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Comments
However... as much as i would like to see improvements, reading the proposed list of changes did not fill me with joy - just the opposite. In my experience here, changes made to the game seldom end well from a player perspective, and with the number of changes planned all at once, we all know there will be glitches. I've spent a lot of time and money building and upgrading my fleet of 14 trawlers and i'm very concerned that after the 'improvements' i will be so frustrated and disappointed that this will be another feature of the game that i stop doing. As it is now, I can make money at it, not as much as promised, but enough that it's worth doing.
So, if GGS really wants to hear my honest opinion, I would vote for not making any changes to deep sea fishing. I'd rather live with the issues I know than the horror it will probably be after these proposed changes are attempted.
We have "fast feed" for pigs and cows so something similar could be introduced for DSF.
Introduce additional "fast pool's" where the combined fish time and travel time doesn't exceed 30 minutes.
Give lobsters a playmate.
Mix in other shellfish with the lobsters pools: lobsters+clams, lobsters+clams+oyster, lobsters+shrimp.
This will give the lobster cage equipment a renewed purpose while helping to provide a variety of fishes at all times.
Introduce a "super fuel" which reduces travel times in half,
or a "super, extra-super fuel" that can reduce travel times to 0, leaving just fishing time to be completed.
This idea is similar to our super humus and seaweed humus.
Introduce new crew members and equipment with better benefits.
Maybe Brigette and Roy have cousins that are faster and more efficient... hehehe.
Imagine a Fishing Hard Work Event with the +1 bonus point (for filling the crates to level 10),
similar to the current CHWE.
"By three methods we may learn wisdom:
First, by reflection, which is noblest;
second, by imitation, which is easiest;
and third, by experience, which is the bitterest."
--Confucius
#1 - Yes I agree with your idea on this matter.
#2 - No! This is a very bad idea.
As it stands right now there is no logic to the dangers. The farther away pools have a chance of any danger to hit. It makes no sense, if you insist in having dangers on the pools then please put some thought into it. Say pool #10 has a chance of sharks, pool #12 has a chance of storms and so on.
Right now there are 5 different dangers that may happen. We did not pay all that time and money to level our boats to fill them up with protection because we don't know what to protect against.
#3 - No The fish are already tied into the rest of the game with the mermaid bay and the lab.
We don't even get enough fish anymore to make the the dishes in the restaurant or make the bronze chest in the lab so what good will it do to add more items that we can make with fish that we can't even get.
I spent all that money to upgrade one of my labs to make the bronze chest, what a waste because I can't get enough of the shellfish to make the needed chum!
#4 - Yes! The pools must be adjusted to make more fish available at all times. If you were to walk past my house and looked in my window to find me dancing a gig, it's because I just got a shellfish or swordfish pool.
As it stands right now I have 4 lobster pools and 2 tuna pools and this happens a lot. We are aloud 6 pools active at all times and there are 3 different pool types. I am sure your programmers can come up with a way to tell the game to have 2 of each pool type available at all times, after all that's why they get paid the big bucks.
#5 - undecided This may be helpful, but the dishes made in the mermaid bay with DSF cut into the available fish for the fish market. The needed hearty meals must be made with Oleg's fish.
#6 - Yes This could prove to be something fun and different.
#7 - undecided The only way I would go for this is if you tied it into the pool dangers. Where instead of putting protective equipment and crew on our boat when we send them out. We would get a notice that sharks are in the area and we would be offered the opportunity to replace the boats broken sonar with a new one.
If you want to keep the challenge in the game just make it so we must have the sonar in our inventory
#8 - Yes! This is the best idea yet!!
#9 - No I have grown to like Oleg's system just the way it is.
#10 - No Again, I have grown to like Oleg's system just the way it is.
I didn't see the Fish market mentioned anywhere. Pleas work on the contracts. There are too many shellfish contracts and absolutely no lobster contracts.
My idea...
I would like to see a merchant standing outside the fish market.
This merchant will buy all our unwanted crew and equipment. He will also buy our extra boats in inventory rewarded from the FHWE.
Thank you I am done
Find up-to-date Big Farm information, guides and much more here at https://crazybigfarm.net
So then make it an actual farm, an underwater farm!
There are several types of edible sea vegetables that can be harvested: Kelp, Kombu, Wakame, Arame, Dulse, Nori, Irish Moss. Sea salt can be harvested too.
I want scuba gear and a submarine!
EDIT: After further thought I dont think its possible... where would worker homes be built? How would the playable surface be divided... half land expansions and half water expansions? Or entirely all water expansions? Perhaps Farmhouse and worker houses could be a floating city built on top the water expansions? And how would my tractor deco be able to float on top of water. hehehehe LOL.
"By three methods we may learn wisdom:
First, by reflection, which is noblest;
second, by imitation, which is easiest;
and third, by experience, which is the bitterest."
--Confucius
Give us more pools to choose from....for example increase from 6 pools to 10. This gives us more chance of getting the pools we need during events like fishing hardworker and better odds of getting the shellfish pools we need to complete contracts.
More upgrade levels on our boats would also be good but at a fair price.
As for everything else I think its fine just the way it is, the last thing I want is fishing missions because i'm sick to death of competition player/coop vs player/coop events. I have never seen REAL farmers competing in their fields so it should be kept to a minimum in a farming game.
1. Good idea, but less priority
2. Make pools have different probability of disaster, but may also need extra slots for protection only.
There should be only 0-2 types of disaster in a pool, nearby pools are all 0%, more distant pools can have 20% for 1 type of disaster and 0 for the others.
3. Buildings can use DSF goods to make products for profit similar to the mermaid bay and shop. Bait can be produced with farm goods to make a pool appear. However dont make the production tree too long.
4. If the fish you want is not there, bait will cause a new pool to appear. Bait will require some crops or some fish from Olegs boat.
5. Instead of hiring crew with thousands of dollars, the crew can be given 1-2 dishes from the mermaid bay. The effectiveness is proportional to the value of the dishes needed. Capacity boxes need to have prices lowered for balance.
6. Motorboat and Runabout can have big reduction in travel time because they are designed for speed. Max boats should be increased with dockyard upgrade starting at 4 and add 2 per upgrade for levels 2-3, add 3 for levels 4-6, add 4 for levels 7-8.
7. This can work for motorboats and runabouts during a 30 minute or shorter trip, longer trips should give the player a much longer time to respond to something happening because the player is usually offline when waiting for a long boat trip.
8. Equipping boats with 1 click will make players a lot less bored in deep sea fishing.
9. Increase value of fish when player reaches a certain level, make fish worth more kgs so the money is worth the time. Fish need to be attracted to the hook, it should not be a game of trying to hit fish by their tails.
10. Dont make boat rental probability based, dont want to force players to rent a cheaper boat for less profit.
For any change, dont make features that are not worthwhile for players to use. New features should benefit players for a cost of resources and time the players is willing to, not forced to pay. The game should be better in all aspects after the change than before it.
I have a suggestion for a better use for these boats, Boats can be recycled into parts that can be used on a level 6 boat to further improve its capacity and travel speed.
Exchanging fish (i.e looking at value lobsters could be swapped for a double amount of clams etc) - this would solve the problem we have at the moment with too many shellfish contracts.
Exchanging Crew - we earn crew that we don't need, it would be great to swap a number of John's for a Roy and so on.
Exchanging boats - we also earn boats we can not use, we could swap them for any number of things linked into the other farms
Alot of talk about players wanting the option to sell their unwanted DSF crew and equipment.
How about an option to get rid of Oleg's poles, reels, lines, and hooks as well.
I like this idea of the "bubble peddlers" standing in front of the fish market asking to buy our unwanted goods.
"By three methods we may learn wisdom:
First, by reflection, which is noblest;
second, by imitation, which is easiest;
and third, by experience, which is the bitterest."
--Confucius
A shipyard for building, upgrading, and demolishing boats-- that includes its own dedicated building slot would be nice. Yet I fear it would come with a gold cost similar to the temp farms building slot.
"By three methods we may learn wisdom:
First, by reflection, which is noblest;
second, by imitation, which is easiest;
and third, by experience, which is the bitterest."
--Confucius
Introduce a mystery fish.
From time-to-time, on rare occasion, a mystery fish will appear in the mini game.
its identity is unknown until you catch it. This mystery fish will be tougher to catch so be prepared!
"By three methods we may learn wisdom:
First, by reflection, which is noblest;
second, by imitation, which is easiest;
and third, by experience, which is the bitterest."
--Confucius
What ever you decide to do. TEST IT FIRST! Find all the bugs, and all the bugs IT creates elsewhere, and do that on YOUR END.
Then…. set up the test servers already built up enough and already with at least some upgraded ships.
Unlimited money and gold. We all get it's a test and we all know how long it takes to earn dollars.
This is not for us to find bugs, you do that. This is to find out if people love it, like it, are totally confused by it, or hate it. Feedback aught to be an easy click right in the game. Directly linking to a forum thread or what ever.
I would suggest, at least in this test server, that all the already supplied upgraded ships in place you post somewhere what it costed in dollars and time to get it to that point. We all know how long it takes to do stuff. That info would help.
The hardest part is for you all to actually listen. If some new thing is totally confusing or just not at all enjoyable, SCRAP IT!
Look, if your sending a rocket to another planet, and spent a good bit of time and money to pay your people to get the math right, and someone figures out the math is wrong, do you let the rocket shoot out into space? Missing the mark? Or do you correct the problem?
The test server is a great way to find out if something is totally missing the mark or not. And if not, don't push it out anyway. (The whole christmas event comes to mind.)
http://ArtmakersWorlds.com
Thank you for taking the time to get feedback from players!
Idea: Magic islands that appears that are only accessible by certain boats. You can trade off you fish for other game goodies. Small cove on island can only fit motorboat not Trawlers.
Make boats interact with coop village. A fish processing plant? That way we can work as a team on fishing.
Appreciate your dedication to the game
~iluv
The max time possible for productivity level 9 of swordfish, salmon, and cod is 5 hours, but level 10 makes the timer have only 5 minutes.
The timer is not working properly at level 10, it is a trap. This needs to be fixed.
Lobster, cod, swordfish and salmon can't be run on level 10 for more than a short time, the cheaper fish can.
You can download a spreadsheet on @CrazyBigfarm55 (US1) 's site.
http://crazybigfarm.tk/farm/dockyard/dockyard.htm
Two it takes to long to cycle through all the fish you can catch. I don't know how you decide what comes up, but I've gone a week without Tuna/Herring or Swordfish set coming up. Lobster's never seem to go away. The shell fish at most has been a day.
Maybe once a month have a 'free fishing weekend' where all the fish you can catch in the game become available on the fishing farm (I.E. the ones you send Olag for or you go for yourself)
I have to agree the contracts need rethinking. Over the last 2 months I've gotten 1 contract that didn't include, Shrimp, Oysters, or Mussels. The amount you need doesn't bother me as much as the same things occur.
Or included contracts that need fish from the in game fishing. Either in the fish market or general contract board.
Also in general ALL CONTRACTS should have monetary payout. Those for seeds I can win on the wheel of fortune or chests normally aren't worth the effort to do.
Increase the number of boats you can have, I'm not sure if the number is a hard target or not, or if you get more boats per level. I know you don't want infinite number of boats, but the current amount you can get is a bit unclear.
One other fishing idea, on your mini farms that you play for a month. I thought it might be nice if you could catch some of the fish that you have to pay to play for. Example Sturgeon and Catfish on the Norse farm, Hogfish in Hawaii, Goldfish in candy land. So not to get carried way you have to buy a permit for the approbiate type of money to fish.
My To Cents
Hate coops but missing out on the benefits? Check out "Hearts of Gold," the non-coop coop -- we leave you alone to farm your way. No donations or group participation required.
https://community.goodgamestudios.com/bigfarm/en/discussion/158239/just-want-to-be-left-alone-to-farm-in-peace-us1-hearts-of-gold
http://crazybigfarm.tk/events/recurring_annual/hard_worker/FHWE.htm
Find up-to-date Big Farm information, guides and much more here at https://crazybigfarm.net
Meanwhile, adjust the quantities on the Wedding and Food Truck events. This takes minutes and it is really embarrassing that it has not been done by now.