Thoroughly enjoyed this event. Probably my favorite P99 event to date - went super hard, and wound up with over 200 part turn ins across several toons - and spent a lot of time engaging with the content and speculating how the event worked.
A few bits of (hopefully) constructive feedback
- Consider level restrictions on global loot drops - In the last couple of events, it's generally been the optimal path to roll a level 1 toon and twink it out to maximize drops (swapping to loot on another toon).
Moving to something like a level 40 minimum, or even a level 51 minimum (to encourage group play and include summoning mobs to discourage swarming) could prevent this - though you'd probably want to bump to drop rate to compensate.
I understand this needs to be balanced with the desire to be inclusive of newer or lower level players, so maybe alternating styles between events could work.
- Reward Variance - Seeing 70 new items added to this server was an incredible treasure hunt - really appreciated all the work curating these. Some of the pieces (notably the monk ring and to a lesser extent the bard sword) caused people to really grind the event. I think chase rewards are an important component towards getting the hardcore players involved in event content - so kudos for adding these.
I think what frustrated some players is the sheer RNG of the rewards and the feeling of getting no closer to getting a chase prize. Many lootbox based reward structures approach addressing this feeling with a "pity" system where you eventually build up enough "pity" to get a good prize on your next pull.
Understanding implementing something like this is well out of scope for current development priorities - I do wonder if reusing the faction system could approximate it.
Having two sets of reward tables for the quest - one for low faction (say less than 25) and one for higher faction (with better odds at items) could help more people walk away feeling satisfied with the event - unsure if this is achievable with the current tech
- Quest NPC Location - During the first phase, having an additional chronicler (specifically one near HH) would have helped nerf the innate advantage porter characters have in participating in the event. Having the sole chronicler be right next to a penitent cryptkeeper also meant there wasn't a meaningful choice in which side to take if you were grinding optimally.
- Phase 2 Mini Spawn Rate - Discovering where the minis were spawning, how they spawned and what they dropped was incredibly fun. Having the highest end of these minis become competitive is what made the event feel truly like a p99 event.
What was a bit of a let down is overtime - a single tracker could and would lock down a zone for whisperers/nameds, which kind of let the air out of the tires a bit. As an alternative spawning mechanic to explore - having a mini spawn as a rare spawn upon killing any mob would be pretty exciting. Kill a level 40 froglok, a 1% chance a level 40 mini spawns from its corpse - though I imagine it might get some people killed.
Alternatively, just boosting the spawn rates in phase 2 so more players could engage with the content simultaneously would have been good.
- Phase 2 Quest Letdown - Getting the parts to drop in phase 2 were really exciting and they are/were still very difficult to source. Having the reward be 2 body parts was a bit of a let down. Given the difficulty in getting these parts (and remoteness of the turn in location) - having either a unique one time ALL/ALL prize or just more body parts would have felt a bit better
Thanks again for all the thought and effort that went into this event - I continue to consider P99 events "must play" and will put on pause whatever else I happened to be working on in game to engage