and if ... within 16 gifts, the daily prize was repeated? This would increase the chances of at least getting more daily prizes, which is what many of us want ... if you add the ability to use "shuffle" whenever you want and do not force you to use it once you find it, it would change the thing a lot ( already putting two daily prizes you could remove the unicorns-horses-flaming flames-1pdc ...)
Again that unbalances things. This is all fine and well for high level players who have no need for these ridiculous culture buildings BUT in chapter 3 where I am constantly running low on culture within the tight confines of my tiny City these buildings are actually useful.
The challenge to the development team is to make an event that is balanced across the board from beginner player to high level player.
As I said earlier this event is useless if there isn't the expectation that any player, at any level, can't progress well through the evolution's.
I know that
@Dony disagrees with this but an event should be designed for all players to equally have a chance at success. You can't create an event and say "here play this event but you can only win the good prizes if you are above chapter <x>". You can't exclude a large part of the playing community, especially the one that you want to hook into for the long term and to get to spend money.
The dev team is part way there by adjusting the difficulty of the quests by chapter but they should also adjust the prizes by level as well.
I think that they have also adjusted the quest type by chapter because for me the hardest quests are "Produce goods/supplies" and I get them frequently. The easiest quest is "Scout a province" and I think I got it once or twice and I am at the 27 ribbon level.
Here is an update on my last 9 quests.
Produce any type of good
Produce fresh supplies
Produce marble, steel or planks
Produce supplies
Trade with wholesaler
Produce fresh supplies
Produce marble, steel or planks
Spend 10 AW KP on another player or spend 15 KP
Produce fresh supplies