Talk:"Trouble at the Old Inn"/@comment-1.120.105.104-20140201104854/@comment-24122694-20140201124914

The main problem is that power perpetuates power, and the inverse applies as well. Strong players can get strong cards more easily. Low level players without good cards are already struggling to keep up, and tower used to be the only way to get a fairly decent 5* without cashing. Since this has become impossible without item spam, this makes it practically impossible for them to get better cards, which also places CQ 5* cards out of reach. High level free players are usually able to get at least one 5* in all events except SG (and GCQ for some), so they don't have to hoard... say, half a year or longer for candies / SW / DN in order to do alright in an event. With this new tower system, lower level free players will probably have to abstain from some events or only play a little in order to save their items and not level into 81+ hell too soon. This makes the game reaaaaaaaally boring, and there's very little sense of achievement.

I went on hiatus after New Year EG because I had 100% completion on all story chapters at that tjme and there was a really long wait between events, which means there was nothing to do. When I resumed playing, it was the continuous events which sustained my interest, because they offered chances for me to get good cards.

I think Zynga would get a lot more profit if they kept the HP cost and exp gain the same, but increased the number of SWG (either back to two or even more...?) so there are more things to attract the cash players' interest.

Alternatively, they can also make daemon mags available for golden apple trade or something, for cashers with bad Dora luck. Most people would stop after getting the SWG, but if the mags were available for something much more dependable than random chance they might want to cash a bit more just for those.