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We had a mid-50 level member who left abruptly about the time the VF event started, and not under the best terms. This person apparently felt slighted. So this player joined a new coop right away, our best players were all solicited to join them, as if they were trying to cherry-pick through our coop. The convo got a bit testy "go away" I said, grow your coop some other way besides raiding ours". Solicitations came mostly from a deputy in the new coop, and also our former member.
Sooo...
We keep a few spots open for newbies, always have. A couple have joined since VF started. But....someone is sabotaging us.
For the third time, when we discuss in chat, "ready to start a short challenge?" Immediately somebody starts a 14 hour one.
We can of course kick the suspected mole, but what's to stop another one from joining???? Do you suggest that out of paranoia we stop admitting new low ranked players????
Are people that petty really?????
I just wanted a farm, not conspiracy theories and warfare. Like I said, I did not want to believe it was real, more likely just a wrong click by someone. But now after the third time I am finally convinced.
There are 2 solutions:
1) the restriction on who can start a challenge
2) better enforcement for multi-accounting
This may be a rare problem, but the event set-up makes it possible. I hope the leader/deputy thing will be implemented soon.
Someone suggested that Leaders/Deputies could start any challenges, and that members be allowed to start only challenges of 1 hour or less. Seems like a good solution.
There are two aspects to the boosters - percentage added and duration time.
You have to notice which one you are winning. Haven't had enough experience yet to see which (or perhaps sometimes both) comes from where. I won a wheel booster that added duration to the challenge that was currently running, but others that did not. I think the Challenge Support rewards are all percentage additions with no duration added.
The percentages add up throughout the event. But the durations get used up with each challenge. Don't know about buying with gold (too pricey for ME!) but you earn duration for the next challenge by completing the required amount for a product TWICE. (A 1-hour challenge gives you 30-mins of booster time if you collect double the amount required.)
A decent strategy is to do a 1-hour challenge THAT YOU CAN COMPLETE TWICE (I'm sure that's not a possibility for smaller co-ops) then follow that up with a half-hour challenge to capitalize on the 30 minutes of booster time you've earned.
I think they have been right, and I just didn't want to believe it.
Really needs to be addressed.
Don't know how GGS can set it up to allow just leaders and 4-5 other players. You can send out messages saying please don't start a challenge unless you are so and so, but that's no guarantee. Accidents happen in the best of coops.
By limiting the time for regular players, there's not much of a problem if the challenge isn't doable. Besides, the feedback has been that shorter challenges are more advantages.
If you collect MORE than the required amount, up to 2x the number asked for (42,768 in this case) then you can also win between 1-420 minutes of Booster Time for your NEXT challenge. The maximum time you can earn is ½ the time of the CURRENT challenge (I.E., if this was a 1-hour challenge AND you collected 42,768 or more Alfalfa, you would have won 30 minutes of Booster Time for your NEXT challenge.)
If you collect 2x the number asked for in all 4 crops, then you not only win a 25% Bonus for each of the 4 crops, but you ALSO get ANOTHER 100% bonus to your overall score, for a total bonus of 200% to the overall score. That's why filling those green & orangeish(?) bars for each crop is important.
I have to say though, I'm not a fan of these "cumulative" bonuses. They give large Co-Ops an extremely huge advantage. 100 (Level 10) Players in a Co-Op would easily defeat 50 (Level 300) players simply from the sheer force of these bonuses, which can approach 10,000% or more. I'm not sure what the answer is here, perhaps there needs to be a cap/maximum amount of cumulative bonus that can be earned. But there's definitely a problem when 2 Co-Ops can do a 30-minute challenge, both complete it with the exact same number of crops, yet one Co-Op receives 10,000 points and the other Co-Op receives 1 MILLION points because they've built that bonus up to 10,000%.
https://community.goodgamestudios.com/bigfarm/en/discussion/182241/important-announcement-village-fair#latest
I did receive the 3 GMLs for hard work rewards, but I worked toward getting them. I would find it genuinely disturbing, if GGS took those away. Isn't 3 Gold Licenses a reasonable reward for a week of bugs and unbearable slowness.
I am extremely worried about this announcement.
Imagine.....if instead of spending time dreaming up algorithms to take stuff away....that they spent that time working on the bugs!
If I were to actually have less stuff at the end of this, than at the beginning, that would be very, very problematic. I am just stunned that GGS is even considering this. The potential for error is simply too high.
Would it not be a better option to for once tell your players "whoops we messed up but our bad, merry xmas, you get to keep the items for putting up with a new portion of the game that is now being called a "test" and dealing with the lag and lack of information on the game"????????
With previous history being what it is I have a very hard time believing that players won't end up losing more than they gained.
If you HAVE won the carousel, and then started winning the prizes AGAIN (starting with number 1, the 50 bags of speedy fertilizer), then some items (those you've won 2 or more times) may be removed.
At least that's my read on it.
Could we please have an answer on this please. It will cause a lot less stress on us all.
I just won my 3 GMLs today and I feel that I won them fare and square. I worked hard for them and went through lots of resources to get them.
I would like assurances from Mods/CM Hunter that items that have only been credited once will not be removed. To remove items credited once will be unfair to players that may have used special seeds, seaweed items (already in their inventory) and maybe even some gold to take part and play in this event.
Also during this event I used gold to buy 2 x GML's from Omar (the ones with the tokens as well as part of the deal) I want a guarantee these will not be removed. They were paid for with gold purchased with real money.
Answers before items are removed are needed.
Used a larger font for an easy glance and listed the shorter times for speed feed and fertilizer. I just hope that I am not too late and everyone hasn't printed out the other one yet.
Another flop !! Congrats GGS ! Another one for your CV
How do you know how many GML people had before this last event you can't program?
How do you know how many sunflower seeds we had?
How do you know how many seaweed feed / humus and fert we had ?
How do you know how many of these items were bought by players during the event ?
You don't know, this is the sad truth, and you really should't touch players' inventory unless you have solid data
I would understand if you said you will take speed fertilizer and speed liquid fertilizer which are unique to your new event, but the other items ? It would be discriminatory (which is also typical of your bad management and planning), and definitely not an acceptable solution
Keep your hands off our inventory
1-May I please join the chorus regarding the removal of players' inventory? GGS has no way of knowing who had what before the event, or who bought what during the event. And doing some mathematical calculation to "make it fair," isn't fair at all. And as a result, I imagine, you'll probably see even less revenue coming in in the months to come.
GGS has to reverse it's rectal-cranial inversion on this. If they mess up, as another player wrote, then it should be "my bad, and merry christmas." (That's the way you used to do it until your resident Scrooge joined the team.) It will not harm the game if a few players accidentally get a few extra items. But it will damage the company's already dwindling esteem on the part of the players if you remove items because there is no way you can do that without removing some items legitimately gained. Once, years ago, a company accidentally delivered a truckload of premium gravel to my drive, spreading it out just so, and driving off. Two days later, they showed up at my door, explained the error, and said they had to remove it. I said to go ahead, but they had better not remove even one bit of gravel that was there before they made their error. (I got to keep the gravel, and for the company, lesson learned.)
GGS has got to learn that the blame falls on them when mistakes are made, and shouldn't punish players for those mistakes. And giving everyone a deco in place of a GML or sunflower seeds is punishment.
2-Maybe it was an unintentional "test run" of an event, but most of us wouldn't have a problem with that, I don't think, if you announce ahead of time that's what it is, and incorporate all feedback when fixing the thing. (Like making it impossible for just anybody to start a challenge.) Might be something to consider for future events. (Although most of us would rather see numerous things fixed first before you roll out something else.)
I predict - if you take from us you will go into liquidation pretty fast!
GGS knew far too well this event was far from ready !! The announcement at the last minute, the nearly non-existing presentation of the event, the video at the last moment, the update with multiple downtimes that followed
Even the teasers and the calendars with an "eventless hole" in them showing that GGS had the hope to start the new event during those days
And now GGS solution for an event which is not working properly is one which works even less than the event itself