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Coops and game changes
Here goes.
I run THREE coops now. One on this server, CraftyCritters
Kracken Coop on the international server, and
Chicken Butts on the US server.
(All three are in need of new members.)
This one I started but was already a member in the other two.
One of those I was asked if I could take over as leader. The former leader was unhappy with all the game changes, and the next one in line didn't want to do it either. So fine. Why not.
The Chicken Butts coop our leader said she was taking a vacation then never came back.
it took a LONG time but the system finally promoted ME. And by that time the coop was a mess. Half a dozen players were no shows and the only person who could boot was also a no show.
Actually since all the changes in the game all three coops lost a LOT of good, long time players.
And this is why I'm posting in suggestions.
Very slowly I have been booting MIAs and replacing. There are two problems with this.
1. VERY ANNOYING.... I think replacements are only filling a task to join a coop. I let them in and they never show up. I really wish the game would somehow punish a player who gets booted for not showing up for over a week. Take back the perk the task gave, and make it impossible to apply again for a period of time. This would only happen if the person got kicked for lack of participation.
Or.... perhaps the task to join a coop would not be filled until AFTER they actually participated in a number of coop projects. Not just apply, get in, get some perk then decide this game isn't for them, meanwhile the coop leader (me) has to wait a week before deciding that person was a mistake. It wastes my time and everyone in the team.
Also... it would be nice if when someone is booted, the leader could click a check box with the reason. Some people may just choose to leave and that would not incur any penalty.
something... But if booted for never showing up, they are prevented from joining another coop for a set period of time. Why gain all the perks, researched things the coop has done when they have not contributed one bit?
2. The other big problem with rebuilding a once very strong and active coop, are the projects.
They are all so hard now, impossible to do. When you replace level 40+ farms with level 7s, everything on young farms is so small they really can't do much. This gets frustrating to everyone.
Can someone on the design end please consider this as something that needs adjusting?????
How about project difficulty being based on over all average of farm level and not how many the coop has already completed? This way if a bunch of high level players leave and are replaced with low levels, the whole team can still do something.
And fix the whole application booting process as described above. That's a major headache. Probably why the other leaders gave up.
Comments
I also think it would be great to be able to see a player's co-op history. Is this their first co-op? Have they been removed from other co-ops and why (I like your idea of marking why you are removing someone)? Etc. Etc.
Yes to both. Hope admins consider this.
I second these ideas full heartedly!!:thumbup:
Please consider these improvements for leaders of coops!
Some are removed for lack of communication, won't make a reply, won't donate, won't sign up for research. Co-ops need participation. I think it would be great for a task like "reach 4 shovels" in project activity, or donate 500 farm dollars to co-op. Even newbies can afford 500 dollars!
Join a co-op task should be level 10 + at least.
With all due respect, I never understood why players think they have to finish their tasks immediately ....?? Why not let them hanging there, untill you are up to it or ready for it? I did not take a second farm before lvl 30 and I only joined a coop at level 32.
All this game is asking from you is that you think for yourself, make plans, plan your strategy - not just follow up tasks blindly!:huh:
Even now I still have some tasks dangling from the leftside of my screen, for over 8 months now... and do not care. Making my 3 permanent farms financially and economically stronger seemed much more important somehow.
Happy farming!
I think the problem is they don't know they are not ready for the responsibilities of a coop. How could they? They are level 6 and have been playing for only a short time. This IS a game of planning and patience, but there is no way to know that after only an hour or two of playing time. But if a farmer had to wait a few more levels to join a coop, I think they would have a much better grasp of the game.
Happy Farming to you too :-)
There needs to be a change in why and how people apply. More info is a must. Not just click a button and apply to some random coop.
I think to fill that task the person has to first look for a coop, then send a personal note. No more automated things. And I LOVE the idea that once in a coop you have to participate in a certain amount of stuff before you get rewarded.
To answer this person more directly, coops are great. Research (which does cost game money) increases how much money everyone makes. Research flowers for example, and when you sell flowers you get more money.
This lasts for that coop forever. So if you join a coop that has been around and already done most of the research it can really help.
Some coops are more active than others. If you are on all the time and like to be active, find one that is.
Still others are much more laid back. So again you need to look around before joining. Even if you don't play every day, but might be willing to pop in more often when a coop project is going that would be good.
All depends on the coop.
Lastly the idea of checking someones history, this is not a complicated thing. No different than feedback on any selling venue. It would not give any more info other than how many coops one might have been in, and WHY they left. Leaving on good terms would not be a problem. Perhaps one is active and found a slower moving group.
Nothing wrong with moving onto one more suited.
It's the ones that join then never BOTHER to show up. I'd like to know that in advance. Simply decline the application, or at least have the option to write to the person. (There may have been a reason for vanishing. Real life stuff.)
One of my coops is begging to start a project but we are so advanced now, two vacancies, two more away for over a week. one I know is camping the other is MIA but was such a long time player I hate to boot.
Meanwhile, finishing anything has proven to be impossible. The new replacement players we do have are such low levels they aren't much help even though they try.
This really needs to be changed. Projects should reflect the over all level of all players combined. Not just how far the coop has gone.
You have a point there, agreed! Level 6 is far to low level to give such a side task! It confuses everybody and makes things almost impossible for applicants as well as coops! And there should be at least somehow/somewhere some explanation available to applicants what joining a coop truly means.
What about a "training coop." And this could be entirely game generated. Someone could click the join a training coop, then be presented with at least a few "projects" to help with. They would have to contribute to one research project. And only if they contribute enough, could they then look to join a real coop.
This would take care of a bit of training, solve the problem of players just clicking to get the task done, and it would give people a clue what you are expected to do in a coop and what you gain in the way of research being in a coop.
Fully realizing this would be a huge task for them to actually do. I can dream huh?
I'll take that back, it wasn't a program, it was an actual co-op a player started and they advertised themselves on Forum as a teaching co-op for new players. I don't know what happened to that co-op but there was such a co-op EARLY in the game.
Edit by PINJO: merged posts, please use edit button
You can find information about the training co-ops in the sticky threads in the "Co-operatives Looking for Members" board.