So time to write final feedback on this event.
Obviously, Inno should be disappointed with the event results & participation rate. Why is that?
There are a few reasons that explained it, some linked to the event, and some linked to Inno not listening/learning.
1> This event is quite time-consuming with its new mechanism, that requires more time to play each board nicely.
But you don't only have to play the board now, Baron Alaric has (temporarily left) but still were here in disguise with tasks, mini game tasks to follow and manage, world tasks as well (with information missing to do it well at start). So even more time.
Plus as tasks are resetting, it's actually even worse in that sense than rival ^^
2> This event is more subject to luck than before! If spawn luck hasn't change, we're having now that random white gem creation. Plus task luck is a big one, especially hard task where you can be lucky or unlucky not only with the task itself (more or less difficult) but also - and mainly - with the board draw as well, as you may not have enough unlocked gem required by the task in 4 boards... or be lucky and do 2 or 3 hard tasks with these.
And finally, luck with world tasks progress completion, as if you were near completion and finish with a hard task, you're loosing a lot of progress (and tasks are reset at midnight so no chance to keep it).
3> In his infinite wisdom, Inno decided to announce GB update only 2 days after start of this event - which was including quite a lot of changes.
And, very strangely, it had the same effect as last summer with GB update + other changes made at the same time: most beta players not having too much time to spend on Beta, they had to choose! And choose mostly to spend less time or depriorizing the event.
4> And lastly, with such a great inspiration that GB update was, quite a few players stopped or played less and therefore let the event just happen without much playing it.
Yes, another great winning combo!
Ok, that being said, what about the event itself?
> I already said it in point 1, a bit
too time-consuming.
I won't say mechanism is bad after playing it a bit but 21 days of 4 boards of that seems like a bit heavy.
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Too much luck-based (see point 2), I really don't understand why Inno finds random so much appealing - as they're having random everywhere and increasing it each time.
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Display issue: there's too much thing to look at, and even with all this, some information are missing (like how many world progress give each task and if it's doubled or not with the x2). That makes already playing the board less appealing.
I won't even debate on why Inno's still not giving to everyone the top help tool foehelper is giving to help play their minigame already in an easier way, they showed multiple times QoL is nowhere in their list.
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World challenge issue: too much progress requested, per level but also for an average player (especially as they'll waste progress - they have to manually collect AND they'll lose progress as it restart at 0 even if you scored more that what was missing).
PLUS you just increased with mid-event change the number of world coins needed for a successful event, so you just increased the impact of that issue.
> More minor, but too bad we cannot choose which gem to unlock as, unlike previous event, we now do not see what reward they give.
TLDR: Change of mechanism makes it more time-consuming and more luck-based, which isn't attractive to both type of players: the one that already liked it and the one that didn't like it. On top of that, you're overloading the minigame (both visually and in terms of content) with that task system.