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  #221  
Old Oct 28 2012, 09:49 PM
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Docperk Docperk is offline
 
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Quote:
Originally Posted by calnorm View Post
i had a tonne of work to get through this morning but when a neighbor offered to do it all for me and DESPITE losing 15000 extra boxes of produce by not hiring a random from the market ... the offer was too good to pass up. neighbor saved me 3 hours of begging and scraping at the market. if we had bigger bulldozers we'd have more time to go to the market.
I would like to see the DEVs come up with a reward to the worker if they complete everything they are are hired to do. I really hate having to make 5 or 6 trips to the market to get the same job done over and over again.
On the larger bulldozer yes I agree I have gotten 6x6 and 8x8 on the other tool but our bulldozer is still at 5x5 can we get some help here to please?
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  #222  
Old Oct 28 2012, 10:43 PM
lynchrhonda@hotmail.com lynchrhonda@hotmail.com is offline
 
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I would love to see something to encourage workers to not just put there status on ie: Hiring pink etc, but also to finish job....so many accept hire then quit when they find out how many farms or how large the job is. Any ideas are welcome....
  #223  
Old Oct 29 2012, 12:21 AM
onamission onamission is offline
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3. Extra Box/Product when Hiring Strangers from the Marketplace: To increase work availability in the marketplace we have decided to reward those who hire strangers (not a Buddy or neighbour) in the Marketplace. That is to say, if you go to the Marketplace to hire others you will receive an extra product (regular non-large box, fruits, flower, log or fish) in your storage for each product harvested. This will help employers having more products to load their facilities.
I'm one of those players who loves to have some low level neighbours so that I can help them along. I love to see them go up through the levels, decorate their farms, and I give them hints and tips about the game so that they enjoy playing and derive more satisfaction because they learn how to do things a lot quicker than I did when I was a beginner.

I also give them work on my farm to boost their coin and xp, both of which are a big focus for them. While they are on my farm we often have a chat and that's when I share how to do something, or maybe a quicker way and they go away happy. Makes me happy too as I know that they will enjoy playing even more. We also get to know each other and some delightful FB friendships have developed as a result.

I've always liked to spread the word on the nifty enhancements in new releases (doing that now with that fantabulous dim option!), that's the way I'm wired and I won't be changing.

And I'm in the minority of players who come to the forums to find the solution to issues and the answers to questions so the info I pass along is correct to the best of my ability to read and relate. I also copy the link to a post with the relevant info and paste it to that person if I consider that to be helpful.

BUT, now I'm being tempted to hire from the market instead of giving the work to my low level neighs because I want those extra boxes of harvests. I've already done so a couple of times when I was running low on some crops.

I suggest that players like myself shouldn't be disadvantaged because of what we do. From a business point of view I would look at players like me as pure gold and a valuable asset - long term FT lovers and probably addicts lol; taking new players under our wing which increases the possibility of their continuing to play and enjoy thereby increasing the number of long-term players. Most of us probably buy farm cash (I do) to increase our own enjoyment simply because we love the game and want it to be as pleasant to play as is within our power.

My suggestion is for us to be rewarded just the same as the market hirers. How about giving the same reward to neighbours who hire low level neighs? Maybe have a cut-off point at what you would consider as a reasonable level, but making sure you're giving we mentors time to impart our knowledge and to boost them along as well.

I encourage my "chicks" to work at the market so it's not about hanging on to them. Rather the opposite cos I love to see em play as many aspects of the game as is possible for them to do. I work at the market too and that's where I meet most of my new neighbours these days. That's one of the things that I've always loved about FT - the social aspect.

Please don't disrupt our love of mentoring with a disadvantage which as far as I can see will have two distinct effects on your business. One, it will decrease our overall enjoyment from playing because mentoring is a big part of that enjoyment, and two, you will lose some players who would otherwise have continued to play had they learnt how to play well.

Lastly, if u think my suggestion has merit, please make the change as quickly as possible so this new disadvantage doesn't "set" into a change in our hiring perspective.

Love the game and that dim option is up there with the green glove!

cheers
  #224  
Old Oct 29 2012, 12:47 AM
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KnightRider KnightRider is offline
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Quote:
Originally Posted by onamission View Post
My suggestion is for us to be rewarded just the same as the market hirers. How about giving the same reward to neighbours who hire low level neighs? Maybe have a cut-off point at what you would consider as a reasonable level, but making sure you're giving we mentors time to impart our knowledge and to boost them along as well.

Lastly, if u think my suggestion has merit, please make the change as quickly as possible so this new disadvantage doesn't "set" into a change in our hiring perspective.
If they did that then people would quit going to the marketplace and that is why the change was made to get people into the marketplace to hire, but you could suggest it in the suggestion section and maybe in a few months or so they might do something like that.
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  #225  
Old Oct 29 2012, 12:48 AM
Aussie Rae Aussie Rae is offline
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Quote:
Originally Posted by Gregh View Post
Previously you could select the boat or rod and hover over waters to see how close to ready they were. It would tell you, say, "0 Fish - XXXX Bait, Rest 95% Grown". With the new release empty waters dim out until they're ready to fish! (I have the turbo boat so there are never any partially-fished waters, they're either full or empty.)

If you have a non-fishing tool selected you can see the water, of course, but it just tells you "0 Fish - XXXX Bait".

Could the Devs figure out a new way to tell us how long till the fish are ready?
Its simple, just uncheck the box in preferences and then you can check to see how long til the fish are ready...you can then go back and check the box again..
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  #226  
Old Oct 29 2012, 01:26 AM
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Gregh Gregh is offline
 
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Quote:
Its simple, just uncheck the box in preferences
Thank you. That is a perfectly good suggestion, as a workaround, but it's not a solution. It leaves the waters as the odd man out.

Turning the new feature off to see how long before something is ready is not required for any other item. When you click the green man, everything is visible and you can see how long till a tree, flower or crop is ready by hovering over it; but not a water. To see how long before a water is ready you need to select the boat or rod, and the new feature breaks that functionality by dimming the water.

Previously this wasn't such an issue because you just clicked on the boat instead of the green man. No hassle, no time lost.

Now, to see how long till a crop, flower or tree is ready: click the green man and hover over the item.

Now, to see how long till a water is ready (using the workaround): Open Preferences, untick the dim option, close Preferences, click the boat and hover over the item.

It's a minor thing, I'll grant you, but it jars.
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  #227  
Old Oct 29 2012, 01:56 AM
onamission onamission is offline
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Originally Posted by kitt1962 View Post
If they did that then people would quit going to the marketplace and that is why the change was made to get people into the marketplace to hire, but you could suggest it in the suggestion section and maybe in a few months or so they might do something like that.
I chose to post my suggestion along with the reasons in this thread cos it's relevant to the new release and also with the hope of promoting thought and discussion. I think it's best to discuss it now when the changes are new while we're thinking about how the changes affect us.

I suggested that it apply to only farmers with low level neighs like myself, and also with a cut-off point, so there would still be plenty of farmers going to the market. And when the low-level players do go to the market they will be better skilled at being good workers too.

My post is the seed of an idea. I'm hoping the devs will take it up and refine it if they think it has merit.

cheers
  #228  
Old Oct 29 2012, 02:10 AM
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KnightRider KnightRider is offline
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Quote:
Originally Posted by onamission View Post
I chose to post my suggestion along with the reasons in this thread cos it's relevant to the new release and also with the hope of promoting thought and discussion. I think it's best to discuss it now when the changes are new while we're thinking about how the changes affect us.

I suggested that it apply to only farmers with low level neighs like myself, and also with a cut-off point, so there would still be plenty of farmers going to the market. And when the low-level players do go to the market they will be better skilled at being good workers too.

My post is the seed of an idea. I'm hoping the devs will take it up and refine it if they think it has merit.

cheers
They probably won't do anything with it since it is not in the suggestion thread, this thread is mainly to discuss the new release and find any problems with the program that needs to be fixed before they work on the next new release and since your idea is not a problem with the new release but a suggestion that is related to what was in the new release they will not change it. That is why it should be put in the suggestion thread so that they can look at it for maybe a future release.
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  #229  
Old Oct 29 2012, 03:13 AM
onamission onamission is offline
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Quote:
Originally Posted by kitt1962 View Post
They probably won't do anything with it since it is not in the suggestion thread, this thread is mainly to discuss the new release and find any problems with the program that needs to be fixed before they work on the next new release and since your idea is not a problem with the new release but a suggestion that is related to what was in the new release they will not change it. That is why it should be put in the suggestion thread so that they can look at it for maybe a future release.
Not expecting an immediate tweak, just want to bring it to the attention of devs and players alike.

I'll post it in the suggestion thread as well. Thanks for the advice.

cheers
  #230  
Old Oct 29 2012, 05:55 AM
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Just an extra note about the dimmer - which I still love BTW. The seeder tools - all of them incl the new 64 plot one - dont hide anything when sewing crops. As I get someone to harvest and plow for me I usually use the seeders and I still have to manually hide trees, buildings,flowers,decorations etc. Please can the seeders hide everything but crops?
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