# Cursed Gnomes

**URL:** https://community.gemsofwar.com/t/cursed-gnomes/73494
**Category:** Official News
**Created:** [December 23, 2021, 6:10am UTC](https://community.gemsofwar.com/t/cursed-gnomes/73494 "2021-12-23T06:10:41Z")
**Posts on this page:** 1
**Showing post:** 44

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### Author: ![Jonathan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/jonathan/32/66724_2.png) [@Jonathan](https://community.gemsofwar.com/u/Jonathan)
#### Post date: [December 24, 2021, 12:04am UTC](https://community.gemsofwar.com/t/cursed-gnomes/73494/44 "2021-12-24T00:04:17Z")

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This is good analysis, imo.

To me, it seems like the best solution is therefore to dramatically increase the rate of Cursed Gnomes – perhaps this could even be player-activated at certain intervals, e.g. for the next [2] hours after completing the first Dungeon battle – and decrease the amount of Cursed Runes dropped per Gnome.

Essentially, make the player’s data points (i.e. encountering a Cursed Gnome) a smoother gradient rather than tiny, disparate chunks across the player base. More consistent experiences would build player trust in the content and make us more likely to continue chasing and engaging with the goal.

Whether or not the overall release of Cursed Runes needs to be faster or slower is a separate question.

* * *

Seems similar was suggested (and widely acknowledged) here, and kudos:

> [@The Soulforge Fiasco, an analysis](https://community.gemsofwar.com/t/the-soulforge-fiasco-an-analysis/73499/2):
>
> TLDR: No sense of progression because resource laughably rare = bad. Increase resource availability, create a sense of progression, increase prices accordingly if you must → people have a reason to play the game instead of quitting in frustration.

> [@The Soulforge Fiasco, an analysis](https://community.gemsofwar.com/t/the-soulforge-fiasco-an-analysis/73499/2):
>
> NO measurable, appreciable progress

> [@The Soulforge Fiasco, an analysis](https://community.gemsofwar.com/t/the-soulforge-fiasco-an-analysis/73499/2):
>
> … being unpredictable with resources.
> 
> You could’ve just made runes more common and increased prices accordingly. Not that I agree with your decade long schedule (lol)…
> 
> But that at least would’ve created a sense of progression - small goals to work towards.

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_[View the full topic](https://community.gemsofwar.com/t/cursed-gnomes/73494)._
