Dev Proposal to Shorten Day Length

I agree that the UI now takes up far too much of the screen. I am forever moving bits of it around in an attempt to stop it from obscuring the view. Kind of needs to be more minimal in this game IMO, open world and no screen surround like in Sims games. The screen should not be cluttered, it gets in the way.

5 Likes

Honestly, I only jump in to test things now, the post-0.3 version feels like it’s partially lost its pre- and post-release charm. I don’t even know how to put it into words. It’s as if something essential to the game was swapped out… identity? novelty? the balance between constructive and destructive? A shift in priorities from core life sim fundamentals to fluff and vanilla? Well, people seem to like it, who am I to argue.

UPD: mb it’s just that when people vote for widespread embedded modern-Sims-like changes (not counting optional ones you can ignore), inZOI itself starts to disappear. As a result, some will be “gifted” two games, others won’t get even one.

2 Likes

I do this to! I love that we have the option to move things around, and was very happy with my placements before. Now I just keep moving things around because it’s obscuring the view or becomes to distracting. Then I get stressed because the buttons aren’t where I had them. :sweat_smile:

4 Likes

And here’s another issue with dragging over the UI from Sims 4. I didn’t say ‘MMO’ for nothing. Because that’s exactly what it was: an MMO Olympus, with all the consequences of overloaded UI, on top of the fact that there was only one playable sim. That’s how bleak it looked, and that’s exactly what we risk ending up with.

1 Like

Since we’re talking about the UI…

I like to have the motives / needs panel open all the time. Rather than seeing my Zoi is hungry because they’ve slipped into the yellow, I can anticipate when they’re getting close and maybe have a snack before heading for a long session of fishing. Helps to keep things moving smoothly.

But the current motives panel is quite large and covers up a lot of the screen. I wish we could stretch it into a single line like the action queue. Something like this:

Yes, that’s the pre-Cahaya UI but the same idea still applies now.

There are other things I would like to see changed in the UI but one idea at a time! :slightly_smiling_face:

3 Likes

Usually I disagree that they ignore our feedback, because I’ve met the Developers and talked to them and got the impression they’ve truely been interested in what we had to say, but in this case, I have to admit I’m very disappointed in how this has been handled.

On September 11th, the discord thread was created and no one ever told us what exactly that meant for the other options.
Only one day later, it got explained, but with the sentence ‘we will proceed as planned’ because ‘most of you are in agreement’, the case was closed before we even had enough time nor information about the whole impact of these changes.
And since that post, there was no further update from ‘the officials’ if anyone forwarded the concerns of the majority towards the developers and that most of us are not in agreement after we learned what this all was about -.-

3 Likes

I’d also suggest an option where the left arrow expands the panel horizontally while keeping the same height, and the needs could be displayed as lightweight bars (horizontal or vertical, just like pre-v0.3 emotions): a simple icon, an indicator bar, color-coded, and a zoom/tooltip text on hover

1 Like

Not happy about this, how can they be listening to feedback when players were not given enough information about the proposed change to be able to judge its impact on the game?

I do hope Krafton are not trying to turn this into Sims, because that is not going to improve the game. InZoi needs to find its own identity, no matter how many times players compare it to the older franchise.

5 Likes

I also don’t understand why polls/surveys are not a thing.
Before loading a save, a quick poll would appear, giving us the information (all of it ^^’) and choices. And more than one day to respond …
Like this, not only the loudest voices would be heard but all of us.

5 Likes

I think, the game already had its own identity when it entered early access, it just needed time for polish and content expansion (another year before the full early access release with DLC, promotion and everything). Kjun’s concept was quite self-sufficient and balanced, even fairly mature (the 12+ rating seemed more like a safety cover for platform compliance). I believed in this guy’s vision, at times dramatized and even rather harsh, and that’s why I’m here too – to defend the idea of a standalone product, without any Sims-based framing for its ideas or current state. Just to be clear, I don’t mean to offend anyone. Of course, optional improvements that enhance UX are welcome. But let’s not infect this with the usual diseases: 5-10 years of practically identical ARPGs, souls-likes, then rogue-likes… and now sims-like. This vision deserves to stand on its own. If they’re going to copy, then at least copy everything that’s actually good from everywhere (like Ananta), not just one game as if it’s some kind of benchmark

5 Likes

Idem! I keep rearranging interface elements where I want them, and they revert back to how they were before.
I wish this setting could be saved.

3 Likes

I’ve already proposed this both here and on Discord.
Polls would be a very useful tool, rather than a thousand rambling and confusing posts where people keep going off-topic.
Like when they ask people to post just one question so it can be voted on, and people write 10 in the same post.

4 Likes

I’ve had the opposite experience with the developers and it doesn’t seem to me that they actually do want our feedback, but I don’t know them. Nobody wants the time change in this thread, but as of right now, they’re still planning on implementing it.

I’ve played over 800 hours of this game and have made reasonable suggestions that are ignored. They remove features that I use - the ability to save room presets with lights and graffiti on the outside. Make it a toggle instead of removing it. They gave me a non-response response and never brought the feature back.

Nerfing the dystopian slider. How hard is it to just leave things as they were? Does it make sense to remove features during early access?

People have been complaining for months about random generated families moving into empty houses. That’s still happening. It’s a pain to have to set everything up the way you want it before you can actually play, then they make a change that makes all of that set up useless any way. They know this is a complaint. Why do they do nothing about it? They’re not even addressing it unless you submit a complaint about it, then they acknowledge that and nothing changes. Meanwhile they’ll make all sorts of other changes that are either so niche they impact very few people, or no one has asked for them.

What are they listening to, seriously? I wish I could believe they will actually act on our feedback, but in my experiences, they don’t seem to be.

4 Likes

Guys, I said it back at release on Discord – breaking approved pipelines is a move that can end in disaster. But everyone was so excited about open communication. Sure, v0.1 had plenty of issues, but it worked like a living mechanism. Well, it kind of worked, it was half-broken, but it was all part of a larger vision. And the old roadmap? No visible flaws, clearly aligned across departments, deadlines, budgets, and vision.

Now the focus has supposedly shifted to player requests, but there are thousands of them, all pulling in opposite directions. And most come from people who just want to flatten inZOI into something sims-like.

My real question now is: did Kjun actually want these changes? Or was this done in a way that wasn’t entirely fair to him? And what exactly has improved outside of the DLC fundamentally? Playgrounds, pools – fine. But there was Build AI, Ghost Play – all of that was integrated into the pipelines. And now, suddenly, it’s all gone. But players say «we don’t want ghosts, give us… uh, gathering mechanics.» So now what, Mining Ore in Dowon Park? Great, thanks. I thought there was some kind of standard for immersion, apparently, I just thought so. Will this actually benefit the game?

I’m really sorry if I offended anyone… it’s just… what is there to be happy about?

4 Likes

I’m glad to see others also in agreement about the UI changes I was hoping this would be an option and it is like everything is cluttered on the screen it makes me irritated :confused: I loved the minimalistic style they took but now it’s becoming idk… We’re not really getting options I feel it’s just overhauls with nothing being said it was going to take place. I’d like an option to hide all UI parts if possible and temporarily hide other parts that I don’t need to see but they can be easily reset back manually.

I feel a lot of people have given large amounts of feedback for changes needed and for things already in place that need to be improved and it’s been put on the back burner it seems. But when you voice these concerns, then you have people making excuses for them, like critically thinking how much longer do we need to make excuses?

Another thing I’m noticing is that a lot of things feel different in game play than when it first launched I can’t put my finger on it quite, but something has changed. One I will say is are cars/traffic you used to be able to see from high skyscrapers are no longer visible which I thought added to making the world feel so lively and I’d literally people watch in game some times :joy: , including seeing cars and other characters moving around in the world. Now you don’t see it , Now it feels empty. I know they did this for optimization purposes but they should’ve made this an option to turn on and off in the settings menu. You only see other characters and cars when you move further down the street which is unrealistic to me. Sorry for the rant…

5 Likes

That’s what I’m noticing as well its slowly and subtly shifting in a Sims like direction , because those of use who’ve played the franchise long enough are seeing it first hand. And the dev team is listening which underwhelming..I’m hopeful they’ll pivot though.

4 Likes

Well, now it turns out the game is unplayable for other time periods, because I play for 48 minutes a day, and the needs are unrealistic, unlike 96 minutes. Of course, I’d like each time period to have its own balance of needs, but I’ve been playing for 48 minutes from the very beginning, and it’s unplayable from day one

1 Like

Yes, I think the game is currently tailored to 96 min days, so you for one will be happy once they change it to 48 minutes. For the rest of us that use the current default, the game will then be unplayable for the exact reasons you state. The needs will also - I assume - be even more ridiculous for those trying to play longer day lengths.

Ideally you are right, each time option should have the needs decay at an appropriate rate to make them all viable, but perhaps this is not workable, I don’t know.

6 Likes

I hope that they will find a way to balance for everyone, I understand that many played on other modes, maybe of course it is difficult given the early access, I don’t know (When I voted for this option a long time ago, I thought that it would be possible for everyone

1 Like

I also prefer to play with the current day length (96 minutes).

I understand that there are players who prefer to play with different day lengths… So, I think the game should be improved so that the decay of needs adapts to the day length.

3 Likes