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Comments
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Notice worthy of mention:
Fixed some minor errors in the text caused by the recent hotfix, in the "total time" formula (now Travel time is for "go" and "come back" so it not needs to be doubled in calculations anymore).
Fixed Tip No.7, since it changed after the hotfix (excess travel time saved, have no effect on fishing time now).
Changed Part 5 of "Fishing for lazy ppl" section, added 2 new notes regarding oysters,clam,shrimp (one about mystery boxes in the farm laboratory (Thanks Rusty Farmer (AU1) ), and the other about "emptying nearest Oyster, clam, shrimp pools to unlock new better pools before night-time" in case of not having good enough pools)
Let me know if there are still some parts that maybe are wrong or need to be changed (due to the recent hotfix) please. Thanks everyone
1 oyster chum costs me $6 to make
1 lobster chum costs me $11 to make
ok, so that is the price for selling the lobsters which didn't cost me anything to catch, that is what I missed, it is not the production cost of the lobster chum. You are talking profit of selling vs using it to make chum.
thanks
I'm pretty sure I've made over 100M in about 3 days, and my fleet isn't even at maximum efficiency yet!
Producing chum is important for seaweed, it is going to be a lot easier to afford higher levels of farm lab now where this is used.
Also, fishing XP is now flying up thanks to building boats, boat upgrades and deep sea daily tasks. I feel like we are finally being rewarded for hanging in there all this time.
I created a calculator to help you plan your ships at the Dockyard
https://community.goodgamestudios.com/bigfarm/en/discussion/155538/dockyard-strategy-calculator#latest
@Griffith (INT1) , thank you so much for taking the time to write this guide and for updating it with all the changes. Reading it has been very helpful to me. And many thanks to everyone contributing to this topic and sharing your experiments, you guys have saved me a lot of time!
you must complete the Oleg Tasks first for the dockyard to open up for you.
Here is the list of tasks, check to see if you have any you need to complete:
http://community.goodgamestudios.com/bigfarm/en/discussion/154396/tasks-for-olegs-fishing-quest/p1
"Note: you should finish oleg's 26 fishing tasks first in the main 3 farms before being able to unlock dockyard, otherwise it won't let you start building boats. And also if you are upgrading/building something else in your farms, you have to wait till they finish first before being able to start building a boat."
The direct link to the list of Oleg side tasks can be found here:
http://crazybigfarm.tk/farm/dockyard/task_list.htm
If you have finished all the (above ^) mentioned tasks in that page, then dockyard will be unlocked.
If you have already finished those tasks and are still unable to build boats, then contact ggs.
When you add the chum to the boat equipment list, it will not change the number of fish caught per hour. When you send the boat out, it will not change the amount of fish left to catch in the hole. When the boat comes in, it will show in the tooltip what was caught as if you had not even put in the chum, but when you harvest the boat, you get the additional fish. It doesn't even show in the fish report if I remember correctly and I just did this yesterday (my brain is mush lol)....
But you do get your % for the chum used.
to use or not use, that is the question and only you can decide!
I was shying away from the Fishing Fleet, but now I can see the dollar signs!
Even if I can't totally understand, sending out the boats with your recommendations is awesome!
HopPy FarMing!
Raggs from Froggy Acres
Of course, you'd be missing out on the millions you could make even by just learning to increase the fish caught per hour or the fishing time by using crewmen.
@Griffith (INT1) Welcome back Griffith!!! Thank you for the guide, very well done and I appreciate the examples too! It is really helping me! Hopefully Wabbit will be able to tell us if the update being done now has any new changes! I noticed that sometimes the pools will change before 1/2 of my travel time is done, so by the time I get there, the pool will be gone??? Do you know how this is working? I guess I need to watch and check that the pool will at least be there for 1/2 of my travel time and the hours I need to fish for, I can get back to the dock without the pool--LOL! Just wondering before I send a boat out to a pool that will disappear before my fishing time is up, or before I get there!
@WascallyWabbit can you please let us know if there are any additional changes that were not mentioned in the official update or Mod News yet to the Deep Sea Fishing/Dockyard in today's update? Thank You!
@WascallyWabbit, when I first heard of this, it seems really unfair to me, stil does!!! Why not have the chum ONLY be able to be made from the Flower farm! That way we get the best price (production cost) for making it! I feel like I really got ripped off, when I made from the dockyard! Is this going to be fixed?
@Griffith (INT1) FYI..... you get seaweed when you make chum too! :-)
P.S. Can someone tell me how to multi-post please? Can send me a PM if you like. Thanks.
Huge thanks for super awesome kind words and support and big hi, thanks for welcome note really appreciate it
Am glad you liked the guide, it lacks in many aspects even in my own opinion, but honestly I am debating whether to add more to it or let bigfarm helper sites do the rest, cause too much info packed up in just 1 thread/post, might actually get ppl less motivated, so for now I've put the continuation of this guide on hold and am checking other threads and bigfarm helper sites (ofcourse I will still re-vise it if ggs makes changes to the whole system though). As of now even other players and bigfarm helper websites have already added most of the other useful info, so I think maybe I should let this thread remain as it is or even remove some more parts of it(less important parts maybe) to let it remain at most basics and at most important things only.The whole point for me for making this guide very early after release of fishing dockyard, was to get ppl hooked up on it because it is a real $$$ maker(and lots of it), and to get things started for many other players too so that they figure out the rest slowly by themselves and by use of other threads and bigfarm helper websites too, otherwise this guide is still way far from covering "all aspects" of dockyard fishing or from being called "complete". And I really appreciate all the kind words and supports I have received on this thread honestly (including feedback that mentioned my mistakes too, we're smarter together)
About the question you asked btw, I have not noticed anything odd about what you mentioned, basically as long as the pool still has "time left before it resets", I think regardless of travel time, your ship will still catch the amount you specified it to catch from that pool, and when the timer ends on the pool, your previously sent boats will still remain there and continue catching fish, but you won't be able to send any more boat to that pool. and after your last assigned boat to that pool (with 0 time till reset) returns, the pool will disappear and another will appear. I will still test this more to become certain of it though, if i notice any differences I will post here and let you know
P.S. About multi-posting, if you mean, multi-quoting, then all you have to do is just quote one comment, then write your reply after it, and then before posting it, you click on another comment's "quote" and then its box will appear under your other note and you can reply to the second one too. If you meant something else by multi-posting though, then I don't really know it either
A note: Sometimes you have to change to another farm and come back before you see the new pool.
I had the opposite experience. Because I hadn't taken into account travel time, I sent a boat to a pool for no reason. After I sent it, I noticed the amount in the pool hadn't gone down at all, but maybe it was a display error. I didn't take note of whether the boat came back empty.
If you have 3 hours left in the pool, and the travel time to get there is longer, I'm pretty sure it's a waste of a trip.
and thanks for the feedback, rusty farmer and buddy too, I am also still testing that matter too, but so far I haven't noticed any difference from what I mentioned in my last comment, will still test some more though.
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Notice worthy of mention:
Added two more parts to "Fishing for lazy ppl" section (Part 5 and Part 6 are new!), included suggestion for medium and long time fishing with trawler too.
Fixed some minor mistakes in the text.
This dockyard is a much needed boost to this game, this is helping people level up their buildings and getting the land they need to expand at a much faster rate. And people have been asking for this.
"I came back to the game ~1.5 month ago, and I had non of the new extension lands in all 3 farms, aside from the fact that I built dockyard + boats themselves and even did 2 chapters viking farm and now 2 chapters candy farm too, I have also managed to buy almost all extra lands in all 3 main farms now (2 land missing per farm only), and it is all thanks to the money $$$$ i make from fishing dockyard"
The Flower Farm was bad enough, I just have to provide a little Milk but this Deepsea fleet has no dependancies at all !
If I wanna make an example, one is temp farms, have you always hated temp farms? if yes, then maybe one reason is because it always took too much of your build time, and also maybe because you couldnt compete much with top players. Now what if I tell you, you can have almost infinite gold with this new "50mil dollar" per day, if you play your cards right ofc (mystery boxes, gold offer which sells 100 gold for 9.9mil dollar, more tokens to win more gold license from wheel, etc etc), so while before maybe even for normal "gold-buyer" players, it was still hard to do many things, like buying more expensive library books, being able to compete better with heavy spenders, etc. now with this new system, effort and brain, may can pay off (ofcourse too heavy gold buyers may not much see any point in more dollars though). If i wanna make another example take CC as an example, have your cooperative been unable to compete with some other cooperative regardless of situations just because the other coop had a few heavy spenders? now what if i tell you if all your members master fishing and earn 50mil dollar a day, your coop can even run 100% rep booster, and majorly boost your points in total (effort can pay off this way), or for example have your coop been unable to win "dazzling or deluxe duck coop" just because of the 20% and 80% penalty? now again with rich dollars in your pocket, with good management and good teamwork that can become possible. anyways there are many more examples i can still make but i think with this few even it should give some decent ideas to all brainiacs who are following this thread at least. (as i said, for super heavy gold buyers, this may not make much difference though, but for almost all other players it will, basically your effort and wise-ness and teamwork, may now can change, previously impossible turn to possible now)
Last example I make is for smaller coops, have your coop been unable to upgrade some researches, like gold researches even though a bunch of very good players and strong players (but not much buyer) exist in it? have your coop been unable to do much coop projects because you couldn't afford buying collectibles with dollars much? well all these examples, with the extra dollar and the new ways in the game for obtaining more gold, it makes in total "possible", not easy still, but possible now to do all these things and change your fate.
If you are asking what is the whole point of doing all the above mentioned ^ things, or what's the whole point of even playing the game though, that's a different question, with no answer kinda, the game is just for fun and challenges and competing, this new 50mil dollar a day, can make the challenge and competition a bit more interesting maybe.
about what is the point of other 3 farms though, well looking at it from a view that now you can even upgrade lester stash for example (and buy many more library books even for temp farms too), your normal farms can also turn into secondary huge money makers, and the richest wins the game. also if competing with some players normally were maybe impossible for u before in missions and such, with enough effort from u and with enough slacking off from them, the results can change.
On top of that there's very little incentive for a farmer above level 90 I think to do anything but Trawler, missing out on all the fun of growing from motorboats through all the other boats and their upgrades toward Trawler, increasing their fleet power. I was excited about the fleet at first, then got quickly bored realising how completely off balance it has thrown the game. So I nearly stopped playing as it is not farming game any longer. I can now do stuff on my farms without planning and strategising for it just by flodding it with fishing money, and farms themselves lost major part of it's original meaning. It's not a complaint, just saying that it is now a completely different game with different options and different meanings. In fact I'm missing a concept here. What's the point of balancing farms when their whole balancing becomes pointless by later additions to the game?
You think maybe the answer is simply to have a higher farm level required for the more powerful boats? You need level 120 to get the trawler, and higher levels to upgrade them. Perhaps the top 3 boats need higher required farm levels? Maybe add 50 levels for minimum requirement, so a Trawler, for example, would need farm level 170.
To me, the deep sea fishing is a reward after years of faithful playing.