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	<title>Comments on: Farmville treeconomics: is this going too far?</title>
	<atom:link href="http://ppaniagua.wordpress.com/2009/08/25/farmville-treeconomics/feed/" rel="self" type="application/rss+xml" />
	<link>http://ppaniagua.wordpress.com/2009/08/25/farmville-treeconomics/</link>
	<description>Digital media, gaming, venture capital plus some randomness.</description>
	<lastBuildDate>Sat, 01 May 2010 13:03:45 +0000</lastBuildDate>
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		<title>By: Karius</title>
		<link>http://ppaniagua.wordpress.com/2009/08/25/farmville-treeconomics/comment-page-3/#comment-157</link>
		<dc:creator>Karius</dc:creator>
		<pubDate>Sat, 01 May 2010 13:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://pablopaniagua.com/?p=208#comment-157</guid>
		<description>Although i like the analisis of games as well, it strikes me as odd to utilize the NPV method. 

To me i would rather be more promising to go for factors time and space. Many Bloggers did that. The next step i&#039;d take would be the individuals preferences. 

Like risk seeking and risk averse behaviour in finance it seems logical to assume mainly time preferences, not considering any esthetic preferences. (The only preference my girlfriend would have ;) )

So my tables would come down to:
Bucks per timeunit (normal) and 
Bucks per klick


Now considering that trees only give XP one time you have to consider as well the xp factor. Tables will be needed for this as well. Without an asessment you won&#039;t be able to determine a good strategy. 

(General strategy can be leveling or amassing money that further complicates a easy suggestion on tactics.)

Now considering the huge initial investment that trees have and therefore there relativly long amortization period, they absolutly kill your XP per timeunit ratio. 


So now that i have to decide to go with at least some crops my daytime preferences kick in. Unbelievable as it is i am sleeping a good deal of my lifetime. So over night it will be a healthy 8 hours plus crop. Most people work, so there will be at least another 8 hours plus crop and only the rest of the time you can spend on going to more promising crop types so they exist. 

I miss duration grouped bucks per timeunit tables as they should be interesting. But that problem is not so severe as i can go through otherwise sorted lists. 

Now having said that. The reason to go for trees only can be a bucks per click ratio and the freedom of trees not withering. 

And thats exactly the reason i am planting trees. 
- I want to have an long term investment that brings me bankable cash. 
- I want to lower my clicking need
- I want to raise the freefuel per cropspace ratio

But i would never go for trees only as the game for me inherits leveling as well. 

Hopefully thats not to much text, but i should&#039;ve covered some aspects that might me important when it comes down to evaluation of benefits. 

(Now being at the end, i have to add, not only is the clicking a constraint, but also time needed for action as you would have to consider loading times and execution times. Bucks per onlinetime could be a great measure if you go into details. :P )

Last but not least, english is not my motherlanguage so forgive me i used some of the word i a way they are usally not utilized.</description>
		<content:encoded><![CDATA[<p>Although i like the analisis of games as well, it strikes me as odd to utilize the NPV method. </p>
<p>To me i would rather be more promising to go for factors time and space. Many Bloggers did that. The next step i&#8217;d take would be the individuals preferences. </p>
<p>Like risk seeking and risk averse behaviour in finance it seems logical to assume mainly time preferences, not considering any esthetic preferences. (The only preference my girlfriend would have <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  )</p>
<p>So my tables would come down to:<br />
Bucks per timeunit (normal) and<br />
Bucks per klick</p>
<p>Now considering that trees only give XP one time you have to consider as well the xp factor. Tables will be needed for this as well. Without an asessment you won&#8217;t be able to determine a good strategy. </p>
<p>(General strategy can be leveling or amassing money that further complicates a easy suggestion on tactics.)</p>
<p>Now considering the huge initial investment that trees have and therefore there relativly long amortization period, they absolutly kill your XP per timeunit ratio. </p>
<p>So now that i have to decide to go with at least some crops my daytime preferences kick in. Unbelievable as it is i am sleeping a good deal of my lifetime. So over night it will be a healthy 8 hours plus crop. Most people work, so there will be at least another 8 hours plus crop and only the rest of the time you can spend on going to more promising crop types so they exist. </p>
<p>I miss duration grouped bucks per timeunit tables as they should be interesting. But that problem is not so severe as i can go through otherwise sorted lists. </p>
<p>Now having said that. The reason to go for trees only can be a bucks per click ratio and the freedom of trees not withering. </p>
<p>And thats exactly the reason i am planting trees.<br />
- I want to have an long term investment that brings me bankable cash.<br />
- I want to lower my clicking need<br />
- I want to raise the freefuel per cropspace ratio</p>
<p>But i would never go for trees only as the game for me inherits leveling as well. </p>
<p>Hopefully thats not to much text, but i should&#8217;ve covered some aspects that might me important when it comes down to evaluation of benefits. </p>
<p>(Now being at the end, i have to add, not only is the clicking a constraint, but also time needed for action as you would have to consider loading times and execution times. Bucks per onlinetime could be a great measure if you go into details. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  )</p>
<p>Last but not least, english is not my motherlanguage so forgive me i used some of the word i a way they are usally not utilized.</p>
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		<title>By: Eric</title>
		<link>http://ppaniagua.wordpress.com/2009/08/25/farmville-treeconomics/comment-page-3/#comment-156</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Sun, 04 Apr 2010 00:37:45 +0000</pubDate>
		<guid isPermaLink="false">http://pablopaniagua.com/?p=208#comment-156</guid>
		<description>Konstantin Meladze writes all songs for &quot;Viagra&quot;, Valery Meladze? and Sofia Rotaru.</description>
		<content:encoded><![CDATA[<p>Konstantin Meladze writes all songs for &#8220;Viagra&#8221;, Valery Meladze? and Sofia Rotaru.</p>
]]></content:encoded>
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	<item>
		<title>By: emma</title>
		<link>http://ppaniagua.wordpress.com/2009/08/25/farmville-treeconomics/comment-page-3/#comment-155</link>
		<dc:creator>emma</dc:creator>
		<pubDate>Sun, 21 Mar 2010 22:29:13 +0000</pubDate>
		<guid isPermaLink="false">http://pablopaniagua.com/?p=208#comment-155</guid>
		<description>Download your FREE FarmVille cheats copy Now. Other sites are selling this for over $30 and http://www.Farmvillecheatsfree.info  is offering it absolutely free.

I tried it and I can say that it does work, so thought might be helpful for you too.</description>
		<content:encoded><![CDATA[<p>Download your FREE FarmVille cheats copy Now. Other sites are selling this for over $30 and <a href="http://www.Farmvillecheatsfree.info" rel="nofollow">http://www.Farmvillecheatsfree.info</a>  is offering it absolutely free.</p>
<p>I tried it and I can say that it does work, so thought might be helpful for you too.</p>
]]></content:encoded>
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	<item>
		<title>By: Dale Smith</title>
		<link>http://ppaniagua.wordpress.com/2009/08/25/farmville-treeconomics/comment-page-3/#comment-154</link>
		<dc:creator>Dale Smith</dc:creator>
		<pubDate>Sat, 06 Mar 2010 16:43:56 +0000</pubDate>
		<guid isPermaLink="false">http://pablopaniagua.com/?p=208#comment-154</guid>
		<description>Human creativity and aggregate economic behavior is illustrated by Farmville players.  I play because my wife asked me to be her neighbor.  Later she questioned my reasoning on running my virtual farm the I did.  I told her I &quot;churn the dirt&quot; to earn XPs and coins.  Others I know like to &quot;decorate&quot; their farms with villas and park benches, which to my mind only produces costs, not revenues.  Even in a game the un-seen hand can be observed.</description>
		<content:encoded><![CDATA[<p>Human creativity and aggregate economic behavior is illustrated by Farmville players.  I play because my wife asked me to be her neighbor.  Later she questioned my reasoning on running my virtual farm the I did.  I told her I &#8220;churn the dirt&#8221; to earn XPs and coins.  Others I know like to &#8220;decorate&#8221; their farms with villas and park benches, which to my mind only produces costs, not revenues.  Even in a game the un-seen hand can be observed.</p>
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		<title>By: Social Games Plant the Seeds for Growing Online Communities &#124; Your Free Facebook Guide, Tips and Tricks</title>
		<link>http://ppaniagua.wordpress.com/2009/08/25/farmville-treeconomics/comment-page-3/#comment-152</link>
		<dc:creator>Social Games Plant the Seeds for Growing Online Communities &#124; Your Free Facebook Guide, Tips and Tricks</dc:creator>
		<pubDate>Thu, 04 Mar 2010 04:48:25 +0000</pubDate>
		<guid isPermaLink="false">http://pablopaniagua.com/?p=208#comment-152</guid>
		<description>[...] blog for an example of how; Panaguia has written two posts in a row breaking down the economics of planting different trees and raising various animals on [...]</description>
		<content:encoded><![CDATA[<p>[...] blog for an example of how; Panaguia has written two posts in a row breaking down the economics of planting different trees and raising various animals on [...]</p>
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