epsilon017
Posts: 17
Joined: 03-07-17
Last post: 2128 days
Last view: 1136 days
After giving the Lorna's Endless Melee event a spin, there's some thoughts that have come to my mind after the fact, and thus I have things I'd like to suggest for the next time an event like this is hosted.
1) Class assignment. I'm not sure why it was decided to base classes on the creation dates of the characters (Instead of you know, everyone choosing their classes aat the start like in the Lorraine's Nightmare event), but needless to say I don't believe this was the best approach. My current assumption is that the team felt having a class window pop up at the start of the event would be intrusive, since the mobs do not take their time to spawn. If selecting a class via menu isn't an option for whatever reason however, an alternative could be to assign classes based on the order everyone joins the party? This is how the missing warrior RPs from g1 decide whether a member is Mari or Ruairi, so I can't see why this method wouldn't work.
2) Star distribution. Another problem I have with this event is that coins are individually awarded to each member based on the stars they individually have. Then there's the fact that stars aren't even awarded based on contribution, but by who lands the last hit. It's been brought to my attention that this has to do with the fact that the event is an RP, and thus the members are not actually grouped into a party and therefore do not split their stars. If it is possible, perhaps a better alternative would be to base it on the number of waves the party clears, and then each member can be equally rewarded at the end.
3) Grinding for rewards. Now, don't get me wrong, I like the idea of having a special currency that you spend on event rewards, but the way this event handles it makes the whole thing seem like a chore. Basically, from my experience, I've been lucky to come out with merely 3 coins, which I'm estimating took more no longer than 5 minutes before my party got blown up (I was playing melee, fyi). For now, I'll just say that it takes 5 minutes to build up 3 coins. Now, consider the price of the outfits; A lot of the good rewards are going to run you about 120-240 coins. Divide that by 3 coins per run, and you'll need to do 40-80 runs, which at my estimated rate would take roughly 3.5 - 7 HOURS of grinding this event just for one outfit.
Now, I understand and accept the notion that the team maybe doesn't want the player buying up the entire shop; at least, not in a short span of time. That's where my 3rd suggestion comes in; make it so the player needs a PASS to enter the event. It could be a pass that's given within certain intervals (Like a daily or an hourly pass), or it could be like the M-A-B-I-P-R-O event where you had to collect "parts" (letters) of a pass, and bring them together to enter the event. This would put a limiting factor on how many times the event can be run, and thus each run could actually be more rewarding. These events should be fun, not frustrating.
That's just my opinion, anyway.