It introduces a creative new mechanic for completing an event, unlike the usual "enter this instance, kill this monster"
Variety is the spice of life, so more creative stuff like this pls.2.
Big plus on giving healers the spotlight this time around, but also finding a way for non-healers to contribute.
People like feeling special lol
, so when you let them strut their main builds around, they will feel better about participating.
And although tricky, making sure everyone can contribute prevents people from feeling left out.3.
Forcing players to actively cooperate with one another instead of letting them hide away in privately-booked instances.
That's one core element you ought to maintain for a true 'multiplayer
' environment. Yes, solo-instances can be quite comfortable to do, but their predictability makes them boring quickly. Player interactions add another layer of randomness which makes each run slightly different (maybe one run ends really fast because more people showed up, maybe the next one gets dragged out because there's less).3.
That bonus thing with the random boss spawns (considering that they're not the event's main goal).
It encourages people to remain alert and also discourages some from going afk. Imagine if you had more of the sought-after bosses in the spawn pool (and higher encounter rates), that would encourage some hunters to consider patrolling the event maps, which also slightly boosts the participation count.4.
Being able to exchange or trade the tokens themselves.
My kafra's always full, man :,/
I like being able to organize stuff on different accounts. Making the tokens themselves tradeable (instead of just the rewards) lets me claim with a char on an account that has pet-related storage, and that feels so damn convenient.Slight Dislikes:None of these I actually dislike about the event. These just seem awkward imo1.
All the rewards are pet-related (which I really like btw just tbh).
I don't think there's anyone out there who hates that; even someone who's only interested in making zeny will get them just to resell. But it may make the prize-pool seem monotonous to people that are not that interested in it. Also feels odd that the usual event buffs aren't there2.
All the rewards are lottery/luck-based.
Again, not entirely bad. But it helps to have an option where players can feel like they're always slightly making progress with each run (the 30 essence for Phree egg is an example of that, despite the abysmal rate).
A sense of progression or change will make the grind feel less dragged out and also provides some slight motivation to log-in every time.3.
The weird lack of difficulty.
Doesn't the event seem... too easy
I thought that since there doesn't seem to be a limit on how many can enter the instance together then the contents would be scaled to match, but it looks like that only applied to the stones.
The weird part is that the monsters do have really high max hp (around 6-7 digits) but spawn with only less than 1k hp ._.
I understand that maybe some stuff had to be nerfed to ensure smaller groups don't get overwhelmed, but this rebalancing could definitely get worked on some more.Dislikes:1.
I need to enter the event map twice to claim the reward (or talk to him twice). It's a minor bug with the npc dialogue's scripting but it gets inconvenient over time. Pront's long loading times doesn't help
Edited by ninJedi, 12 August 2020 - 08:23 AM.