Another new timed mission is available in FrontierVille, this one showing us just how evil those upcoming coyote varmints can apparently be - and showing us just how much they love tomatoes! The new timed mission is called "The Great Tomato Race" and it must be accepted on your land before March 28 in order to be able to complete it. You'll have seven days from the time of acceptance to finish this mission for your reward.
The story here is that coyotes have broken into the Jackalope Lodge's kitchen and drank all of their tomato sauce for the annual spaghetti dinner. You'll need to help the Lodge members out by gathering back all of the lost product so the spaghetti dinner can go on without a hitch. To do this, you'll need to complete three tasks:
Harvest 100 Tomatoes
Harvest 10 Neighbor Tomatoes
Collect 10 Sauce Pans Tomatoes luckily only take 15 minutes to grow, so don't be frightened by such a large number (that is, you can plant them in waves if you'd like to not do it all at once, and still not take up much time). Meanwhile, if you know of any neighbors with Victory Gardens, this would be the great time to help them with their Tomatoes, as they likely have at least five planted for you. Finally, gathering Sauce Pans is as easy as posting a general news item to your feed, asking your friends to send you Sauce Pans. Luckily, this is a "give one, get one" setup, so it shouldn't be too hard to find friends that are willing to help you, since they'll be helping themselves in the process.
The rewards for completing the Great Tomato Race are 700 coins and one Cheese Wheel decoration. This Cheese Wheel is only available (currently) through completing this mission, so make sure to do so if you want it.
If you don't have this mission on your account currently, it might be due to the fact that you have the "Same Procedure as Every Year" mission still active (this is unlikely, since they don't seem to be directly connected). Either that, or the update simply hasn't rolled around to your account yet, so keep checking back to make sure you haven't received it. This mission IS active in the game however, so go ahead and stock up on Sauce Pans by helping your friends, and you'll be prepared for the mission once it does pop in to your game.
Friday, January 6, 2012
FarmVille Mystery Game (02/27/2011): Best of Mystery Animals return
If you missed your chance at many of the FarmVille Mystery Games released over the past few weeks and months, you'll be happy to know that a selection of six of the "best" of the animals featured in those games have been brought back for another look in this week's game.
Quackers has restocked the game with animals ranging from ducks to owls, with even a big of magic thrown in. Here's the list of what to expect if you choose to purchase a dart this week for 20 Farm Cash:
Kung Fu Duck
Blue Duck
Amur Leopard
Great Eagle Owl
Asian Wild Horse
Pink Unicorn
The Pink Unicorn appears to be one of the rare items for this Mystery Game, so I hope you're feeling lucky if you're going after that particular animal. No matter which animal you'd like on your farm, you'll need to play quickly, as you only have a week to clear out the dart board of balloons before this Mystery Game resets, taking these six animals with it, replacing them with six entirely new items (potentially in a St. Patrick's Day theme?).
Quackers has restocked the game with animals ranging from ducks to owls, with even a big of magic thrown in. Here's the list of what to expect if you choose to purchase a dart this week for 20 Farm Cash:
Kung Fu Duck
Blue Duck
Amur Leopard
Great Eagle Owl
Asian Wild Horse
Pink Unicorn
The Pink Unicorn appears to be one of the rare items for this Mystery Game, so I hope you're feeling lucky if you're going after that particular animal. No matter which animal you'd like on your farm, you'll need to play quickly, as you only have a week to clear out the dart board of balloons before this Mystery Game resets, taking these six animals with it, replacing them with six entirely new items (potentially in a St. Patrick's Day theme?).
Thursday, January 5, 2012
FarmVille English Countryside: Pause feature has farmers rioting
See that big elephant in the middle of the room? He's got the word "Pause" written on his side, and I suppose now is as good of a time as any to address him. While we've all been looking forward to the English Countryside expansion in FarmVille for weeks now, many of us have probably had our excitement dashed by Zynga's choice to implement a "Pause" feature between farms.
For those that are unfamiliar with the addition, or simply haven't made it to the English Countryside yet, the "Pause" feature is as follows: The farm that you are currently playing on; that is, the one you see on your screen and are interacting with (regardless of whether it's your original farm or your second farm), is your active farm, and will progress as normal with crops, trees, animals, and other functions proceeding at their normal rates in time.
Your other farm, meanwhile, will remain paused. Crops won't wither while you're away, but they also won't grow either. In fact, it seems as though nothing happens on your other farm while it's the "Paused" farm. Crop and trees won't grow, animals will not become ready to harvest. Hybrid seeds won't grow in the Greenhouse, your Leprechaun Cottage won't produce Gold - your farm is put at a literal stand still, forcing you to choose between your Home Farm and your English Farm as to which one to actually "play." This, of course, brings the entire English Countryside expansion into question. This "second farm" should really be called an "alternate farm" as a choice must be made between which to run at any point in time. As you might expect, the "feature" has forced users into a very vocal uproar, as they have flooded the game's official forums with posts against the feature.
Zynga itself is asking for feedback, good or bad, about the Pause feature, and as of this writing, that particular feedback thread has made its way to 82 pages - that's 814 posts - with the vast majority of these speaking out against the inclusion. Users are saying, quite believably, that they will simply refuse to make the trip to England in their game if the Pause function isn't removed.
User Pimpernell seems to sum up many users' thoughts:
I won't start playing EC until the pause is removed. I've put a lot of time, effort and real money into my farm and I can't see the point of freezing it while playing the 2nd one. What a ridiculous idea.
While many users have said they agree with the option to turn Pause on and off, they don't believe it should be mandatory, as they want and would love to work on two farms at once. We can see the reasoning behind the Pause function - that being so users don't have to worry about withering crops because they forgot about their "other" farm, but the fact that it's mandatory does throw a big wrench in many players' plans.
We'll make sure to update you if and when Zynga changes their mind about this feature, or at least adds an option to turn it off.
[Image Credit: misssonia]
Check out the rest of our English Countryside coverage right here.
Let us know what you think of the Pause feature. Will you skip going to the English Countryside as a result, or are you ready to leave your Home Farm behind for something new?
For those that are unfamiliar with the addition, or simply haven't made it to the English Countryside yet, the "Pause" feature is as follows: The farm that you are currently playing on; that is, the one you see on your screen and are interacting with (regardless of whether it's your original farm or your second farm), is your active farm, and will progress as normal with crops, trees, animals, and other functions proceeding at their normal rates in time.
Your other farm, meanwhile, will remain paused. Crops won't wither while you're away, but they also won't grow either. In fact, it seems as though nothing happens on your other farm while it's the "Paused" farm. Crop and trees won't grow, animals will not become ready to harvest. Hybrid seeds won't grow in the Greenhouse, your Leprechaun Cottage won't produce Gold - your farm is put at a literal stand still, forcing you to choose between your Home Farm and your English Farm as to which one to actually "play." This, of course, brings the entire English Countryside expansion into question. This "second farm" should really be called an "alternate farm" as a choice must be made between which to run at any point in time. As you might expect, the "feature" has forced users into a very vocal uproar, as they have flooded the game's official forums with posts against the feature.
Zynga itself is asking for feedback, good or bad, about the Pause feature, and as of this writing, that particular feedback thread has made its way to 82 pages - that's 814 posts - with the vast majority of these speaking out against the inclusion. Users are saying, quite believably, that they will simply refuse to make the trip to England in their game if the Pause function isn't removed.
User Pimpernell seems to sum up many users' thoughts:
I won't start playing EC until the pause is removed. I've put a lot of time, effort and real money into my farm and I can't see the point of freezing it while playing the 2nd one. What a ridiculous idea.
While many users have said they agree with the option to turn Pause on and off, they don't believe it should be mandatory, as they want and would love to work on two farms at once. We can see the reasoning behind the Pause function - that being so users don't have to worry about withering crops because they forgot about their "other" farm, but the fact that it's mandatory does throw a big wrench in many players' plans.
We'll make sure to update you if and when Zynga changes their mind about this feature, or at least adds an option to turn it off.
[Image Credit: misssonia]
Check out the rest of our English Countryside coverage right here.
Let us know what you think of the Pause feature. Will you skip going to the English Countryside as a result, or are you ready to leave your Home Farm behind for something new?
It'll be raining cats and dogs in FrontierVille 'soon'
This week, FrontierVille rolled out a mission where you build a doghouse and help save a hungry dog. But, it looks like the tired old pooch will be one of the first of several breeds of furry friends that will be arriving on the frontier.
When you finish the Doghouse mission, you get a pop up window that has the image above and the following message:
"Need a pal on the Frontier? Pets are coming to FrontierVille! Dogs, cats and rhinoceroses (all right, maybe not rhinos) are on their way soon! Who's a Good Boy then?"
So, yes, your virtual piece of the Wild West might soon be littered with cats and dogs -- and maybe the folks behind the scenes will go ahead and indulge us with a pet rhinoceroses -- just for kicks. Who wouldn't want a rhino to add to their menagerie?
When you finish the Doghouse mission, you get a pop up window that has the image above and the following message:
"Need a pal on the Frontier? Pets are coming to FrontierVille! Dogs, cats and rhinoceroses (all right, maybe not rhinos) are on their way soon! Who's a Good Boy then?"
So, yes, your virtual piece of the Wild West might soon be littered with cats and dogs -- and maybe the folks behind the scenes will go ahead and indulge us with a pet rhinoceroses -- just for kicks. Who wouldn't want a rhino to add to their menagerie?
FarmVille English Countryside Tips & Tricks: Use your Gift Box to fill your farm
With the release of the English Countryside in FarmVille comes the interesting issue of farm-specific items. That is, if you purchase an item from the store, place it from your gift box, or in any other way add an item to one farm or the other, there currently is no way to move that item to your other farm.
For example, if you were to purchase a Dogwood Tree for your Home Farm, and then decide that it would be better suited on your farm in the English Countryside, you'll simply have to purchase a second Dogwood Tree in England - you can't pick up the Dogwood Tree and move it across farms.
However, this doesn't necessarily have to be a bad thing. While, yes, purchasing Farm Cash animals or decorations does take on a bit more seriousness, as you have to be absolutely certain which farm you'd like to place that item on permanently, the simple ability to being able to take most items from your Gift Box across the pond (and back again) does present many new opportunities. First and foremost, you've got a lot of new animals buildings to stock in the English Countryside, what with the Horse Stable, Sheep Pen, Chicken Coop and Dairy Barn all being currently available. What better way to stock those buildings, for free, than to use your Home Farm to do so. In addition, what better way to create a full forest of trees than to use extra Mystery Seedlings than you may not otherwise choose to grow?
All you'll need to do is use the buildings from your Home Farm, or even News Feed posts, to your advantage. If you're at a state (as many farmers are), that you have an unneeded amount of Mystery Eggs, as an example, you can take those Mystery Eggs over to the English Countryside, and open them there. If you receive chickens, but you Home Farm's Chicken Coop is full, voila - you've found instant inhabitants for your new Coop.
The same can be said for your Nursery Barn. If you grow your baby animals up into otherwise uninteresting Cows or Horses that you would normally just sell, you can leave those animals in your Gift Box until you travel back over to England and place them into your Dairy Barn or Horse Stable.
You can use News Feed posts in the same way. Claim free Calves, Foals, and even Horses from friends who have completed tasks on their own farms, and you'll have animals that can be used to populate your English Countryside farm without spending a virtual dime. These will give you profit for the extent of their presence on your new farm, that is, if you choose to have that farm be the "active farm," and your other farm "Paused."
Either way, it should be noted that there are some items that simply can't be used on both farms, even if you have them in your Gift Box, and are ready to use them. You'll know if an item can't be used on your English Countryside farm if you open your Gift Box and see "Locked to Home" in red font, like in the image below.
Of course, it will be up to each individual player as to how many items to dedicate to the English Countryside farm, as opposed to the Home Farm, but these are just a few tips to get you started at catching your English farm up to speed with the one that you're used to using everyday.
Check out the rest of our English Countryside coverage right here.
Will you use these tips to add free animals to your English Countryside farm? Or, would you rather all animals on your second farm fit the theme of England?
For example, if you were to purchase a Dogwood Tree for your Home Farm, and then decide that it would be better suited on your farm in the English Countryside, you'll simply have to purchase a second Dogwood Tree in England - you can't pick up the Dogwood Tree and move it across farms.
However, this doesn't necessarily have to be a bad thing. While, yes, purchasing Farm Cash animals or decorations does take on a bit more seriousness, as you have to be absolutely certain which farm you'd like to place that item on permanently, the simple ability to being able to take most items from your Gift Box across the pond (and back again) does present many new opportunities. First and foremost, you've got a lot of new animals buildings to stock in the English Countryside, what with the Horse Stable, Sheep Pen, Chicken Coop and Dairy Barn all being currently available. What better way to stock those buildings, for free, than to use your Home Farm to do so. In addition, what better way to create a full forest of trees than to use extra Mystery Seedlings than you may not otherwise choose to grow?
All you'll need to do is use the buildings from your Home Farm, or even News Feed posts, to your advantage. If you're at a state (as many farmers are), that you have an unneeded amount of Mystery Eggs, as an example, you can take those Mystery Eggs over to the English Countryside, and open them there. If you receive chickens, but you Home Farm's Chicken Coop is full, voila - you've found instant inhabitants for your new Coop.
The same can be said for your Nursery Barn. If you grow your baby animals up into otherwise uninteresting Cows or Horses that you would normally just sell, you can leave those animals in your Gift Box until you travel back over to England and place them into your Dairy Barn or Horse Stable.
You can use News Feed posts in the same way. Claim free Calves, Foals, and even Horses from friends who have completed tasks on their own farms, and you'll have animals that can be used to populate your English Countryside farm without spending a virtual dime. These will give you profit for the extent of their presence on your new farm, that is, if you choose to have that farm be the "active farm," and your other farm "Paused."
Either way, it should be noted that there are some items that simply can't be used on both farms, even if you have them in your Gift Box, and are ready to use them. You'll know if an item can't be used on your English Countryside farm if you open your Gift Box and see "Locked to Home" in red font, like in the image below.
Of course, it will be up to each individual player as to how many items to dedicate to the English Countryside farm, as opposed to the Home Farm, but these are just a few tips to get you started at catching your English farm up to speed with the one that you're used to using everyday.
Check out the rest of our English Countryside coverage right here.
Will you use these tips to add free animals to your English Countryside farm? Or, would you rather all animals on your second farm fit the theme of England?
FrontierVille English Countryside: Expand your farm with Surveyors
While you may be excited to make the trip to the English Countryside in FarmVille, keep in mind that you won't be landing in an area that's as large as the Home Farm size you may be used to. Luckily, there are six expansions ready for you in the game's store. However, this isn't a process as simple as having a specific amount of neighbors and then unlocking them with coins.
Each expansion is locked to you (at least the coin option is) until you can collect enough "Surveyors" to unlock the ability to purchase each particular expansion with coins. Your first farm expansion, for example, is called the "English Homestead," and it expands your second farm to the 14 x 14 size for 25,000 coins. First, though, you'll need to ask two surveyors to help you.
Meet us behind the break to see how to add Surveyors' help to your land and expand your farm to new sizes.
To receive the help of Surveyors, you'll need to think of Surveyors as your friends. You'll be able to receive their help by clicking on the "Unlock" button on your next expansion and then clicking on the "Invite Friends" button to send out individual requests to friends, asking them to help you expand.
In the image above, we've moved onto the second expansion, which requires six Surveyors in total. This expansion takes the two Surveyors you gathered for the first expansion and simply adds to them. That is, you only need to have four additional friends help you in order to reach the full six. This means that the feature is cumulative, which should help you expand just a bit faster.
Once you collect the needed Surveyors for a particular expansion, you'll be able to purchase it as normal for coins (which increase with each expansion, just as the number of Surveyors increases). It will apparently take 20 Surveyors in total to unlock the final expansion currently available - the English Estate - but we'd imagine the coin price tag will be the issue to slow people down, rather than the number of Surveyors. Still 750,000 coins is much better than the multi-million coin price tags we've seen back in the Home Farm, so I guess we can't really complain.
Check out the rest of our English Countryside coverage right here.
Have you already started expanding your land in the English Countryside, or are you waiting until your Home Farm is completely expanded before spending the coins?
Each expansion is locked to you (at least the coin option is) until you can collect enough "Surveyors" to unlock the ability to purchase each particular expansion with coins. Your first farm expansion, for example, is called the "English Homestead," and it expands your second farm to the 14 x 14 size for 25,000 coins. First, though, you'll need to ask two surveyors to help you.
Meet us behind the break to see how to add Surveyors' help to your land and expand your farm to new sizes.
To receive the help of Surveyors, you'll need to think of Surveyors as your friends. You'll be able to receive their help by clicking on the "Unlock" button on your next expansion and then clicking on the "Invite Friends" button to send out individual requests to friends, asking them to help you expand.
In the image above, we've moved onto the second expansion, which requires six Surveyors in total. This expansion takes the two Surveyors you gathered for the first expansion and simply adds to them. That is, you only need to have four additional friends help you in order to reach the full six. This means that the feature is cumulative, which should help you expand just a bit faster.
Once you collect the needed Surveyors for a particular expansion, you'll be able to purchase it as normal for coins (which increase with each expansion, just as the number of Surveyors increases). It will apparently take 20 Surveyors in total to unlock the final expansion currently available - the English Estate - but we'd imagine the coin price tag will be the issue to slow people down, rather than the number of Surveyors. Still 750,000 coins is much better than the multi-million coin price tags we've seen back in the Home Farm, so I guess we can't really complain.
Check out the rest of our English Countryside coverage right here.
Have you already started expanding your land in the English Countryside, or are you waiting until your Home Farm is completely expanded before spending the coins?
FarmVille English Countryside: 15 new crops to plant and master
We've been bringing you FarmVille Sneak Peeks for the past few weeks concerning the unreleased crops that we thought would be releasing as part of the English Countryside expansion, and now we've found that 18 crops have officially launched in the game, many of which we correctly predicted.
The 15 crops are all labeled as "English Countryside" crops, and are available to view in your Home Farm's marketplace, but can't be planted. You'll have to make the trip to England yourself in order to plant and master these new crops. There are six new flowers here, some grains, vegetables, and even some tasty Black Tea that can be grown in this new market section. We have all of the details about these new crops for you behind the break.
Here's a look at the new crops in the English Countryside, in no particular order:
Black Tea: Plant for 50 coins. Harvest in 8 hours for 110 coins. First star of mastery at 900 harvests.
Field Beans: Plant for 80 coins. Harvest in 16 hours for 210 coins. First star at 600 harvests.
English Peas: Plant for 200 coins. Harvest in 12 hours for 290 coins. First star at 750 harvests.
Radish: Plant for 90 coins. Harvest in 18 hours for 230 coins. First star at 600 harvests.
Turnips: Plant for 160 coins. Harvest in 16 hours for 290 coins. First star at 600 harvests.
Red Currant: Plant for 40 coins. Harvest in 4 hours for 75 coins. First star at 1100 harvests.
Cornflower: Plant for 60 coins. Harvest in 16 hours for 110 coins. First star at 600 harvests.
Foxglove: Plant for 101 coins. Harvest in 12 hours for 202 coins. First star at 660 harvests.
English Roses: Plant for 125 coins. Harvest in 6 hours for 165 coins. First star at 950 harvests.
Cara Potatoes: Plant for 250 coins. Harvest in 2 days for 620 coins. First star at 450 harvests.
Barley: Plant for 80 coins. Harvest in 12 hours for 170 coins. First star at 750 harvests.
Hops: Plant for 150 coins. Harvest in 10 hours for 220 coins. First star at 780 harvests.
Pink Asters: Plant for 50 coins. Harvest in 1 day for 130 coins. First star at 310 harvests.
Bluebells: Plant for 120 coins. Harvest in 12 hours for 210 coins. First star at 850 harvests.
Spring Squill: Plant for 140 coins. Harvest in 12 hours for 220 coins. First star at 780 harvests.
As you can see, these crops offer anywhere from 1-3 experience points per square planted, so while they may be relatively normal in that respect, it is nice to see some lower mastery requirements for the first star. Just how quickly these crops can truly be mastered, however, will be dependent on whether or not you choose to leave the English farm running, while your other farm is paused.
Check out the rest of our English Countryside coverage right here.
Which of these crops will you attempt to master first? Or, if you had expected to stay on your original farm, will any of these crops be enough to make you change your mind?
The 15 crops are all labeled as "English Countryside" crops, and are available to view in your Home Farm's marketplace, but can't be planted. You'll have to make the trip to England yourself in order to plant and master these new crops. There are six new flowers here, some grains, vegetables, and even some tasty Black Tea that can be grown in this new market section. We have all of the details about these new crops for you behind the break.
Here's a look at the new crops in the English Countryside, in no particular order:
Black Tea: Plant for 50 coins. Harvest in 8 hours for 110 coins. First star of mastery at 900 harvests.
Field Beans: Plant for 80 coins. Harvest in 16 hours for 210 coins. First star at 600 harvests.
English Peas: Plant for 200 coins. Harvest in 12 hours for 290 coins. First star at 750 harvests.
Radish: Plant for 90 coins. Harvest in 18 hours for 230 coins. First star at 600 harvests.
Turnips: Plant for 160 coins. Harvest in 16 hours for 290 coins. First star at 600 harvests.
Red Currant: Plant for 40 coins. Harvest in 4 hours for 75 coins. First star at 1100 harvests.
Cornflower: Plant for 60 coins. Harvest in 16 hours for 110 coins. First star at 600 harvests.
Foxglove: Plant for 101 coins. Harvest in 12 hours for 202 coins. First star at 660 harvests.
English Roses: Plant for 125 coins. Harvest in 6 hours for 165 coins. First star at 950 harvests.
Cara Potatoes: Plant for 250 coins. Harvest in 2 days for 620 coins. First star at 450 harvests.
Barley: Plant for 80 coins. Harvest in 12 hours for 170 coins. First star at 750 harvests.
Hops: Plant for 150 coins. Harvest in 10 hours for 220 coins. First star at 780 harvests.
Pink Asters: Plant for 50 coins. Harvest in 1 day for 130 coins. First star at 310 harvests.
Bluebells: Plant for 120 coins. Harvest in 12 hours for 210 coins. First star at 850 harvests.
Spring Squill: Plant for 140 coins. Harvest in 12 hours for 220 coins. First star at 780 harvests.
As you can see, these crops offer anywhere from 1-3 experience points per square planted, so while they may be relatively normal in that respect, it is nice to see some lower mastery requirements for the first star. Just how quickly these crops can truly be mastered, however, will be dependent on whether or not you choose to leave the English farm running, while your other farm is paused.
Check out the rest of our English Countryside coverage right here.
Which of these crops will you attempt to master first? Or, if you had expected to stay on your original farm, will any of these crops be enough to make you change your mind?
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