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Some suggestions
1. It's just way too difficult to get water. The game should give out a bit more. My nursery is idle most of the time waiting for water. Upgrading from level 1 to level 2 wouldn't really help much (50 vs. 45) and costs gold, so that's not worth it.
2. We need a decoration which is "2x" in dimension, like 2x4 or 2x5. It's hard not to have open areas which are 2 squares wide with nothing to fill them. Even one with a relatively low happiness (20-25?) would be better than an empty spot.
3. I wish the silo upgrades used much less dung. Going from 210 to 205 on an upgrade is only a 2.4% improvement. Something like a 5-10% improvement would be better, and give more of a reason to upgrade. Being able to process more at a time isn't really much of a benefit, as mine normally processes dung faster than the dung can be produced by the animals.
4. There doesn't seem to be a way to tell how many special seeds have been produced by the nursery until it's time to plant. There should be some way to tell at any time. After all, it's produce of sorts, and could be shown with the other produce.
5. The nursery scheme for Wheat seems to be backwards. With the other seed types, the special seeds produced by the nursery take longer to grow in the field, yet produce much more. With wheat, it's the opposite, taking less time and producing less when using the special seeds (which are valuable and take a long time to produce). This can also use a lot of humus if you're trying to grow a lot, like for a co-op project. It should take around 1-1.5 hours to grow normal wheat and produce 40 on a level 1 field, and take around 4-6 hours to grow special wheat and produce 250-350 on a level 1 field. This would be more consistent with the other seed types.
6. The formula being used to show the production percentage of progress in a co-op project is incorrect when dealing with multiple items. It appears that each percentage completed is added together, then divided by the number of item types. The correct way is to add all of the amounts produced so far, then divide by the total of the amounts needed. A simple example would be 10,000 of x and 90,000 of y needed, with 10,000 of x completed (100%) and none of y completed (0%): 100% of x + 0% of y added together would give 100%, divided by 2 items would indicate 50% has been completed, which is obviously wrong, as only 10% has been done. Adding the 10,000 of x done + 0 of y done would give 10,000. Adding 10,000 of x needed + 90,000 of y needed would give 100,000. Dividing 10,000 done by 100,000 needed would give 10%, which is correct.
7. It would be nice if the percentage of time elapsed so far was shown in a co-op project, so that the produced% could be easily compared to the elapsed% to determine progress so far and whether we are ahead or behind schedule.
8. It would be nice if there was a way to speed-up the orchard production, like by applying humus or additional fertilizer.
9. It would be nice if there was some way to feed the animals more to produce more in a longer time, like overnight. Maybe give them a 2nd and 3rd feeding after the first one.
10. It would really be nice to be able to "undo" some things. I have occasionally planted the "same seed" on all my fields, not realizing until it was too late that I'd planted wheat on all of them, thus lasting 6 hours, when I had meant to plant corn. Unfortunately, I had forgotten that the last field I'd planted was a single wheat field, with all my other fields being corn. I would have gladly thrown away the money I'd spent on the wheat if I could have eliminated it on those fields. Like, if I could have "plowed" them over to eliminate the wheat, leaving my original empty field. I would have even spent some money (game dollars) on being able to do it. Like, if it cost me $250 for each field, I would have done it.
Comments
I've split each of your ideas down a bit so that i can comment on each part.
It's supposed to be like that though. I get why you would want more water, but it's supposed to be a challenge to be able to get enough.
The decorations are sized on purpose so that there will always be some spaces that can't be filled. Part of the game (besides the harvesting/planting part) is to arrange your farm as efficiently as possible. By adding in smaller decorations part of that challenge is removed.
This is something that really comes down to game balancing. Yes, we could implement something so that you got a greater improvement, but that then has a knock on effect on other things. For example, being able to get dung quicker means you can plant apples/cherries more often, which then in turn means you can get more farm dollars, meaning that suddenly players have more money than planned.
That is something that could be worked on (if it isn't already).
Given that wheat already takes longer to grow than everything it actually makes more sence to offer a shorter variation with a lower yield than an even longer one producing more.
Thats interesting, hadn't noticed that one before. I'll forward that to the team. That looks more like a bug than anything.
Not a bad suggestion, we do want coops to have a certain amount of thigns to work out themselves though
Also interesting, but see my point about about the "knock on effects"
Again, game balancing.
This is always an interesting point that i'Ve sene on other games as well, but its a suggestion that is often made because someone has made a mistake themselves. If you have clicked the button without really paying attention then having to wait for it could be seen as your punishment for it. If you wanted to speed it up then you could use gold, otherwise you have to wait. The flip side of that is that if a quest was to start production of something, the quest increases when you start. Therefore you could start and immediately cancel to be able to complete a quest too quickly.
Regards,
Ethan.
3. I can understand and agree with many people who say it's not worth it to upgrade the silo from level 2 to level 3. The improvement is minimal, considering the cost. I think I'll stay with a level 2 silo.
5. Considering that it takes 2-1/2 hours in the nursery to produce special wheat seeds which don't produce much in the field, I believe the nursery fails in this regard. And considering the fact that it's near impossible to use the nursery more than once a day (if that often) because of the scarcity of water, the special wheat seeds are a waste of time, and it's far better to concentrate on the special corn and cabbage seeds. Personally, I think the special wheat seeds "throw the game out of balance," so to speak.
Again, thank you for your insightful replies.
On idea number
3) completely agree that the upgrade to level 3 of the silo seems unbalanced for the number of workers. It would be nice to need less dung, but I think the balance is off more in the fact that the upgrade requires 10 additional workers. I currently don't completely max out my level 2 silo, so don't plan on wasting the 10 workers until I need to, because the upgrade wouldn't improve my farm right now.
10) I think the undo button is great, because yes it is your own mistake but this game makes it very easy to make those mistakes, especially for gold. So I definitely think this should be implemented in some form. I personally make very few mistakes now because I am very conscientious about how easy it is to make them, but I have made my share in the beginning.
Some good ideas.
Now with the other two farms the need of fertilizers in increased ( liquid fertilizers do need normal fertilizers to make them). Also the goat stable gives very less dung per hour when compared to others. They made the game unbalanced which is how it is now.
So another level of silo or changing the dung per fertilizer will be good and help to get back the balance.