Farmville There are many tricks and tips that you can use to help you level faster in Farmville. You have to be careful, because if some of the tricks and tips can be illegal as through Facebook. If you use illegal tricks to quickly jump on top Farmville then you run the risk that your Facebook account will be closed.
Many of the tips and tricks you can use Farmville will help you level faster than normal on some of the bestare easy to find, simply by searching on Google. What should I do here, to show you some simple tips and tricks to help you begin to Farmville.
One of the many tricks and Farmville travel you can use to speed up your collection and plowing boxes you in their farmers can by building a barrier around him or her about things like fence panels, bales of straw or any other What you have your garden. You must ensure that the farmer-Trapon the piece of land that starts when ! you are in your company at any time.
This means that if you sow, plow, harvesting or land, you must not wait for your farmers, until all the way to the part of you just go to work. Another suggestion is to keep your neighbor as far as we can help.
You can earn money and experience points to help your neighbors. Eventually, you will also be forgiven, banners, you can earn even more, and easy to show that neighbor helpful. Furthermore, it is likely that people will help you the favor of one or the other time back.
One of the Farmville best tricks and tips that I found, however, is the review, neighbors and friends were with ribbons or awards from Farmville. When this happens, you will be asked if you want your reward to all your friends, share wealth write. Some people refuse to do so will slow Farmville, while waiting Facebook to make it up.
If people refuse to reconsider their realization on Facebook, how to get their share pr! ice? One possibility is to go on your home page on Facebook an! d on the left side of the page you will find a list of icons that you can watch. Between the last icon says "more", click on the word "more" and symbols are exposed. One of these symbols Farmville.
Click on Farmville and you will see a list of all your neighborsass is that the additional points of banners in Farmville. In each of their prices
will be saying "you get a bonus from them", and choose that if it was not too long after the award was given to them with you everywhere Between 50 and 250 coins will be awarded.
These are just some of Farmville tricks and tips that you can use to help you get started in Farmville.
Tuesday, September 7, 2010
test 2
Farmville's popularity is impressive on a few levels--more people are playing it than World of Warcraft, than ever bought a Wii, and a look at my own Farmville friends list indicates it's seducing players to the joys of gaming who would never even pick up a video game under normal circumstances.
Granted, Farmville exists with a very different business model than most video games: you don't pay by the month to play it, you don't even shell out a one-time payment to play: you play for free, and then the game tries to sell you in-game perks and a chance to skip the grind to unlock all of the game's content by spending money rather than time.
It exists in a social rather than solitary space, while it's not an explicit pyramid scheme like some online games such as mybrute that rely on referrals, Farmville locks you out of some content unless you have enough friends playing Farmville with you,! and having friends in your network playing Farmville is a reliable source of coins, experience, and gifts, the main resources of the game.
Farmville leverages the social aspects of Facebook very effectively: every time you so much as sneeze in Farmville, a message pops up and asks you if you would like to share with your friends how much fun you're having sneezing and and encourage them to come sneeze in Farmville with you.
The game is also more than happy to bribe players for participating in its viral spread: cute lonely animals will show up on your farm periodically and as a player you face a dilemma in sentencing them to virtual abandonment and death unless you post on your Facebook wall that you need one of your friends to start playing Farmville and "adopt" the adorable little self-promoter.
When a Farmville related message pops up on someone's wall you'll typically get a nominal reward for clicking on it, and the person who posted! it usually gets an in-game bribe as well, on top of the const! ant enco uragement from the game to share with the world how thankful you are that your friends are asynchronously playing Farmville with you and helping you out.
The grind in Farmville is different than most RPGs I'm familiar with--most RPGs require more and more experience for each level you gain in order to nudge the player towards taking on greater and greater challenges--you face diminishing returns for grinding unless you keep moving forward in the game. Farmville's grind appears to get progressively longer for the sake of getting longer.
You can go up seven levels in your first day, two on your second, but before long you slow down to gaining a level or less a day. Farmville bestows ample amounts of beginner's luck on anyone who's just starting, but gradually puts the brakes on their pace of progress until going from level 23 to 27 will mean doubling all the experience you've earned up to that point.
The rate at which you earn experience does! gradually increase; provided that you have enough Farmville friends to allow expansion of your farm you'll start earning more XP a day due to that space. You can also trade coins for experience by buying buildings, but progress in the game is scaled to happen more and more slowly as you advance in it.
Farmville is not even the first farming simulation game I've played: the Harvest Moon and Rune Factory games share many of the same conventions, while Farmville takes them in a slightly different direction. For the Harvest Moon games the limiting factor is most often time and dividing it up among all the things you want to accomplish over a real-time day, in Farmville the limiting resources are money and space, both of which can be purchased if you're willing to donate to the developer.
The Harvest Moon games are designed to be played full-time so you have no downtime and can always be accomplishing something, Farmville is designed to draw you back in ! small doses scattered throughout the day. In Harvest Moon you ! plant cr ops and keep yourself busy while in-game days pass, in Farmville you plant crops and harvest them on a real-world schedule, crops come due in hours or days and you have a limited amount of time to harvest them before they rot.
And the most significant difference is probably that in the Harvest Moon/Rune Factory games, investing in building up your farm and acquiring a fortune was a means to an end, the money and resources you acquired were funneled into secondary gameplay systems like wooing a wife, befriending your neighbors, or acquiring enough resources to fight your way through a dungeon. In Farmville, building a farm is the ultimate end-goal, and all the money you acquire is spent on decorations or the ability to arrange your farm for purely aesthetic purposes.
The genius in how Farmville has succeed in getting so many people addicted comes down to how it handles commitments on a player's time: every time you play Farmville and plant a crop, you'r! e making a commitment to come back during a 12 hour window or so to harvest your crop, or else you forfeit your investment.
You can pick the size of your window to be anywhere from two hours to four days: that time period determines how long you have to wait until you can flip your crop and get your money back, as well as how long you have from harvest time to when it rots. And so Farmville fulfills the classic elements of addictive behavior: it rewards you for playing it by letting you have the sense of advancing in the game, particularly early on, it punishes you for going too long without playing, and it rewards you for coming back at predictable habit-forming intervals.
In order to quit Farmville you'd have to make a conscious choice after harvesting your fields to not re-plant them, or else leave all your currently planted crops to die. Some of my friends have even handed out their Facebook passwords to get their friends to babysit their farms f! or them when they're on vacation, or just put up with the ongo! ing mult i-minute demands of their virtual fields.
I got roped into playing Farmville when my girlfriend insisted I needed to help her out and play with her. Together we worked up a spreadsheet to figure out what the profit per hour was for each crop in the game, which lead to some interesting results: unlike the other farming games that I'd encountered, trees and animals seemed to simply be an afterthought, they offered nowhere near the profitability of harvesting crops.
Even the larger investments you can make like a dairy farm which earns hundreds of coins a day would take a few months to become profitable, which is an eternity for a simple online farming game. Analyzing the profitability per crop also revealed some odd results, while the newer crops always offered a better return over their given time period than previous crops, the most profitable crops per hour remained fairly fixed throughout most of the game, and in some cases didn't change for more tha! n 10 levels.
We came to the conclusion that a large number of features in Farmville were purely decorative even when they weren't intended to be--the game has a number of ribbons and achievements designed to reward players for pursuing something other than the simple profit-maximizing strategy of farming the heck out of their most profitable crop, but the returns offered told their own story.
I think Farmville does a lot of promising things for a social game, you get to build and arrange your own farm and show it off in a social space that overlaps with the most widely used social network in the world--there really aren't any other games I can pick up and immediately know whether any of my friends from high school are still playing it. The interactions with other players are largely superficial--you can fertilize a few of their crops an hour, and give them gifts at spaced intervals, but there's no real economy between the players for the resources you! produce, which would undermine the real purpose of the game, ! getting you to spend actual money on its perks.
Farmville does seem consciously designed around that goal: it virally spreads itself throughout your social network as innocently as it can, and subtly convinces players that it's more worthwhile to pay actual money than spend all their time farming to get ahead, and tempts them with decorations you can't achieve any other way. What it's missing is a depth of strategy found in traditional out of the box games, a more substantive end-game, and a more balanced grind and progression through its content.
Frankly, I think Farmville is more addictive than it is fun. I like the fact that it's instantly networked in with my social sphere and it's proved accessible to people who don't normally indulge in my hobby of choice. I would love to see a game do all the things Farmville does in terms of its accessibility and ability to leverage existing social networks, I just want that game to be better, even if I have to pay fo! r it.
Granted, Farmville exists with a very different business model than most video games: you don't pay by the month to play it, you don't even shell out a one-time payment to play: you play for free, and then the game tries to sell you in-game perks and a chance to skip the grind to unlock all of the game's content by spending money rather than time.
It exists in a social rather than solitary space, while it's not an explicit pyramid scheme like some online games such as mybrute that rely on referrals, Farmville locks you out of some content unless you have enough friends playing Farmville with you,! and having friends in your network playing Farmville is a reliable source of coins, experience, and gifts, the main resources of the game.
Farmville leverages the social aspects of Facebook very effectively: every time you so much as sneeze in Farmville, a message pops up and asks you if you would like to share with your friends how much fun you're having sneezing and and encourage them to come sneeze in Farmville with you.
The game is also more than happy to bribe players for participating in its viral spread: cute lonely animals will show up on your farm periodically and as a player you face a dilemma in sentencing them to virtual abandonment and death unless you post on your Facebook wall that you need one of your friends to start playing Farmville and "adopt" the adorable little self-promoter.
When a Farmville related message pops up on someone's wall you'll typically get a nominal reward for clicking on it, and the person who posted! it usually gets an in-game bribe as well, on top of the const! ant enco uragement from the game to share with the world how thankful you are that your friends are asynchronously playing Farmville with you and helping you out.
The grind in Farmville is different than most RPGs I'm familiar with--most RPGs require more and more experience for each level you gain in order to nudge the player towards taking on greater and greater challenges--you face diminishing returns for grinding unless you keep moving forward in the game. Farmville's grind appears to get progressively longer for the sake of getting longer.
You can go up seven levels in your first day, two on your second, but before long you slow down to gaining a level or less a day. Farmville bestows ample amounts of beginner's luck on anyone who's just starting, but gradually puts the brakes on their pace of progress until going from level 23 to 27 will mean doubling all the experience you've earned up to that point.
The rate at which you earn experience does! gradually increase; provided that you have enough Farmville friends to allow expansion of your farm you'll start earning more XP a day due to that space. You can also trade coins for experience by buying buildings, but progress in the game is scaled to happen more and more slowly as you advance in it.
Farmville is not even the first farming simulation game I've played: the Harvest Moon and Rune Factory games share many of the same conventions, while Farmville takes them in a slightly different direction. For the Harvest Moon games the limiting factor is most often time and dividing it up among all the things you want to accomplish over a real-time day, in Farmville the limiting resources are money and space, both of which can be purchased if you're willing to donate to the developer.
The Harvest Moon games are designed to be played full-time so you have no downtime and can always be accomplishing something, Farmville is designed to draw you back in ! small doses scattered throughout the day. In Harvest Moon you ! plant cr ops and keep yourself busy while in-game days pass, in Farmville you plant crops and harvest them on a real-world schedule, crops come due in hours or days and you have a limited amount of time to harvest them before they rot.
And the most significant difference is probably that in the Harvest Moon/Rune Factory games, investing in building up your farm and acquiring a fortune was a means to an end, the money and resources you acquired were funneled into secondary gameplay systems like wooing a wife, befriending your neighbors, or acquiring enough resources to fight your way through a dungeon. In Farmville, building a farm is the ultimate end-goal, and all the money you acquire is spent on decorations or the ability to arrange your farm for purely aesthetic purposes.
The genius in how Farmville has succeed in getting so many people addicted comes down to how it handles commitments on a player's time: every time you play Farmville and plant a crop, you'r! e making a commitment to come back during a 12 hour window or so to harvest your crop, or else you forfeit your investment.
You can pick the size of your window to be anywhere from two hours to four days: that time period determines how long you have to wait until you can flip your crop and get your money back, as well as how long you have from harvest time to when it rots. And so Farmville fulfills the classic elements of addictive behavior: it rewards you for playing it by letting you have the sense of advancing in the game, particularly early on, it punishes you for going too long without playing, and it rewards you for coming back at predictable habit-forming intervals.
In order to quit Farmville you'd have to make a conscious choice after harvesting your fields to not re-plant them, or else leave all your currently planted crops to die. Some of my friends have even handed out their Facebook passwords to get their friends to babysit their farms f! or them when they're on vacation, or just put up with the ongo! ing mult i-minute demands of their virtual fields.
I got roped into playing Farmville when my girlfriend insisted I needed to help her out and play with her. Together we worked up a spreadsheet to figure out what the profit per hour was for each crop in the game, which lead to some interesting results: unlike the other farming games that I'd encountered, trees and animals seemed to simply be an afterthought, they offered nowhere near the profitability of harvesting crops.
Even the larger investments you can make like a dairy farm which earns hundreds of coins a day would take a few months to become profitable, which is an eternity for a simple online farming game. Analyzing the profitability per crop also revealed some odd results, while the newer crops always offered a better return over their given time period than previous crops, the most profitable crops per hour remained fairly fixed throughout most of the game, and in some cases didn't change for more tha! n 10 levels.
We came to the conclusion that a large number of features in Farmville were purely decorative even when they weren't intended to be--the game has a number of ribbons and achievements designed to reward players for pursuing something other than the simple profit-maximizing strategy of farming the heck out of their most profitable crop, but the returns offered told their own story.
I think Farmville does a lot of promising things for a social game, you get to build and arrange your own farm and show it off in a social space that overlaps with the most widely used social network in the world--there really aren't any other games I can pick up and immediately know whether any of my friends from high school are still playing it. The interactions with other players are largely superficial--you can fertilize a few of their crops an hour, and give them gifts at spaced intervals, but there's no real economy between the players for the resources you! produce, which would undermine the real purpose of the game, ! getting you to spend actual money on its perks.
Farmville does seem consciously designed around that goal: it virally spreads itself throughout your social network as innocently as it can, and subtly convinces players that it's more worthwhile to pay actual money than spend all their time farming to get ahead, and tempts them with decorations you can't achieve any other way. What it's missing is a depth of strategy found in traditional out of the box games, a more substantive end-game, and a more balanced grind and progression through its content.
Frankly, I think Farmville is more addictive than it is fun. I like the fact that it's instantly networked in with my social sphere and it's proved accessible to people who don't normally indulge in my hobby of choice. I would love to see a game do all the things Farmville does in terms of its accessibility and ability to leverage existing social networks, I just want that game to be better, even if I have to pay fo! r it.
Test 1
Gaining mastery in FarmVille is all about careful planning and a touch of patience. Here's how to reach mastery at lightning speed for all your crops.
FarmVille mastery is a feature of Zynga's FarmVille where you are required to harvest any particular crop a certain number of times to gain a "mastery star". There are three mastery stars that can be obtained for each crop, these stars represent the mastery level achieved. Once all stars have been obtained for a certain crop you will receive a special bonus and a mastery sign. Achieving crop mastery is not just about planting a whole field of crops as often as possible, it is all about careful planning and you will need a FarmVille mastery chart to successfully do this.
Let's take a look at the following mastery chart to determine the actual amount of times you need to harvest each crop to gain each mastery level.
Column one shows! us the name of the crop, the next three columns show us the harvest amounts for each FarmVille mastery level, and finally the (last column) shows us the total amount of harvests required to reach the third mastery level overall.
FarmVille Mastery Chart:
Wheat 150, 300, 450 (900)
Eggplant 175, 135, 230 (540)
Soybeans 300, 600, 900 (1800)
Strawberry 500, 1000, 3750 (5250)
Peanuts 275, 550, 825 (1650)
Lilac 450, 900, 1350 (2700)
Squash 200, 400, 600 (1200)
Pumpkin 500, 1000, 1500 (3000)
Artichoke 125, 250, 375 (750)
Rice 400, 400, 2000 (2800)
Daffodils 200, 400, 600 (1200)
Raspberry 1500, 3000, 4500 (9000)
Cotton 150, 300, 450 (900)
Cranberries 450, 650, 2900 (4000)
Bell Pepper 350, 270, 455 (1075)
Pepper 425, 850, 1275 (2550)
Morning Glory 500, 1000, 1500 (3000)
Aloe Ve! ra 800, 1600, 2400 (4800)
Pineapples 425, 325, 550 ! (1300)
Red Tulips 500, 1000, 1500 (3000)
Pattypan Squash 350, 700, 1050 (2100)
Blueberry 1000, 2000, 3000 (6000)
Watermelon 150, 300, 450 (900)
Grapes 425, 850, 1275 (2550)
Pink Roses 450, 338, 590 (1378)
Tomatoes 750, 1500, 2250 (4500)
Potatoes 150, 300, 450 (900)
Rye 900, 1800, 2700 (5400)
Carrots 500, 1000, 1500 (3000)
Coffee 350, 700, 1050 (2100)
Corn 200, 400, 600 (1200)
Sunflowers 575, 1150, 1725 (3450)
Ghost Chili 1200, 2400, 9000 (12600)
Cabbage 500, 375, 665 (1540)
Green Tea 750, 1500, 2250 (4500)
Blackberries 1200, 2400, 3600 (7200)
White Grapes 1200, 2400, 3600 (7200)
Red Wheat 250, 500, 750 (1500)
Lavender 450, 338, 590 (1378)
Sugar Cane 1300, 1300, 8400 (11000)
Peas 600, 1200, 1800 (3600)
Yellow Melon 150, 300, 450 (900)
Onion 825, 825, 4125 (5775)
Broccoli 425, 325, 550 (1300)
Lilies 500, 1000, 1500 (3000)
Acorn Squash 1000, 2000, 3000 (6000)
Asparagus 825, 825, 4125 (5775)
Purple Poppies 750, 1500, 2250 (4500)
Elderberries 825, 1650, 2475 (4950)
Peas 525, 1050, 1575 (3150)
Ginger 650, 1300, 1950 (3900)
Cucumber 820, 1640, 2460 (4920)
Iris 600, 1200, 1800 (3600)
Basil 1200, 2400, 3600 (7200)
Lemon Balm 2200, 4400, 6600 (13200)
Oats 1850, 3700, 5550 (11100)
Posole Corn 1500, 3000, 4500 (9000)
Bamboo 1200, 2400, 3600 (7200)
Saffron 1500, 3000, 4500 (9000)
Clover 2500, 5000, 7500 (15000)
Amaranth 1200, 2400, 3600 (7200)
White Roses 900, 1900, 2700 (5500)
Forget-Me-Not 1100, 2200, 3300 (6600)
Once you reach a mastery level for any crop you will receive a s! mall reward:
Level 1 Mastery: Receive 25 experience! points and 500 coins.
Level 2 Mastery: Receive 75 experience points and 1500 coins.
Level 3 Mastery: Receive 250 experience points, 5000 coins, a Crop Mastery sign with the crops picture, and a chance at winning a premium crop.
To effectively reach full mastery for all crops you will need to apply a little planning to your farming.
Use this Farmville mastery chart to determine how many crops you need to plant, then hover your mouse over a particular crop in the Farmville market (within game) to quickly see how many times you have harvested this crop previously.
This will allow you to quickly see how many plots a certain crop will take up, allowing more space to plant further crops to strive towards mastery will multiple crops at one time.
Always remember to only plant crops that you have enough time to harvest! Finding crops with similar growing times is an ideal time-saver.
FarmVille mastery is a feature of Zynga's FarmVille where you are required to harvest any particular crop a certain number of times to gain a "mastery star". There are three mastery stars that can be obtained for each crop, these stars represent the mastery level achieved. Once all stars have been obtained for a certain crop you will receive a special bonus and a mastery sign. Achieving crop mastery is not just about planting a whole field of crops as often as possible, it is all about careful planning and you will need a FarmVille mastery chart to successfully do this.
Let's take a look at the following mastery chart to determine the actual amount of times you need to harvest each crop to gain each mastery level.
Column one shows! us the name of the crop, the next three columns show us the harvest amounts for each FarmVille mastery level, and finally the (last column) shows us the total amount of harvests required to reach the third mastery level overall.
FarmVille Mastery Chart:
Wheat 150, 300, 450 (900)
Eggplant 175, 135, 230 (540)
Soybeans 300, 600, 900 (1800)
Strawberry 500, 1000, 3750 (5250)
Peanuts 275, 550, 825 (1650)
Lilac 450, 900, 1350 (2700)
Squash 200, 400, 600 (1200)
Pumpkin 500, 1000, 1500 (3000)
Artichoke 125, 250, 375 (750)
Rice 400, 400, 2000 (2800)
Daffodils 200, 400, 600 (1200)
Raspberry 1500, 3000, 4500 (9000)
Cotton 150, 300, 450 (900)
Cranberries 450, 650, 2900 (4000)
Bell Pepper 350, 270, 455 (1075)
Pepper 425, 850, 1275 (2550)
Morning Glory 500, 1000, 1500 (3000)
Aloe Ve! ra 800, 1600, 2400 (4800)
Pineapples 425, 325, 550 ! (1300)
Red Tulips 500, 1000, 1500 (3000)
Pattypan Squash 350, 700, 1050 (2100)
Blueberry 1000, 2000, 3000 (6000)
Watermelon 150, 300, 450 (900)
Grapes 425, 850, 1275 (2550)
Pink Roses 450, 338, 590 (1378)
Tomatoes 750, 1500, 2250 (4500)
Potatoes 150, 300, 450 (900)
Rye 900, 1800, 2700 (5400)
Carrots 500, 1000, 1500 (3000)
Coffee 350, 700, 1050 (2100)
Corn 200, 400, 600 (1200)
Sunflowers 575, 1150, 1725 (3450)
Ghost Chili 1200, 2400, 9000 (12600)
Cabbage 500, 375, 665 (1540)
Green Tea 750, 1500, 2250 (4500)
Blackberries 1200, 2400, 3600 (7200)
White Grapes 1200, 2400, 3600 (7200)
Red Wheat 250, 500, 750 (1500)
Lavender 450, 338, 590 (1378)
Sugar Cane 1300, 1300, 8400 (11000)
Peas 600, 1200, 1800 (3600)
Yellow Melon 150, 300, 450 (900)
Onion 825, 825, 4125 (5775)
Broccoli 425, 325, 550 (1300)
Lilies 500, 1000, 1500 (3000)
Acorn Squash 1000, 2000, 3000 (6000)
Asparagus 825, 825, 4125 (5775)
Purple Poppies 750, 1500, 2250 (4500)
Elderberries 825, 1650, 2475 (4950)
Peas 525, 1050, 1575 (3150)
Ginger 650, 1300, 1950 (3900)
Cucumber 820, 1640, 2460 (4920)
Iris 600, 1200, 1800 (3600)
Basil 1200, 2400, 3600 (7200)
Lemon Balm 2200, 4400, 6600 (13200)
Oats 1850, 3700, 5550 (11100)
Posole Corn 1500, 3000, 4500 (9000)
Bamboo 1200, 2400, 3600 (7200)
Saffron 1500, 3000, 4500 (9000)
Clover 2500, 5000, 7500 (15000)
Amaranth 1200, 2400, 3600 (7200)
White Roses 900, 1900, 2700 (5500)
Forget-Me-Not 1100, 2200, 3300 (6600)
Once you reach a mastery level for any crop you will receive a s! mall reward:
Level 1 Mastery: Receive 25 experience! points and 500 coins.
Level 2 Mastery: Receive 75 experience points and 1500 coins.
Level 3 Mastery: Receive 250 experience points, 5000 coins, a Crop Mastery sign with the crops picture, and a chance at winning a premium crop.
To effectively reach full mastery for all crops you will need to apply a little planning to your farming.
Use this Farmville mastery chart to determine how many crops you need to plant, then hover your mouse over a particular crop in the Farmville market (within game) to quickly see how many times you have harvested this crop previously.
This will allow you to quickly see how many plots a certain crop will take up, allowing more space to plant further crops to strive towards mastery will multiple crops at one time.
Always remember to only plant crops that you have enough time to harvest! Finding crops with similar growing times is an ideal time-saver.
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