EricaJ (US1)
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- EricaJ (US1)
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There are many factors that determine fit. Most people want to do both - I see no reason why we should have to choose one over the other. Some do - and some enjoy doing the events even if they don't need the decs. It takes a lot of decs to fill 3 farms. I'd rather not try to second guess what other people want - they often…
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Count me among those who really dislike the constant themed events. IME, coordinating co-op projects with events works a lot better in theory than in practice. People have different play patterns - play at different times of the day for different lengths of time, and move through the event steps at different rates of…
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I don't know if that's really... a fair comparison. I see a couple of different, distinct ways that gold is used in the game: 1) To buy permanent benefits - housing, water towers, workshops, nursery upgrades, library boosters, etc. 2) Convenient time-saver, as in insta-finishing builds and production cycles. Using gold to…
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Are you sure that deputies are accepting them? There's a fairly new feature under 'Cooperative Settings' that opens the co-op to allow players to join without needing to go through the application / acceptance process. You might want to ask your leader to make sure those Settings are configured as desired.
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Yeah, I wouldn't expect - or want - something that was completely supply / demand based, because it would make us all dependent on the choices of other farmers. Unlimited grocery store is pretty much what we already have with the current farm management tool - buy /sell as much as you want at the stated price. Just exactly…
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This, I think, is the crux of the problem they are trying to address - and having a lot of egg production also gives distinct advantages in 2 of the 4 existing missions (eggs and dung). When a certain type of build is superior in multiple ways, the game is not well balanced. Introducing that would likely have a lot of the…
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The problem with that line of reasoning is that it could (and probably would) change the nature of missions for everybody - including those whose co-ops are not doing that project and those who are not in co-ops at all. There have already been a number of people express quite a bit of frustration with missions, and some…
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Another thing that is changing immensely is that players won't be signing-up hours in advance. The new system will be much more dynamic in that the mission will start within 5 minutes of the player choosing to enter. I think that's pretty much the point. I've always thought it might be interesting to randomize missions,…
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I expect a lot of people will still prepare by having things ready to harvest. For fields, they could go full-on corn or wildflowers, or some of each, and would probably end up in the mission they wanted at least some of the time. The real beauty of the new system is that players won't be able to dump RPs anymore. With the…
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This has been requested many times. It will never be implemented, for several reasons: GGS sells premium feeds and fertilizers for gold. Making such resources available for free, from other members, could reduce those sales and GGS' income. This is a fairly complex game, and requires a lot of timing and coordination…
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I'm guessing you're talking about the windmill rather than the silo, yes? Mill max is 200, which counts as 20 starts. If you are boosting the production to 300 using the library books, keep in mind that the bonus is added when you actually collect the feed, not when you start it. Projects are usually worded as "start…
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For starters, you might want to take a look at how long it takes to mill the feeds, let alone grow the feedcrops. It takes longer to mill donkey feed than cow feed, but donkeys cycle twice as often as cows. Milling 30 bags of donkey feed in a Level 5 mill takes 4 hours, but those 3 stables full of donkeys will be ready to…
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FlowerChild - do you have enough storage space available for the muffins? If not, try selling off some of them. I believe this is also a known bug, in that it does not bring up the inventory to prompt you to sell some. ETA: Ninja'ed by George!
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I'm not sure if that's the whole story. One would need a lot more data than I have at hand to know for certain. It is true that we will earn the higher xp from new GF tasks - but it is also true that we missed some of them the first time around. I got the original low xp tasks when I upgraded my cabin from L1->L4, upgraded…
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I don't believe they announced the xp adjustments, at least not in any post I've seen. That said - it seems to be more of a redistribution than an actual reduction in xp awarded. Prior to this change, the xp awarded for building tasks on the Gourmet Farm were abysmal relative to the massive xp awarded by some of the main…
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As I understand it, the workshop will reduce the quantity of these inputs required: -feed crops used to mill feeds -dung used by the silo to generate fertilizer -leaves used by the composter to create humus
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Thanks for checking, GeorgenollieUse. It didn't work for the restaurant, either, but it might have been a way to wring some extra profits out of that bakery.
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Correct. Situation as reported above. Workshop on the old gourmet farm did not reduce the ingredients needed by the restaurant. Co-op member has workshop on gourmet farm, and according to the display, it does not reduce the number of ingredients needed by the bakery. I'm asking if anyone knows for sure whether a workshop…
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Are you sure that applies to the bakery? I ask for a couple of reasons: 1) It did not apply to restaurant recipes on the old gourmet farm. 2) A member of my co-op has an L2 workshop on her gourmet farm, and has indicated the ingredients needed by her bakery are the same as without the workshop. It is possible that this is…
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Yes to all, including milk from goat stables being included with milk from cowsheds on projects.