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Comments
Certainly the Boosters starting mechanism needs to change.
However, I am concerned about @gizmo22 (AU1) & @dchen1 (US1)'s idea of being able to pause the boosters.
Because then, players can accumulate heaps of boosters; imagine a player having 10 boosters going all at once!
You could save up your boosters & at the end of the month start 5 'shorter times' boosters which would mean that everything would almost be instant.
Also, say you have a fishing Xp booster, when you are collecting fish/oleg turn it on & then turn it off. You could just turn it on & off, on & off, when you wanted, -this would not work!
So, YES, the boosters need to be changed, so that they don't start when your not on, but I think you are going too far, with the above idea.
Instead I would just change the boosters so that they start when you next log-in to the game.
Thoughts?
I do see your point, Yes, that could be a problem.
The only other way, (that I can think of) to remedy my concerns, but still change the boosters to a better starting mechanic, would be to do as @dchen1 (US1) & @gizmo22 (AU1) said above. But have a cap on the amount of boosters that you can have going at one time. I would say that 3 boosters at any one time, is the limit.
The other idea that could help, would be to have it so that the Player starts the booster whenever they want to, but once they start it, the booster is on, you can't stop (pause) it.
I would have both of my above ideas, implemented.
Otherwise, Big (high level) players & Big (High level) Co-ops will abuse it. Making a further gulf between the Top Co-op & the rest.
At least on my server, the Big Top Co-op, -the Misfits,- are ruthless, they are miles, and miles ahead of every other Co-op in every single event. Giving them more 'powers' of production is a VERY bad idea.
Thoughts?
We have been discusing it here;
https://community.goodgamestudios.com/bigfarm/en/discussion/167544/start-boosters-manually-%EF%B8%8F#latest
What do you guys think? How should the boosters be changed 1. they start the next time the player logs-in to the game? Or 2. that the player can actually start the boosters when they want to?
There are even other ways that can ruin many of the functions of the game if this feature was to be implemented, so honestly I can't see it happening. But perhaps being able to have a booster start when you log in after an event within a certain time period (eg. 24 hours) can help to prevent players from wasting their booster while not having it be misused in events to gain a large advantage over other players.
Or-Another thought is a limit of 3 weeks to have the booster used from the date won; already have mechanism for counting down time.
@dchen1 (US1), @ninjahuman (AU1) is spot on above, it would help a lot, & if you also made it so that you can only have 2 or 3 boosters at any one time, it may work.
Along with the 24 hour count down with a "Start Now" button on all the boosters, I think that is the solution!
This wont work out .
Simple reason : Imagine a player starting up two 50 percent construction boosters when architect is available . So he gets hundred percent construction booster = buildings get constructed in 1 second or less hehe
So this will ultimately reduce gold sales of ggs hehe. U know many people skip architect construction and if it is going to be the case that is not needed anymore as everyone will have only level 9 buildings (PS : if they have enough farm dollars ) .
So it will bring huge unbalance to the game .
But orchards and the field booster can be started manually , they dont cause any harm to the game but messing up with construction booster and production booster will cause a lot of problems is what i feel .
I have already got this 5 times hehe if i am to reveal the truth and many more in our server too have got it as far as i know .
Two 50 percent wont give but some other combinations will and thats why they are refraining from giving it away so easily .
So, for your "proof' pay attention to what happens, next time you get 2 of the same boosters.
____________________________________________________________________________________________________________________________________________
As @Uncle John (GB1) has explained above, if you have 2 of the same boosters (whether same length or not) they will 'merge' (best word I could think of) into one booster that goes for longer.
So, as already happens, If I have a 24 hours double XP booster, & then I win/recieve a 12 hours double XP booster, I will now have a 36 Hours double XP booster.
Same will happen with all boosters!
EDIT: I have been informed that I may be wrong, I'm very sorry if I am!
Certainly in all of my experiences, when you have 2 of the same boosters, they merge, giving you longer time, not a higher % booster!!!
I'm sure that I have not had every combination of every boosters, I assumed that all boosters merged, because that has always been my experience.
(Yes, I have had 2 of other boosters at the same time too, they all have merged) To be honest I'm quite shocked that GGS has a certain combination of boosters, that when played right, don't merge!
Time will tell, seems weird that they would make some instances different!
The day when u figure it out and get it and u will know why doesnt ggs give boosters like that .
(PS : Same boosters merge but different boosters dont and common elements get added up in percentage ) .
I'm sure that I have not had every combination of every boosters, I assumed that all boosters merged, because that has always been my experience.
(Yes, I have had 2 of other boosters at the same time too, they all have merged) To be honest I'm quite shocked that GGS has a certain combination of boosters, that when played right, don't merge!
Time will tell, seems weird that they would make some instances different!
For construction there are at least 2 different types of 50% time reduction boosters: one that is only a construction reduction booster and another one that is also a production reduction booster. Having both at the same time would make a 100% time reduction construction booster. Having only 2 of the same type will only give 50% for long time.
When winning a farmbooster for example 6h after an event. When the events end here in Finland at 01.00 night, you get no gain from a booster, because I work and I need sleep. Not even a 12h booster is of use because of work.
"9 . Ability to choose when to activate bought/won boosters
The benefit of these bonuses have a huge impact on the game mechanics and this means that having the chance to stack them has a direct potential risk of abusing this, unbalancing the event requirements."
It is not balancing, when most boosters are unfair and already benefit some more or can be bought. The game is already unbalanced. After the wwc event another totally wasted farmbonus possibly coming, already lost it twice 2x6h farm booster which came and went. Same after shinkei and goldfish....
What's the point of working to get the bonus if it has finished before we log on? It should start the moment you log on next NOT when the event finishes. The boat on the flower farm does not start the countdown until you log on & give it what it wants so why can't the same happen to the bonus time?
I've said it before many times that the shorter production times are not usable for some servers. But has GGS listened? That's a big fat NO!
It would be SO nice if we could choose when benefits like 'shorter times' etc could start! I've been awarded several hours (8hrs?) of 'shorter times' - but it's currently 2.52am here in the UK (yes, I know I should be in bed, lol) - but that's my point ; it started automatically, and I shall be asleep for the majority of the time so won't gain much from the reward gained by my - and my team's - efforts
Is there some way that such rewards could be saved as an item in our inventories - perhaps in the 'equipment' section - so that players can activate them at a time when they can actually take advantage of them?
I venture to say that this would be a great help to many players, so could the Mods please forward this to the Dev's? Thanks.
cooperative-play events: Cooperative Championship, Cooperative Hard Work event, etc etc.
How would you store such boosters if say one is for 72 hours and one is for 24 hours and one is for 12 hours.
that's a lot of inventory to keep tabs on. Would they all be held separately, or added all together.
Well of course the developers could implement it. But is it in their best interest to give players such a huge advantage.
If the timed-booster prizes could be added to the inventory-equipment and the players were given the choice when to activate them-- I'm all for it. They've implemented "booster SKINS" why not do the same for all boosters in general.