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Update Nov 05 - Deconstruction Tour | Discussion

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Comments

  • monica79538monica79538 Posts: 1,932
    edited 05.11.2013
    LOL The sound is just a bit too realistic if you are harvesting your animals! OMG and the poop is still flying all over.
    I fell like I have to wash my hands now, but yeah--Sooooo absolutely ready to have less poop overall. The sounds and the icons are really too much, especially together.
  • EvaPomona (US1)EvaPomona (US1) Posts: 4
    edited 05.11.2013
    I have to say, I hate the new position of my sign posts. I used them constantly, but on the laptop I'm currently using they are now barely visible on screen (my main farm doesn't quite fit as it is, zoomed right out, but is overlapped by the task bar at the bottom and indicators at the top). I've had sign posts as long as I've had multiple locations to navigate, and found that by far the easiest method (often trying to play with a toddler climbing on me, for one thing), though I can appreciate that players who were around before they were added may have stuck with the navigation they were used to. For me, it is a huge irritation.
  • Katy09112Katy09112 Posts: 22
    edited 05.11.2013
    Oh this is Great! I love the new update. I love these clicking and bubbly-whoop sounds when I collect on the farm too! They are cute as the lovely golden puppy you've sent to our farms. And with many major bugs fixed... oh thank you good-game workers;) Thank youuuu ^3^
  • ElizabethKElizabethK Posts: 519
    edited 05.11.2013
    Like having the harvest ready sound, just wish I could turn all the other sounds off and still hear it. I usually play with all music and sounds off.

    Like Monica's suggestion above to be able to move the signposts were you want it. I have been using them to move between farms and now I can't.
  • jaystarr2jaystarr2 Posts: 1,657
    edited 05.11.2013
    I have animations and sounds off all the time so I'm not aware of any howling or smoke. But they sound annoying. :P

    Also, I didn't even notice the signposts moving because I never use them. Now I guess if they're out of the way they won't be an issue for me switching farms.

    Has the dog feeding bug been fixed yet?
  • BarianBarian Posts: 109
    edited 05.11.2013
    Seems not .......
  • DixieDeb (US1)DixieDeb (US1) Posts: 40
    edited 05.11.2013
    Since I play with the sound and music off, those things do not effect me however, I was upset to see that the signpost had been moved. I use it a lot due to the need to recenter each farm when changing between them. Now I have to scroll around the screen to get to the signpost, so the wrist saving effort is lost.
  • duchessogravityduchessogravity Posts: 178
    edited 05.11.2013
    guys, why not use the dropdown menu to move between farms. just as easy...
  • Sashat00Sashat00 Posts: 5
    edited 05.11.2013
    I thought the signposts were much handier where they were. Now I have scroll my screen to use them

    Sashat00
  • montuosmontuos Posts: 1,275
    edited 05.11.2013
    Spljushka wrote: »
    One thing though, can be farm signs moved to other location? The lower sides of the farm's diamond shape have a lot of free space. The signs don't fit into the screen anymore, and I need to drag the farm each time I want to switch. With my RSI the number of clicks and drags are important.
    Hodor3 wrote: »
    But the next harvest button always scrolls to the production building, so I'm always having to drag the farm to the centre of the screen again - the signposts automatically centre the farm.
    Wouldn't it be better if we could decide where to place them? Not everyone has the same size/shape of screen.

    Using the farm name dropdown menu centers on the whole farm the same way the signposts do, which is why I bitched when that was broken week before last. I too prefer my farm positioned so I can see and do everything vital without moving anything.

    I've pretty much used the signposts only while the name menu was broken because they've always been the least useful option for me. When they first came they were behind the next harvests menu for me, and now they're not even on my screen. If I have to close a menu or drag the farm, the posts fail to be single-click navigation.

    And now? The only thing outside my farm that is both on the screen and not behind a menu is...the tremendously-useful and frequently-clicked flagpole (see pic)! :( Half the time I forget the mine even exists; that has never been fully on my screen, and now only the thinnest edge of it is there.

    I agree, Monica; I've wanted to be able to position these things to suit myself ever since the coop tree first showed up. I would love to be able to switch the main menu with the mission menu, too, so the expletive-deleted construction TV would be in the empty corner instead of right on top of the bottom corner of my farm!

    Edit: I forgot to say how very happy I am to see the image on the confirmation dialog when demolishing!
  • icehuntericehunter Posts: 18
    edited 06.11.2013
    I'm happy with the update and new sounds.
  • jaclark (GB1)jaclark (GB1) Posts: 37
    edited 06.11.2013
    Please put the signposts back or in a more accessible location, eg: bottom right of the screen.
    They are by far the easiest way to navigate between farms and since we have to switch farms constantly to get rid of the error bubble above the dog kennel, anything to make farm life easier would be greatly appreciated.
    Thank You.
  • Pameow (AU1)Pameow (AU1) AU1 Posts: 266
    edited 06.11.2013
    The new noises sound like they belong in some childish, FaceBook game. They are irritating at best. Since the developers strongly encourage players to be logged in growing corn all day long, almost every other day in order to win the event decorations, thats a lot of hours to have to listen to such irritating sound effects. Worse than that even, the dog whine sounds like somebody kicked it and its in PAIN. Its a cruel, unacceptable sound. The only choice now to avoid hearing it is turning off the old noises, which are pleasant background ones. That is taking away something we had, and that's a cardinal developer error, not to mention boring. You cannot expect players to give you real money for that.
  • tom24852tom24852 Posts: 50
    edited 06.11.2013
    guys, why not use the dropdown menu to move between farms. just as easy...

    I agree........never use the signs....much prefer the next harvest menu
  • Bosbes68 (NL1)Bosbes68 (NL1) Posts: 55
    edited 06.11.2013
    the dog whine is very disturbing... makes me wanna turn off sounds completely
  • SpljushkaSpljushka Posts: 67
    edited 06.11.2013
    If the animation is switched off the dog does not bark or howl. As for the sounds, I lowered my speakers volume so that I can barely hear the background noise, but still can hear sound effects while clicking. Of course, had to increase volume in all my players.
  • Bosbes68 (NL1)Bosbes68 (NL1) Posts: 55
    edited 06.11.2013
    Yes, I indeed turned off animations, the painfull howling of the dog made me think he was kicked in the butt by a mad cow, poor thing :)
  • Daytona (INT1)Daytona (INT1) Posts: 425
    edited 06.11.2013
    Loving the harvest ready sound - it means I can do other stuff and switch back to the game when necessary. :)
  • djgreeneyes (US1)djgreeneyes (US1) Posts: 1,766
    edited 06.11.2013
    I like Instant Oceans' suggestion about two modes for the sounds. That way, the folks that like the whining, howling dog, popping bubbles and swooshing poop can keep it and the people who long for the quiet farm sounds (chickens clucking, cows mooing, etc.) can have those back. Perhaps Latten could strongly suggest this to the devs.
  • haha123456789002haha123456789002 Posts: 3
    edited 06.11.2013
    Think it's great.
  • Rusty Farmer (AU1)Rusty Farmer (AU1) AU1 Posts: 1,705
    edited 07.11.2013
    I love the new sound effects. Or have they been around before this update? I only switched them back on.

    Having a sound alert when something is ready in the farm you are viewing - fantastic. I don't have to use my digital alarm as often.

    The next step, having a (different?) sound alert when something is ready on one of the others farms as shown on the next harvest list.

    In the future - different sound alerts depending on the type of harvest or building ready.
  • Instant Ocean (US1)Instant Ocean (US1) US1 Posts: 189
    edited 07.11.2013
    No comment....
  • george3 (AU1)george3 (AU1) AU1 Posts: 411
    edited 07.11.2013
    Please put the sign post back where they were, it makes no sense at all to hide them behind the score & drop menu.
    Whoever thought this was a good idea, maybe thinking is not one of their strong points.
  • monica79538monica79538 Posts: 1,932
    edited 07.11.2013
    I don't mind the new animal sounds. They are no worse and no better than the old sounds were and I turn them off within minutes of logging in to the farm. I am not liking the harvest the animals popping sounds--at all, so now those get turned off even earlier than they did before this update. And the music -- ready for something different, but here again, I have no problem finding my own music that I like.

    So to summarize: I am all for "No" sound if it is going to be of poor sound quality. ;(
  • george3 (AU1)george3 (AU1) AU1 Posts: 411
    edited 07.11.2013
    I don't mind the new animal sounds. They are no worse and no better than the old sounds were and I turn them off within minutes of logging in to the farm. I am not liking the harvest the animals popping sounds--at all, so now those get turned off even earlier than they did before this update. And the music -- ready for something different, but here again, I have no problem finding my own music that I like.

    So to summarize: I am all for "No" sound if it is going to be of poor sound quality. ;(
    I'm with you Monica, I've got a lot of Audio-books downloaded to my media player + about 500 songs, I think I prefer my music.
    Still love the game.
    George
  • Rusty Farmer (AU1)Rusty Farmer (AU1) AU1 Posts: 1,705
    edited 07.11.2013
    The lame music was never one of this game's selling points. My suggestion is get rid of the music, and use the music channel instead for the harvest and popping sounds, then the background sounds only can be in the other channel and we can now choose our preferential combination.

    Take my word for it, no one is gonna miss the music.

    To prove what I say is true, please vote on the poll.

    http://en.board.goodgamestudios.com/bigfarm/showthread.php?87514-Suggestion-Remove-music-channel-split-sound-effects-instead
  • Instant Ocean (US1)Instant Ocean (US1) US1 Posts: 189
    edited 08.11.2013
    I totally agree with most of what the community says. If I dare summarize it, it boils down to a few important points:

    - The additional sound effects that were introduced, with the exception of the "Production Ready" sound, are NOT welcomed at all.

    - As a result, many players decided to turn off their sound completely and this "upgrade" only justified even more the ones that had them off already. Given that fact, you should offer more choices of what we want to hear and not impose it. I think it's not too difficult to add a few check boxes in the setting menu.

    - A few things, like the Feed the dog Bug, were not fixed.

    Before introducing stuff we don't want and never, as far as I know, asked for, why don't you make an upgrade that would actually FIX the game. Adding "bling-bling" doesn't do much for the game except pissing ppl off. Also, if I may add another suggestion, why don't you add a nice "CONFIRM BUTTON" to all gold transactions. Yeah, you might not like this one because it will lower your "accidental" income, but your conscience might feel better and you might just sleep better at night.

    Gawd.... I'm on a roll.... another one.. Special seeds. Why on earth do you only make them ever so slightly different from the regular ones? You think that using a green bag instead of a beige one will do the trick? No. I'm sure I'm not the only one that accidentally planted special seeds by mistake. If they are so SPECIAL, make them SPECIAL and stand out. Also, when re-sowing, default to regular seeds! If we need special ones, we will open up the menu and select them.

    Enough for now... you have a full plate already.

    IO
  • Julia BorawskiJulia Borawski Posts: 1
    edited 08.11.2013
    It will not because if you update it is the same like oging in
  • FarmerTess (AU1)FarmerTess (AU1) Posts: 2,393
    edited 08.11.2013
    Julia

    I am sorry but I am not sure what you mean by "oging in" Can you help me out by trying to explain to me please:)
  • jaclark (GB1)jaclark (GB1) Posts: 37
    edited 12.11.2013
    Well GGS. I have to say that I am seriously disappointed.
    The signposts were moved without any explanation as to why this occurred. You have not had the decency or respect for your "customers" to explain this even though there were numerous mentions in this thread.
    I was hoping that this would be corrected in the update on Nov 12 but once again, no explanation, no correction.

    I have an eye problem which makes reading the boxes at the top of the screen difficult.
    I have tried several different screen resolution settings, some with disastrous results.
    The position and the ease of use of the signposts made the game more enjoyable and with less strain on my eyes.

    Please give an explanation for the relocation of the signposts.
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