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Personal rewards - a cc motivator
The Best King (INT1)
INT1 Posts: 883
It would give some incentive to play to players who either might not be able to reach good rewards as either they're in a small coop, or maybe they coop takes a break every few cc's so there's not much point for them to play the cc.
Maybe about 50 rewards, the first one being at 1K rp and the last one being at 5M rp, some gifts, special seeds, and increasing quality of mystery boxes, with maybe 2-3 gold-gold or gold-blue boxes as one of the last rewards and a nice deco maybe
There could also be some straight gold rewards, so 100 gold at rewards 10, 200 gold at reward 20 etc.
Of course, to make it fair, the base reward ladder would be 1K to 5M rp which would be multiplier specific to each player.
If i had to decide, i would make the muliplier decided in two parts by both the player level and the total rp points for the player.
For example, here are some made up numbers for the multiplier contribution of different levels and total rp points:
Levels: Total rp: Final reward of ladder:
0-20 (+.02) 0-100K (+.03) 250K rp
20-50 (+.05) 100K-300K (+.05) 500K rp
50-100 (+.2) 300K-1M (+.1) 1.5M rp
100-200 (+.3) 1M-5M (+.2) 2.5M rp
200-500 (+.5) 5M-10M (+.4) 4.5M rp
500-700 (+.8) 10M-25M (+.8) 8M rp
700-1000 (or more) (+1) 25M-100M (+1) 10M rp
>100M (+1.5) 12.5M rp
Of course, i just made up those numbers as an example, but now that you (hopefully) get the idea, i hope that you like it
Please leave a comment if you have a suggestion and a like as well, as usual, thanks for the help @Exxy (INT1)
Comments
they already down graded so many things
For ggs, there's the fact that it'll motivate players to play the cc more, for the players there's the fact that it can offer them better chances of earning rewards, of course, i would love to add personal cc rewards while not changing the coop rewards but chances are ggs would not go for it.
Still, i understand if you're afraid that in the process of down-grading the coop rewards and adding the personal rewards there'll take the chance to carve out a few goods rewards but even if there's no new ideas or personal rewards there's always the chance that they'll take some mystery boxes, or gml's/goldflowers out of the rewards.
Since then they have added it to run more often & with less decent rewards.
If they want folks to play it more again - I suggest reduce the number of times it runs in a month - say every 2 weeks - improve the rewards so folks will want to work for them. When members learn they do not have to do any thing to get the rewards most stop doing it & let the rest of the co op work for them! Change the pay out so only those that help get the rewards. That may get more folks doing the CC again. As it is now there is just no incentive or motivation to put much effort into it!
IMO
In my CC division right now everyone has stopped trying because first place is out of reach. There is no reason for the rest of the top teams to battle for second through fourth as the prizes are the same, and there are still 2 days to go! The only real reason for some players to keep playing is that the Farmers League is nearing the end of its current run, but playing the CC more to help with their FL could actually hurt their coop if it moves them into second. That is the situation I am in and it just doesn't seem like it is good for the game.
I also agree that playing the CC every 3 or 4 days is a bit monotonous with the current reward structure. I keep hoping someone will come up with another FL event to add to the mix to make things a little less repetitive.
I'm working on it, lol
At the end of a CC or sometimes even earlier a co-op will boot members in order to lose their reputation points and get into the bottom 4 teams so they can get demoted to the next league down. Then, after the CC ends, the players rejoin the coop. This allows players to go after medals in the Farmers League without hurting the co-op's desire to get demoted.
Some would call this playing smart because it is within the rules. I call it playing dirty. I do not think this loophole was intended for this purpose. Why not force a co-op to wait say 14 days before accepting any member that left or was booted. Or, simply keep the player's reps on the team scoreboard since they were earned while they were a part of that co-op.
That's interesting, never heard about that, you learn something new every day
That's a good idea, either "lock" the rep points that a player earns for their coop into the coop's score or make it harder to come in or out of coops.
If we did want to set an amount of time needed to pass before a player wanted to re-join their coop, we might want to set it to 3-4 days though.
That way, if someone left their coop to help another coop in a cc for example, then they could come back when the cc finishes and everything would be fine, but if someone tried to leave right before the cc ended, then they would have to play outside their coop for at least 90% of the next event