Talk:Guidelines for future Events/@comment-73.66.58.75-20190715210040/@comment-82.164.156.74-20190715220854

a possible fix for the wheel: The game works best for everyone when it unleashes small amounts of frustration. Depending on the character and resources of the players these can be either absorbed by the stubborn or leaped over by those willing to buy a managable amount of leverage. Both those seeking a free game and those willing to support the developers are severed by this. But it is a delicate balance. Too much frustration just drives people away.

The wheel came into play maybe 6 weeks after the jewel dungeons - the dungeons seemed a good idea for about 5 days, then you understood that making progress was contingent on depleteing enormous amounts of your gold stash for a symbolic gain since the power of your deck rarely had any decisive function. -- There became no incentive to mine jewels that wouldn't get you anywhere, and outside of the one week in the event cycle where one colour operated with a 200% bonus, progress in the dungeon wasn't worth it. When the wheel showed, it brought a more reliable source for triangle jewels; however, the wheel jewels weren't coded to anything else - if you eliminated all chipped and oval gems from for card collection and only ran triangles or better, the WoF jewels didn't slide up a notch. If this were an operating principle that the size of the gems followed the development of your card collection of primary deck, this may lessen the sting of getting a bunch of unnecessary creatures -- as with time the conversion rate would slide downwards. (yes soon you would need a second dusting apparatus which cruched excess small jewels -- I cannot see the glee in reclaiming jewels as you remove them for gold.)