Join the official Goodgame Big Farm Discord today!
Are you looking for a community of like-minded farmers to discuss your farming experience with? Look no further than the GoodGame Big Farm Discord Server!
Our server is the perfect place to connect with other farmers from around the world. Whether you're looking to chat about strategy, share tips and tricks, or just make new friends, our community has got you covered.
And that's not all - as a member of our Discord server, you'll also have access to exclusive giveaways and other special events. It's the perfect way to stay up to date on all the latest news and updates from GoodGame Studios.
So what are you waiting for? Join the GoodGame Big Farm Discord Server today and start connecting with fellow farmers from all over the world. Just click here to join the fun!
Comments
j
Does anyone know (for certain) whether building & using the Job Centre will make our Fields work as they did prior to the update? Where the time counts down regardless of whether you have something planted (or not)?
If so, I'll reserve judgement until after I see how that aspect works.
Example.....You are at work. You check your farm at lunchtime. You think to yourself..."I can plant special cabbage with edge plants, and then tonight when I log on from home, my fields will be ready for me to use and past their penalty phase"......Before, this was a logical way to farm. This requirement that you plant something else, in order to start the penalty, is a huge problem for people who farm around schedules. This must be fixed. I do not personally care much about the 60 vs 70 percent debate. This is a far bigger problem. Please fix this before the weekend.
This puts the higher level players in the co-op in a position to suffer extreme hindrance to their farms in order to build the Job Center. The other alternative, which is the one that my co-op and I will be taking, is to abandon the Co-op Village altogether until the penalties return to the former application at the very least.
The former penalties were unnecessarily oppressive to Village development. Oppressive due to the only financially efficient way to avoid the penalties was to plant edge plants on long running crops such as wheat, lambs lettuce and aloe then log out for 12 hours. Now that has also been eliminated as a strategy.
The previous penalty aspect was, in and of itself, counter-productive to the game more so than to the gamer. Anything that encourages a player to log out of the game is self destructive to the gaming company. That puts the gamer in a position to decide that they have better things to do with their time. Which contributes to their reluctance to log in to play another day. In other words, players are logging out and failing to return.
These new penalties are so oppressive that if they are not corrected expeditiously, BF will immediately experience player attrition at unprecedented rates.
You had such great potential with the Village. However, you destroyed all of that with oppressive penalties on producing the necessary resources to develop and operate the Village. Add in the Happiness penalties and you get a Village production economic system that only the farmers that earn large amounts of Farm Dollars can contribute to Village Production. You are establishing a precedent to new farmers that encourages them to ignore the Co-op Village altogether.
Eliminating the penalties altogether would stimulate growth of the Co-op Village aspect of the game. Couple that with either eliminating the Happiness requirement in the Village. Or allowing us to earn and/or buy and build decos in the same manner that we build and upgrade everything else in the Village would pique the interest of players of all levels. As well as their participation in Village development.
Then the Job Center could be used to boost the amount of rocks, sand and clay that one could obtain. Rather than reducing the oppressive penalties that are debilitating to low level farmers. Once again, the penalties are damaging to the gaming company. Encouraging any player to log out is self-destructive to the company. Providing the gamers with opportunities that create the desire to stay logged in is beneficial to the company.
From the beginning of the Co-op Village, low level players have been penalized so severely due to Happiness and edge plant penalties that they are locked out of participation in Village development. The more I upgrade our Co-op Village, the less the low level players in the co-op can participate due to severe Happiness penalties that none of us have the means to overcome. I am not going to sacrifice valuable space on my Main Farm to accommodate Happiness levels in the Village. I certainly will not encourage my Deputies and Co-op Members to do so.
The only aspect of the Co-op Village that keeps the entire concept from being a total flop is the Village Competition. We will continue with that. However we are abandoning Village development, including edge plant production, until these matters are resolved and a system that is friendly to players of all levels is established.
the hot fix that was just launched few minutes ago did remove the dead pool areas
hope it will last this way
i take that back
when i send a boat to a new location , then the location disappears , and the boat seems hanging on water
though a lot of fish is still supposed to be there
My understanding is it isn't a bug. It was faulty before when it counted down the penalty immediately after the harvest was ready. What kind of a penalty is it otherwise? Sorry about your work schedule etc but it was designed to be a proper penalty. Don't forget that while the penalty is on we can harvest the by-products by planting smaller timed seeds. eg: after edge plants on cabbage, we can plant 45 minutes of wildflowers an get more by-products (eg clay) every two minutes. As it was before we had less time to get more by-products because the penalty countdown was continuous. Now we know we are going to get full by-product value.
Suggestion re boats - great that we now see the icon of the boat type on the crew & equipment - could we also see the icon of the boat type we are loading on the right hand side under the slots please. "Some" people ** AHEM ** forget which boat they've just picked to load and it would make it even easier to match. Can we also see the boat icons where we buy the equipment and crew please? Even better can we see another icon for the crew type as well? What order are they shown in we are loading the boat? It seems a little inconsistent and confusing. Be good if each boat type stuff was grouped together.
Prediction: Now that we have a nursery for the flower farm and collectables coming from the meadows, I strongly suspect this is preparation for more coop projects, which will include harvests from the flower farm.
Thanks for the improved TOOLTIPS on the fishing boats.
Im not sure Im liking the change with the "stop-n-go timer" on the edge plant penalty times.
Is this how its suppose to be now? or an error?
Information on what the last 2 hotfixes were for would be appreciated also.
I'm wondering if this sent boats will back with fish, or empty...
this change really really makes it difficult to grow edge crops at any time. Regardless of everything that is going on, the coop I am in normally plants edge crops overnight or when at work, therefore when we come back we can harvest normally for other projects as the penalty had ended by the time we got back. This enabled us to still participate in village league, weekly events, hard work event and the coop projects most of which needed the fields/gardens/meadows. It didn't really matter about the by products being at a lower rate because the edge crops were profitable to be sold in themselves when grown along the longer production crops (except cotton).
Now the problem is, if I understand it right, if I plant an edge crop on a 6 hour growing plant in the morning and then come back in the evening from work giving me a maximum of 4 hours play time, I would still not have used up the penalty to the main crop thus affecting harvest size for the whole active playing time plus overnight as the penalty time would not have ended before I go to bed. That is not feasible and in effect will bring the village construction to an almost standstill. Especially as the only crops that are profitable to sell on shorter production are bamboo, spruce & willow. The consequences of this plan are wide ranging and appear just not well thought out
I do welcome the flower farm nursery, has long been needed.
changes to edge crops that no one was told about even if this is how it was meant to be from the start someone could have warned us of the changes.
job centre hmmm well sorry but wont be using people to look after my damaged fields cos i wont have any work for them to do, im stopping planting edge plants.
as for the horse meadow i sent a level 40 there sent it around the ring 25 times and i ended up with a crappy level 44 foal WHAT A TOTAL WASTE OF TIME. wont be using that again in a hurry i can breed better horses in my own stables, at a fraction of the cost
also worked out the cost of making a bronze box in the lab for a co-op member just the oyster,clam and shrimp chum comes to around 3.4 million dollars in value i didnt bother to work out the costs in catching them and making the chum i lost interest
all in all the update has been a mess as per usual
ps i do like that added icons telling me what fish are on my boats and the little boats on the equipment
if thats any consolation
EDIT: Just had 2 boats come in from a 'disappearing' fishing hole: They got their full load of fishes
musical fishing holes!! this is not a good fix
on thing on my mind doesnt anyone at ggs actually test these before they are released?