[08.14.26] Focusing on the Little Things (Updated)

I think it’s great that you’re working on experimental features like violence in Active Mode. But I would find it even better if the experimental features we already have actually worked properly first.

For example, Smart Zoi still doesn’t work for me. Fast driving works when I’m riding a motorcycle alone, but not on a boat, and it doesn’t work at all when I have a passenger — and these are experimental features too.

So before adding more experimental features, I would really like to see some attention given to the existing ones as well.

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Active Mode is a pretty cool thing, but it can really shine with everyday activities too. For example, skateboarding, surfing, and so on. Police officer, waiter, or firefighter careers could also be played from a first-person perspective. Right now, as a player, I like that I can walk and drive around the city from my character’s point of view. Often this is easier than searching and clicking on a location, and it also improves immersion. Also, delivery becomes an additional mini-game if you do it from a first-person perspective. Personally, I don’t see any point in violence — I’ve never been eager to play as a villain myself. Maybe other players will want these abilities added, but I just want to show that Active Mode has lots of potential for development that won’t feel out of place with the overall gameplay.

Thank you so much for developing the restaurant system! I hope that after the update, the system can be configured so that you can watch the staff work like a single living organism doing its job.

2 Likes

I think you’ve made a very valid point here!

You see, we already have a section in the game settings called “Experimental Features”. And things like this could be placed there, but make them enabled by default so that all players encounter these features, and those who don’t like it could disable it on their own.

And when it graduates from “experimental” — just create a game setting “Allow violence - Disable violence”. That would solve all the problems for everyone who doesn’t like it. When disabled, a player could never hit someone with a frying pan, nor simply attack other players with their fists, nor throw anything at them.

This would completely address the concerns of everyone unhappy with such features, but wouldn’t deprive those who find them necessary. “Everyone gets what they want,” as we say in one of our sayings.

:heart: :folded_hands:

4 Likes

Hello to the entire team,

I haven’t been very active on the forum so far, but when I saw what you were proposing to us, I absolutely had to share my thoughts.

It’s a really great idea to add the option to hit a person. Even though Inzoi is an entertainment game, I think it can have its place in the game, and I have to admit I’ve dreamed of it myself.

Regarding restaurants, what bothers me a bit is that when my zoi works in their restaurant and I play with that zoi for only 30 minutes before the restaurant closes, the restaurant doesn’t bring in as much money as if I had played with that zoi all day in the restaurant. The same goes for all other businesses.

When I go to a restaurant, I sit at a table, and at the end of the meal I go to pay. A person (employee) waits for me at the cash register so I can pay for my meal. So if we could pay at a cash register in Inzoi, that would be much more realistic. The same applies when you buy flowers or clothing. I think this could be part of the fundamentals too.

I can’t wait for the update to arrive, but I know you’re working hard and I think it’s important to be patient and wait, so I’m being patient because I know the best is coming. Thank you to the team for your work.

1 Like

Some simple and preliminary thoughts on updates to the restaurant

When a zoi enters the restaurant, could we consider zoi’s current state (hunger level, social needs, bathroom urgency, etc.), zoi’s personality (appearance, introversion, childishness), zoi’s values (social butterfly, people-pleaser, artist, rule-breaker, etc.), zoi’s preferences (likes or dislikes for coffee, sweets, fast food, etc.), and different scenarios such as whether zoi is coming with a group, on a date, or alone, to develop what zoi should be doing in that place? (Setting goals) This would make zoi’s behavior patterns appear more diverse and natural.

For example, when zoi’s state is hungry (status is yellow) and urgently needs to use the restroom (red), they would proactively use the toilet first (if available) before ordering; if zoi’s hunger level is low, they might prioritize dessert or drinks, or even not order anything until zoi feels hungry.
If zoi has preferences set, they will order based on those preferences when choosing what to eat.

When zoi is extroverted, they will proactively engage in conversation with groups or other NPCs; introverted zoi might do the opposite. Of course, if zoi is at the restaurant with close friends, they will still actively interact with those friends, but won’t proactively chat with unfamiliar NPCs (my introverted zoi at school actively goes around chatting with strangers, which doesn’t feel quite realistic to me haha…)

If zoi has childish or bookworm traits, they might play pranks (tell jokes?) or read books.

Following this logic, different interactions would develop based on zoi’s values—people-pleasers and social butterflies would choose to interact more with others, while rule-breakers might even commit theft (ordering without paying…) or harm others (store staff/justice-minded zoi could intervene or call the police, even adding them to a blacklist?).

Of course, not all the conditions mentioned above need to be considered, but there should be a priority order.
My own suggested priority order is: location type (restaurant, gym, park, cinema, player-run store setting, etc.) → who zoi is coming with (alone, friends, partner, family) → zoi’s current state → zoi’s personality → zoi’s values. When zoi performs certain actions (ordering, exercising, watching a movie), preferences would be considered in the choice.

If this logic were implemented, it wouldn’t just work in restaurants—it could also apply when zoi visits other places.
This is just a small suggestion and not necessarily perfect or executable (and without considering AI zoi…which would be even more complex :face_with_crossed_out_eyes:‍♫), but I hope it provides some reference for the team. Thank you :folded_hands:


Also, a few points I noticed while playing the school update that might be worth improving in the future:

  1. Environmental cleanliness: I had my zoi use a specific restroom regularly, and it went smoothly at first. But after attending school for a while, my zoi started complaining that the restroom was dirty and began showing negative moods. Upon checking, I found the toilet was dirty but no one was cleaning it (no automatic cleaning?), and my zoi couldn’t proactively clean the restroom either. I had to have them use a different one instead. Maybe the school should hire a cleaning staff member?
    (Or is this a bug?)

  2. No empty easels and sculpture tables: During painting and crafts classes, the easels and tables already have other people’s works on them. You need to manually remove or put them in your backpack before you can start the lesson. (After class, shouldn’t students dispose of their work or put it in their backpack?)
    Also, when throwing away sculpted items, zoi often runs to the trash bin in the next room instead of the one in the classroom. After finally getting zoi to throw it away and returning to the classroom, the table I just cleared has been taken over by another classmate… :smiling_face_with_tear::smiling_face_with_tear:
    Additionally, artwork on easels can’t be put in the backpack, which is a shame. Sculpted works can’t be given to others either (after performing the gift-giving interaction option, zoi just stands there holding the item without interacting) :pensive_face:

  3. Expensive cooking club: I had my zoi join the cooking club, but because their skill level is high, they cook very expensive dishes (like family-size steamed fish…). If left alone, it costs so much money :money_with_wings:. Plus, the dishes can’t be taken home, and I don’t think they can be eaten either (is it because of competitions?). I got so scared I quickly had zoi quit the club and switched to the free computer club next door instead…

  4. Meaningless clubs: I understand clubs are meant for zoi to improve their skills, but…the club time is really long (from after school until 8 p.m…and there’s still homework to do after club ends…). Plus, the club president doesn’t seem to have much of a special role—they don’t teach members, there are no special interaction options, and you can’t change or vote for a new club president.
    I don’t know if the team will improve club features in the future, but when optimizing, it might be worth considering shortening club time (setting different durations for different clubs) and having the club president actually do something (have the president teach, guide members to level up skills faster, set club goals, interactions, club fees…), or even allowing the player’s zoi to start a club?

  5. Microphone in the music classroom: zoi can’t use the microphone in the music classroom to complete choir practice homework…that seems a bit unreasonable…
    zoi should be able to proactively choose whether to complete certain homework at school based on the home lot’s furniture situation, such as choir practice, basketball practice, etc. Otherwise, you’d have to buy extra furniture…?

  6. Unused shower facilities: The school has shower stalls, but it seems like no students actually use them. Shouldn’t they shower after PE class or sports club activities?


I’ve written so much without realizing :face_with_peeking_eye::sweat_droplets:. Thank you to the development team for your weekly progress updates :folded_hands:. Looking forward to the game becoming more and more complete :sparkling_heart:

3 Likes

Why is the conversation so short. They say two things and walk away. Can we please make a toggle where you can turn on long conversation. I would like them to talk for awhile. Tell jokes. Flirt. Touch each other. Not a quick hi and walk away.

I am requesting that players be able to use motorcycles, scooters, and other two-wheeled vehicles to drive toward targeted waypoints on the minimap.

Currently, I don’t want a car for my Zoi, but since a Zoi can only own one vehicle, I am forced to choose between the vehicle style I want and actual navigation functionality.

I don’t understand why other vehicle types cannot be used exactly like cars for navigation. In Cahaya, the streets are completely filled with NPCs riding scooters and motorcycles, so the assets and mechanics for these vehicles are already heavily integrated into the game. Please allow all vehicle types to share the same pathfinding and navigation features.