Suggestions for improvements from the Inzoi Community

Suggestions for Improvements and Adjustments in inZOI

  • AI Behavior Issues

    Incorrect selection of nearby objects and rooms
    In several situations, even when my character is inside the house and there is a refrigerator available in the same area, they leave the house to interact with another refrigerator outside.
    Additionally, this also happens with rooms: when the character needs to use the bathroom, they don’t choose the bathroom on the floor they are on, but instead go to a bathroom located on the top floor, even though there are closer and more logical options available.

  • Lack of memory regarding item usage
    The game lacks consistent logic regarding the objects the Zois frequently use. For example, after sleeping in the double bed, the next day they automatically choose to sleep in the children’s bed. This behavior is repeated with various pieces of furniture and objects throughout the house.

  • Limitations in performing simultaneous actions
    Some actions appear to be more restricted than they should be. When starting a conversation with another character, both automatically walk to a bench even though they could talk in their current location without needing to move.
    The same happens when eating: the character always goes to a specific spot that I don’t usually use, even though there are other suitable areas nearby, These issues affect the natural behavior of the AI and the fluidity of the gameplay. It would be very beneficial to improve the prioritization of nearby objects and rooms, the memory of previously used items, and the flexibility to perform interactions in the current location without unnecessary movement.

  • Improvements to the Multitasking System

    You have recently added a multitasking feature, which allows characters to perform certain actions simultaneously, such as eating while having a conversation. However, this system still feels quite limited. There are several simple and natural actions that cannot yet be performed at the same time, such as dancing while holding a drink or eating a meal while standing.

    Expanding the multitasking system to support these basic interactions would greatly improve realism, immersion, and player freedom. These are small quality-of-life improvements that would make character behavior feel more natural and dynamic.

  • Option to Disable Automatic Outfit Changes

    For quite some time, many players have been bothered by Zois automatically changing their outfits. It would be very important to add an option in the settings to disable automatic outfit changes, allowing players to have full control over when their characters change clothes. This is a simple adjustment that would significantly improve the overall experience.

  • Adjustment of Exaggerated Character Reactions

    In certain situations, such as receiving gifts or finding collectible items, Zois perform overly exaggerated enthusiasm animations, like jumping and clapping in a childlike manner. Additionally, states like hunger or sleepiness are often accompanied by excessive and repetitive vocal sounds. It would feel much more realistic if these reactions were adjusted according to the character’s age, especially for adult Zois.

  • Improvements to Eating Animations

    The cooking animations are excellent; however, the act of eating itself is not very immersive. In many cases, characters do not bring food to their mouths, do not bite, or do not even open their mouths while eating. Improving these animations would greatly enhance realism.

  • Fixes for Facial Expression and Lip-Sync Issues

    During interactions such as conversations or dancing, character speech is often not properly synchronized with mouth movement, and in some cases the mouth does not move at all. Additionally, certain facial expressions do not correctly reflect the character’s emotions (such as happiness or anger), making interactions feel artificial and breaking immersion. Improving facial animation synchronization would make interactions feel much more natural.

  • Idle Animation for Bus Drivers

    Even understanding that the game is still in development, it would be beneficial to add an idle animation for bus drivers. Currently, they remain completely static and frozen in their seats, which negatively affects the sense of a living world.

  • Service System in Snack Bars and Restaurants

    It would be a very positive addition to implement a system where customers can order food directly from staff, instead of relying solely on vending machines. This would make restaurants and snack bars feel more realistic and immersive.

  • Improvements to Vegetation Physics

    Trees and vegetation do have physics, but their movement is barely noticeable. Slightly increasing this movement would better convey wind and weather conditions, improving overall immersion.

  • Addition of New Ambient Sounds

    While walking around Blissbay, it becomes clear that the city’s ambient sound design is still limited. Adding sounds such as car horns, pedestrian conversations, animals, and other urban noises would be essential. These sounds could also vary depending on the time of day, making the city louder during the day and quieter at night.

  • New Options for Returning Home

    Currently, each character returns home individually using the bus, even when the player owns a car. It would make much more sense to add an option that would allow Zois from the same group to return home together by car, or for each to use their own car, but automatically using public transport doesn’t make much sense when a car is already available.

  • Couple Animations

    Adding couple animations, such as walking hand in hand, would be very welcome. This would allow characters to move together naturally through the city without requiring the player to control each character separately.

  • GPS System in Vehicles

    Implementing a GPS system on the car dashboard would be extremely helpful. At the moment, players must frequently open the city map to check destinations, which disrupts gameplay flow and immersion.

  • Improvements to AI Priority Logic

    In some situations, the AI makes unrealistic decisions, such as using the bathroom sink to prepare food or sitting on outdoor benches while it is raining. Improving AI priorities and environmental awareness would greatly enhance realism.

  • Saving Weather and Time Settings in Build Mode

    In Build Mode, the game does not save the weather or time settings chosen by the player. For example, after setting the environment to night and exiting Build Mode, upon returning to Build Mode, the weather reverts to sunny. It would be important for the game to save the selected weather and time settings until the player manually changes them.

  • Graphical and Rendering Improvements

    Even with graphics set to maximum and ray tracing enabled, rain does not appear very realistic. Exterior objects do not visibly get wet, and water puddles on the ground are barely noticeable. Additionally, pedestrian and vehicle LOD distances are very short, causing noticeable pop-in even on high-end machines. Increasing rendering distance limits would significantly improve the visual experience.

2 Likes