@Dony How many players actualy get 10-12 evolving buildings in one event?
1? 5?
So because of them events should be ruined for the rest?
Someone has posted before how many players actualy had more than 1 evolving buildings (I think it was in the mermaid topic).
@Marindor I think that quests are too hard from the start for the reward they give. Too many break quest from the start (break quest = quests which players have to do over half day (especialy if you get them often) or even more than one day).
The whole random quest is flawed. If developers refuse to remove it completely, at least the can do a compromise - more non-random quests from the start, then they can jump to the random madness. By my opinion, if enough event currency for the first 5 artefacts can be won by non-random quests, that should be acceptable compromise. So players could get back to planning and actualy get the daily price they want.
I suggest that current 16 package system should be never used in future events again. It gets away almost any strategy to influence what we get from event. Either get back to the chest system or use some alternative which allows similar control over the rewards.
For the current event I suggest to alter the rewards available:
Replace the garbage small culture building with second daily reward, this way the probability to get the daily reward increases to more reasonable levels.
Relics rewards should be removed or at least adjusted their amount. Getting 1-3 relics won't help anyone, majority of the players doesn't need them at all. So if they remained, then adjusting amount to 50 should be fine for players who needs them (50 is not too much).
Spells - by my opinion PP & EE spells shoud be removed, you can get plenty of them in tourneys and EE is the most useless spell of all spells. The amount of MM spells should rise to 5-10 (remember the expired goods needs for Elvenar chapter).
Amount for time instants should rise - getting 1x1h instant is not a reward, but an insult. I suggest amounts like this:
14h: between 1 and 2.
8h: 2 - 4
5h: 3 - 5
2h: 5 - 10
1h: 10 - 20
Main price:
All evolving building have the same flaw. They are not worth building unless they are at lv 9-10 (with maybe exception of the phoenix and brown bear), and even at level 10 the worth is at least disputable for many of them.
My suggestion: Increase the population of all evolving building by at least by 50%.
Also if they produce goods, the production should be increased, and for late chapter consider also adding production of expired goods.