
Yet, life on the farm still grew more complex as farmers ran out of things to do on their farms and invitations of city life lingered. Then, in an unexpected request FarmVille beckoned us with the enticing lure of a new farm in the English Countryside. It was almost too much to handle. How could we leave our precious farms behind? After all we had toiled over, organized, decorated, and crammed into that tiny space of virtual real estate to just pick up and relocate to the lush English soil seemed ludicrous. Yet most of us unwillingly ventured off to the rich soil of the EC and we found that having a second farm was not that bad. In fact, it was actually kind of pleasant after getting over the initial separation anxiety of leaving your Home farm. It was kind of nice to have a clean slate of green farm land just waiting for someone to spruce it up and give it a little TLC. I made the plan to devote my English Countryside farm entirely to crops and keep it clutter free with just the bare necessities of animal housing, a crafting Pub, and breeding facilities. As I raked in the the extra Farm Coin flow (like Cash Flow but with Farm Coins) and scooped up Mastery Signs quicker than ever, I concluded that having a second farm was very good indeed.
For awhile most farmers were happy with the pace of the game. To quest or not to quest, Farm Cash or Farm Coins- it didn’t really matter as long as there were options. One too many Bushels later, a whirlwind of new features settled on our farms seemingly overnight and not everyone knew what was going on. A Craftshop (different from our Crafting buildings) Crafting Silo, a Trading Post, Mastery Statues, Animal Mastery, and yesterday a new Wildlife Habitat flooded our farms. Some FarmVille Freaks who were away on summer vacation and not farming as much almost got lost in the shuffle, but luckily they had FarmVille Freak to keep them informed. Of course, the hardcore FarmVille Freaks kept up and managed to adapt despite any half-hearted rejections.
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