The very first SNAP (immediate) look at a new event and mechanism is this:
I share an already spoken point as well that
the player community will go non-linear about something new that they've never seen before.
There is no test tutorial (or sandbox) to learn it before your true cost and achievement accountability goals start.
Just think back to the St. Patrick's Day event in the first year. There was overwhelming disdain to learn it and become successful took MULTIPLE new years and lots of help. Today, some people still can't do it right - 4 years later.
People are going to make tons of mistakes, and of course, to recover from that, it will cost them.
Now... that's what Inno wants - after all this is supposed to generate them revenue, but many people will drop out from failure because they can't understand the game dynamic immediately, or can't play it in TEST MODE, to get their epiphanies and try to find a path to success.
It looks very daunting (and is complicated) and with EXPECTED razor sharp achievement math (as experienced recently with event venues they already KNOW) required to get all the upgrades - Inno's going to hear a lot of howls. LOTS OF HOWLS.
The failure rate for "free" will be very high, and people might even spend diamonds or cash and still fail. That's REALLY BAD.
FEEDBACK to Inno: Consider a tutorial or a practice session (or a sandbox to try a few rounds with NO ACCOUNTABILITY to their live game efforts on the event...) so people can warm to the challenge without spending capital, or time and dooming temselves to failure.
The last thing you want FOR A NEW GAME and event is LACK OF ADOPTION.
Now - I"m going to study up on this and start to play it. The easy part is collecting energy from quests. I DO KNOW how to do the questing part