Asween
Well-Known Member
instead of a lot of different things in all events, i suggest to do three different kind of events:
event type A (beginer's luck) for early chapter players: easy fixed quests - building, scouting, producing; relics, small instants, kp for reward; goods producing evolving building.
event type B (advanced masters) for guest race chapters players: harder fixed quests, manna, seeds, sentient goods producing buildings for rewards.
event type C (legend of Elvenar) for end game players: happens only once or twice a year, difficult random endless quests, all kind of old artefacts for reward (coming as dailies or as grand prizes) also may be some really cool building.
in this way when A event is going on end game players can rest, build their cities and quietly wait for event that will be really interesting for them. and vice versa.
event type A (beginer's luck) for early chapter players: easy fixed quests - building, scouting, producing; relics, small instants, kp for reward; goods producing evolving building.
event type B (advanced masters) for guest race chapters players: harder fixed quests, manna, seeds, sentient goods producing buildings for rewards.
event type C (legend of Elvenar) for end game players: happens only once or twice a year, difficult random endless quests, all kind of old artefacts for reward (coming as dailies or as grand prizes) also may be some really cool building.
in this way when A event is going on end game players can rest, build their cities and quietly wait for event that will be really interesting for them. and vice versa.