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Monstrous Field / Garden / Meadow
1.5 times the yield!
Comments
Just don't knwi why players put their frustration on other players
Have a big heart start a topic if u can
Thank u for putting a lol on both parts
(WiseWing: The "LOL post" posted before this post was removed)
There's badges for collecting them
its just funny, to get them for something that have not much funny aspects to them
But like a certain Einstein said.. Everything is relative
So to some persons what is funny, is entirely different than it is for certain others
I demolished regular cows and regular ducks, which I paid regular farm dollars to build & upgrade, in order to build my large cows and large ducks. Yet, this monstrous field would have to provide some super-amounts of crops before I would be persuaded to demolish my fertile fields, which I have spent many, many golds to upgrade.
And, what makes the large cows and large ducks popular is their reduced, harvest-ready times.
I doubt GGS would be willing to provide shorter harvest-ready times for crops. I think that would cause lots of headaches on the development side just to provide a small benefit on the player's side-- (if that were the case, then what do you think the price-tag / upgrade cost would be for a monstrous field? *cough* lots of gold *cough* ) -- and just think of the development hours it would need to calculate all-new harvest-ready-times for all the crops. (and not just one time, but three times for (1)fields, (2)gardens, and (3)meadows) LOL
So then, without a reduced harvest-ready time, yet this monstrous fields provides a measly 1.5x higher yield,
and carries the size of x3 fields-- I would not be interested. A smaller profile, x2 the size of a field--- then maybe I would be tempted to demo some fertiles... or if it used considerably less workers to upgrade.... then maybe I would be interested, maybe. And, I would only build one monstrous field-- for the sole reason of being able to push special seeds and/or event seeds and yield a much higher amount of crops than a fertile field would produce.
--My 2 cents.
it would need to be tweaked
I was only throwing the idea like that
Now think of an even larger meadow... lol The potentially largest building in game!
Happy Farming
(upgrade cost : farm dollars)
Then, there's fertile fields, gardens, and meadows, which use a smaller footprint than the regular-sized, and can be upgraded to level 10, which provides a slightly higher output than the regular-sized version.
(upgrade cost : gold) *could this be what you're describing* hmmm.
And then, there's the suggestion of creating giant-sized fields, gardens, and meadows, which would yield an even-higher output than the two previous, yet use double or triple the footprint size. All the while, still follow the same harvest-times as the two existing fields-- since the details of a reduced harvest-time or a finalized output have yet to be decided. Hence my emphasis on the word: suggestion.
EDIT: a good topic for debate would be the use of space (size / footprint) vs. fewer workers required.
You appeared (to me) to be suggesting that we took out 3 normal fields to build it but only got 1.5 times the output thus effectively halving the output.
I thought it was intended to be a comment on GGS and the doubtful advantage of the Copious Cowshed
In general, ideally one would like smaller buildings with higher yield, less workers and cash upgrade-able. The benefit of smaller harvesting times is somewhat doubtful, even if you are a player that spends long time playing (see Byron Longford posts about the mega buildings for that), helpful maybe for those that speed up with gold.
You want smaller buildings since you can fit more, and more means that you can take higher advantage of drops for events and library books. For example, 2 level one fertile fields provide more harvest than a single fully upgraded field and obviously double the drop for events. Same with fertile meadows and gardens.
Higher yield buildings are good for seaweed usage (best products per seaweed ratios), but in general you only need one of these buildings for that purpose if they do not have any other clear advantage.
Less workers would allow you to have less houses and with that space for other things, whether decos or more production buildings.
It is important that the buildings are cash upgrade-able because in any other case, at least in my case, I lose interest (they would take forever to level up and have better uses for the gold, like books or simply I keep using the gold for playing events and buying some decos or things I like). For example, my fertile fields/gardens/meadows stay at level 1. And I regret having bought the efficient olive grove. Personally, I will not try/play events that have as prizes non-cash-upgrade-able buildings.
Current mega buildings introduced in the game need less workers, lower harvesting times and higher yields in general (so higher yields per seaweed), the cow shed also having less seaweed needs. I would be maybe interested in having a mega building twice the double of a field (or 4 fertile fields) and twice the double of a garden if the have similar advantages. I would not be interested in a double meadow, since those are humongous already to start with. In general in the flower farm I want smaller buildings.
Other than crops buildings, I would be maybe interested in a mega beehive (max 4 beehives size) if they were to introduce seaweed honey dew (and please also introduce short time honey dew). And in a mega donkey building, which would give lots of dung (with seaweed affecting the dung amount and please also introduce fast donkey feed), since I am fed up with dung missions (though this might be bite back as the dung requirements for the mission will increase...).
Edit: and please when you introduce a new building, do not forget the skins for all available sets. I am still waiting for new skins from the weekly events sets choose-able as rewards from completing the weekly events, please. My poor coop apple trees also want to be able to use the currently useless camping skins!
Edit 2: Please, consider to adding long time, medium time and short time starters (feed, fertilizer, honeydew, ...) for all buildings, to adapt to different players schedules.
Seaweed feed (honey dew) for the apiary-bees.
YES, ME WANTS! Please please please!
I would like to see a long-term feed that would provide a super-monstrous "dung output" for the pigs & donkeys... 5~6 hour pigs, and 8~12 hour donkeys...
That would probably renew interest with the dreaded dung missions.
And would probably give new meaning to the phrase, "now there's a pile of dung."
I should have phrased it more clearly.
I have fertile fields, candy cowsheds, etc, but there are only a few that go smaller, even with gold.
I would like it if more buildings could be one square smaller, (pigpens, etc).
The size is the important thing to me, any fewer workers would be just gravy.
I dont know about you, but i hate keeping fields nowadays.
They are the most useless building(if you are not active) according to me as i dont collect them and so i have added few apples in place of fields. Curently have 14 fertile fields which also lie useless most of the time.
Just FYI .. ;o
Thanks for letting me know edited . I still have confusion with some of my server people itself about their gender as i dint ask them yet.