After researching a disease, a vaccine is unlocked that can be toggled in an extra tab in the habitat menue like the food quality, where different vaccines can be chosen and toggled how frequent the animals get vaccinated, obviously all with the cost of more and more money
  • Alternatively individual animals also now have a vaccine menu in their cards, where their indiviual vaccines can be checked and micromanaged in case of a particulary valuable animal
  • Diseases have a much higher lethality rate on non vaccinated animals, that gets lower and lower to practically zero on the highest level on vaccinations
  • Pregnant, Elderly and Baby animals are at a much higher risk to die and/or have a miscarriage
  • Different Diseases have different lethality rates, different vaccine costs and different needed frequencies to get them freshed up
  • Diseases can have 3 different detection levels: visitors can notice them allready early one, zoo keepers notice them on checkups and vets notice them on check ups
Musth
  • Affects elephants
  • The elephant in musth becomes intollerant of other animals and will attack them (1/0/0 Group tolerance and aggression towards other species)
  • Can not be cured via vets nor can the elephant be cured by placing in a trade center or quarantine. Must be separated from existing animals and waited out

Update 1.14
Improved Animal Appeal
  • The appeal of many animals are increased and decreased, balancing out the overall appeal
  • Endangered animals have a slightly higher appeal
  • Animals with color mutations have an improved appeal
Animal Colormorphs
  • Qinling panda
  • Albino king penguin
  • Golden and pseudo-melanistic Bengal & Siberian tiger
  • Melanistic Plains zebra
Improved Models
  • Malayan tapir
  • American bison resize
Guest-Animal Interactions
  • Feeding stations. Guests can feed the following (I made this list with pics I saw online and also.some docile species)
    • Reticulated giraffe
    • Llama
    • Asian elephant
    • Galapagos giant tortoise
    • Aldabra giant tortoise
    • Capybara
    • Fallow deer
    • Bactrian camel
  • Phobias
    • 1/3 guest has either arachnophobia or ophidiophobia
    • 1/6 has herpetophobia
    • When guests have these phobias, they will actively avoid getting near exhibits/habitats containing these animals
  • Guest Observing animals
    • Guests can take photos of animals, similar to the group photo behavior
    • Guests can sometimes, rarely, yell at animals (you can ask guards to kick them out)
    • Guests will wave at animals
    • Guests will follow babies and also animals with color mutations
Improved Interspecies Enclosures
  • Interspecies Education
    • When having a multi-species enclosure, guests receive an education bonus
  • Improved Interspecies Enrichment
    • Animals will occasionally interact with other species
Update 1.15
Animal Behavior
  • Sunbathing - Certain species will now sit in the sunlight
    • Aldabra giant tortoise
    • American alligator
    • Cuvier's dwarf caiman
    • Galapagos giant tortoise
    • Gharial
    • Komodo dragon
    • Meerkat
    • Nile monitor
    • Ring-tailed lemur
    • Saltwater crocodile
    • Spectacled caiman
  • Lethargic Reptiles
    • Reptiles are now intolerant of the colder temperatures that they can withstand. If they aren't given a warm area, they will become slower, sleep more, and eventually, if not moved, will die of the cold
Animal Colormorphs
  • Orange Green Iguana
  • Green Lesser Attilean Iguana (Juvenile and Addult Females only)
  • Dark Blue/Black Gharial
  • Reddish Nile Monitor
New Enrichment
  • Heating lamp
  • Heated rock
Walkthrough Enclosure Updates
  • Iguanas are moved to WE (Konig, I know you want them as Habitat animals, which is cool, but honestly, this is probably more likely)
  • Option to remove path from WE
  • Option to remove door completely, making it a blank wall (for those players that aren't good with construction pieces)

Ok, those are 3 updates I could think of. I didn't do the minor ones because, 8/10 they're usually bug fixes and maybe the occasional animal redo (4 at this point, I believe)

(Took me an hour to think and write. Woah)
 
this is a really good seletion of ideas which form the basis of minor and major issues with the game so what do i think of this?

Update 1: Hitbox Update
Yes this is very much needed, many smaller animals and older large animals have stupidly big hitboxes which ruins habitat designs especially ones heavy on rockwork. Malaysian tapir is sweating in the background needing a 5 metre gap to walk into a building

Minor Update 1: Passable Objects
This could also be a workaround for the hitboxes of many objects like large rocks. Small animals for example should be able to go through elephant grass along with mnay other plants that should not be classed as solid but other times i would want that same object to be solid - bamboo for one.

Minor Update 2: Recolorable Staff Uniform
yes

Minor Update 3: Smaller Electricity Generators
Yeah many generators do not need to be that size really, a much smaller noise radius along with a lower output/upkeep would benefit all modes for sinigular buildings needing a power source. I mean what kind of toilet needs a full size generator to turn on the lights/dryers. Roof solar panels are another great idea i wish we had , it would also bring conservation and green energy a focus into the game which the conservation dlc should of done

Minor Update 4: New Weather Thunderstorm
Hmm not too sure about this considering how performance heavy normal rain is. However visitors seeking shelter rather than using an umbrella would be a neat mechanic, animals should also prefer to be indoors while it is awful outside bringing the need for actual indoor buildings into play. Generators shutting down is giving me JWE vibes, please Mr Velociraptor dont destroy my barrier and eat everyone

Major Update: #FreeTheIguanas
While i agree that large exhibit animals should be able to be in habitats, this contradicts the devs own statement about the iguanas

Minor Update 1: New Animal Behaviour: Sunbasking
This would be really cool for reptile areas especially for the larger ones like alligator and salties. Reptiles should be able to choose differing spots arpund the habitat depending on time of day - this includes cooling off in the water and sunbasking on land. Seeing alligators in the wild further makes this really ideal to enhance reptile behaviours. Oh also artifical heating lamps indoors for nighttime/winter

Minor Update 2: 4 New Animal Variations
Yeah always love getting new variations , the more the better

Minor Update 3: Scaling Reptile Size
Hmm yeah why not

Update 3: Fixing Annoying Stuff Update
When can we get pelicans and capybaras together
1671819036664.png


Minor Update 1: Size Fixes
Nothing wrong really with the spotted hyena, my comparison a while back showed they are the exact same size. Bison and other older animals then yes

Minor Update 2: Malayan Tapir

1671819396841.png


Minor Update 3: Disabling the Tradecenter
- God Mode
Yes the trade center is a bit redundant considering you should have a admin building doing not not some dirty shed with an underpaid intern ordering and taking care of your animals. I would add storage buildings so we can build warehouses in staff areas for that extra touch of realism - that way we can increase capacity of stored animals which is very much needed for franchise players. Now maybe having a god mode may be too much but one can dream

Minor Update 4: Walkthrough Overhaul
Walkthrough overhaul should be an entirely different market not the exhibit market which just confuses everyone who doesnt know. Add exhibit animal notifactions to be seperate from habitat ones so we can disable mass breeding alerts for exhibits with 20,000 butterflys. Make the walkthrough exhibit viewable with NO path with just a keeper door like the bats do not be walkthrough most of the time. What if i dont want to cover the floor with rocks just to make a natural bat exhibit

Update 4: Vetenerian Update
Disease be brrrrrrrrrrr
would actually be really neat to add a more in depth system to further add to the vets heavy workload of checking every habitat. No im not hiring more, the vets can earn their paycheck

Minor Update 1: Vetenerian Talks
Yeah that would be great, im still not hiring more though

Minor Update 2: New Animal Behaviour: Musth
Yes a proper system to force us to make seperate gender pens would be a great addition. Rarely do the male elephants roam the same habitat as the females, same can be said for tigers where my local zoo have 6 amur tigers - 5 females at once or the one male occupy the habitat. We should also have much stricter welfare for elephants since elephants are the hottest topic at zoos these days to further represent conservation efforts. This also brings an idea of animals should become bored if player does not pay attention - big cats pacing, primates bored with possible interesting escapes, elephants showing distress etc

Minor Update 3: Animal Appeal Overhaul
Yes nerf the exhibit animals to oblivion, teach those franchise players a lesson 🤣
Giant pandas should be the highest in the game with tigers and polar bears right behind. The appeal system is just plain weird with not much balance in relation to real life. The fears could be interesting, i tend to avoid spider boxes as very much as possible when visiting actual zoos. Also why in the name of [redacted] do guests come to a zoo and the highlight is going to be a BEETLE , WHY? Like really visit the tiger or something

Well this look way longer just to go through the same ideas , great topic to give some thought into issues with the game that isn't focused on animal rosters
 
I'm reviving this thread, y'all. Thanks to Captain Callum doing a post about having domestic cats in the game, here's my idea: pests and vermin.


Now, nothing graphic of course, but wouldn't it be a nice challenge to jave to find ways to prevent pests from getting into your animals' food supply?
Not only will they eat up tons of food, costing a bit of money, but they can spread filth and disease to your zoo, knock over trash cans, etc.

And you could have different options to prevent it: traps, poisons, or cats.

Traps would be cheapest but cruelest, possibly bringing bad publicity.
Poisons are slightly better, more expensive. But, there's a higher risk of having sick animals.
Cats are the most expensive, but the most "humane"


Of course, I doubt this'll be added and some players may not like the idea, but I just wanted to share it
 
I like the roof solar panel idea. That's where they often are in real life buildings, but you can't really put them up on roofs in game unless you put a path with stairs. If there were a path accessible feature associated with a rooftop solar panel, that could work.

The thing about the generators is that they seem to need to be much more numerous than what one sees at RL zoos. They definitely create some challenges with layout of zoos and larger habitats.
 
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