Talk:"Galaxy Wars: Purity"/@comment-110.159.255.35-20130912155038/@comment-110.159.255.35-20130912164503

Well some kind of balance will need to be struck somewhere. But the key for me is how creative is the solution - making it just as tough for the hardcore gamers as is to the casual players while rewarding both according to some kind of metric.

Maybe some sort of weightage system made up of several variables can be used to calculate a probability. A casual player would be overjoyed to get top rewards sure, but would very unlikely to be upset for getting little due to their rather less focus on playing. Medium to hardcore players would want a reward for their investment into the game.

1. Virgo is too good a card for a random reward - it's even better than the Towers that require days to complete. A 4-star with above average stats would be a better solution.

2. They can add variety in terms of the end reward - you can see how Fallen is an opposite to Virgo; ATT vs DEF - how about a guild-wide win system at the top, where you could get either one of the two but not both?

3. A handicap system the higher the level you are in that encourages a lower level, weaker player to participate, slowing down a 'super whale' guild that sweeps everything. Well if the whales do spend the cash to fly their way to the top, feel free - Zynga is making money off them after all.

4. Random (temporary) bonus supplement daemons that gets removed at the end of the event (aside from the existing) - this will force participation if anybody wants anything, adding a very small increase to the win/ratio/chance etc.

5. Participation factor - time is equal between all players (discounting real world inhibitors) but time spent playing differs from one person to another.

Some balance, combination of the above etc.