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Comments
ty so much for your personal opinion ... im gonna followed it so i have cancelled my subscribtions ... whats the point playing a game thats only works 3 days out of 7
I'm retired now but when I was working 3 days out of 7 was all I could typically play. Its good to have more options for more people but there needs to be ways to compensate when there aren't enough people too.
The US server is pretty well populated but I have one or 2 solo missions every run I make on every coopcha I participate in. I also usually get a a couple of 3 player missions.
I can play 6 missions in a row with 6 players on GB1 and our co-op leader and a couple of others will get 5 solo missions in the same time. The players are clearly there!
I'm only level 199 and out of 121 missions last CC I only had 2 that had less than 6 people in them
[Thanks Mat ... I have merged the threads now - Rosy]
It is not a bug, it is how the CCs functions
Myself and and another member of my group get loads of solo missions, I know because we are in the same coop, but don't always play at the same time.
24 hrs later, still getting solo missions, this is a huge problem for some of us, I don't believe ggs can't fix this, The situation is absolute rubbish.
Read up to see other views
Personally, I think you are right
My own coop has made no attempt at doing the CC for many a year.
You will find many coops advertising themselves as "we do not worry about the CC"
With the deteriorating rewards I think more and more coops are not trying to participate
GGS say it works as designed
I think I understand what Mashy is saying about missions......
Depending on how I approach them (harvest a little at a time vs. a lot), seems to be in direct correlation on how fast missions show up, and the size of the group of players I am paired with (well, I suppose the larger the group, the faster the missions show up) ..... as well as how often I see solo missions, or missions with just a few players
..... and all of that is based on the algorithm, so it would be the fault of the algorithm & how it applies to a specific mission strategy, on why some players see more solo missions. Not that the algorithm is 'faulty' per se, but it is the fault of, as in, it is because of the algorithm
As a software developer - "It is not a bug, it is a feature' is the most common excuse for not fixing a difficult bug.
I have analysed my last 2 CCs - 1/103 missions last time were fewer than 6 participants ranging from very low levels to 900+
This time round (masters league) 0/49 missions were less than 6 people in them - ranging from sub 100 level to, again 900+
I'm afraid I don't believe a word GGS says about this algorithm.
There are 2 options:
1. It is working as intended and deliberately penalising some players
2. It is broken and GGS have no idea about fixing it
I can't see how it is a magic 3rd option when I NEVER get our co-op members (L400+) in missions when they are getting solos at the same time I'm getting other players with L400+ at the same time.
On US server, I still get coop members in missions all the time. During CC, our chat often has players discussing strategies when they're in missions together, so I know there is more than me this happens to. Perhaps you might be an exception on this one?
I'm not sure I understand your comment to me that you "don't see that on the US server..." Perhaps I wasn't clear in what I said All I meant to say was that I have noticed a correlation between how I approach missions and how fast they come.
Depending on the time I have to play, there are different ways I approach missions. 1 way (without stating the strategy) I almost always get missions super quick, meaning from about 2 seconds up to 1 minute at the most, but most often just a few seconds. Another way (without stating that strategy) missions often come a lot slower, like most take 2-4 minutes to start the next one. Even on that one, some do come quicker, just the majority take longer to start. This does vary a little bit with the time of day, but during a stackmaster run time, I have gotten each of these scenarios in the mornings, afternoons, evenings and late at night. No time frame has been exempt.
Quite awhile ago, there were a lot of similar complaints from the AU server as their # of players have dwindled. There had been requests to be allowed to merge if they desired to continue to play. Now that this is happening on another server, perhaps they might consider trying to find a way to make that possible to keep more players? I remember reading 1 suggestion of offering players in those servers the choice of moving their farm to the INT server ... but I don't know if programming-wise, if that's even possible. It sounds nice from a player perspective though
As a developer myself - I stand by my 2 options!
Either broken and not going to be fixed (but still broken) or deliberately rubbish and targeting a few players!
That is one hell of a spread!