I find the current event format quite relax, the only "burden" are the random pickups, the assignments itself can be easily completed by just playing.
I liked it when events where more limited, it was easier to really enjoy them.
For a similar reason an FA would be a lot more fun if it was only twice a year. because then you can look forward to it. and once it arrives the exitement is there again.
With all the events one after the other it becomes just another one, the last time I got exited was bear event, because the prize was so OP and with the huge error of unlimited quest there was a "how many?" will I be able to get exitement. (in the end that turned out mood because you could get too many too easy)
I'll guess in the current format it would also be exiting as you really want to get gold in that situation assuming there is only 1 good bear and not triple of them. you want those extra artefacts for the 2nd/3rd building.
I think the current events are "exiting enough" for players in development, but for veteran players they are just anoter event.
But even for them there is not enough exitement due to it's frequency. but they are very helpfull in there development and in replacing older building as they constantly need replacements. that's untill the point you hit I think constructs maybe even earlier, then chapters slow down so much they have to many events for there needs and they also to become veteran bored event players that play on autopilot
A big part of the problem IMHO is simply that our events here are boring as gak as they are generally just the same, tired format again and again and again ad nausium...
I really wish the devs would just port over what works in FoE and re-skin it to better suit the differences in game play here.
As an example, in FoE-land, while we have even MORE regular big events, the mini games are;
1. Forge Bowl (Football themed)
Pick players ala 3 chest system, BUT, you have a choice of 1 of 5 'coaches' to activate. 1 is a default (3% chance to double your prize), 3 are 'free' and last for 24hrs (double league pts, +1 distance moved, or +5% chance to win daily prize), and the 5th coach costs 150 diamonds but gives the combined bonuses of the other 4!
2. St. Patrick's Day
You run a 'festival' where you have 5 different factories that produce goods that need to be shipped (via your ship - duh!) to the main festival, and then gain shamrocks.
As you unlock & upgrade new factories, you complete 'tasks'. (ie: hire a manager, level-up factories X times, level-up Y factory to X level, hire level X manager, produce X shamrocks, etc, etc...) Every 25 tasks gains a grand prize.
This event, while massively time consuming, is also rather addictive, and rewards being as efficient as possible in upgrading & managing each festival. It's easy to over-level early on, which will result in a player either being slowed to a crawl or else losing out on completing many tasks and/or over-spending your event currency (pots of gold) to over-upgrade factories + managers.
3. Spring Event
Same as the 'traditional' Elvenar 3-chest system, but with origami animals hopping across a pond. Boring.
4. Archaeology
Same style as last year's Halloween event, but you're exploring a mysterious tomb vs. a creepy haunted forest. (and you get dynamite!)
5. Soccer Cup
A 2-part mini game, which might not work in Elvenar...
Basically you collect both event currency which is used to pick soccer players ala 3-chest system, AND, you also gain 'player cards.'
Initially, player card unlock the other 10 players on your 'team', (you begin with 5 players), and once a player is unlocked, further copies of that card them 'level-up' the player.
The 2nd mini game is a 'tournament' where you play against another player's 'team' of randomly selected players. The difficulty of the match is determined via the player Lv's. The odds to win a tournament match rise (or fall!) based on choosing the right players to counter your opponent. (ie: Attackers are strong vs. Midfielders, but weak vs. Defenders)
6. Wildlife
Welcome to a weird hybrid of candy crush + toon blast, INNO style?! Again, an event that heavily rewards strategy vs. just mindlessly clicking, and being able to plan out your moves 3-4 moves ahead of time.
7. Summer
Honestly, this would not work at all in Elvenar due to the huge differences in how the neighbourhoods work...
8. Fall
Baking Challenge!! You gain 5 difference ingredients, and the 'prize chests' are instead recipes. The vital key to success is to always aim to keep your ingredients as balanced as possible at all times, otherwise you WILL hit impassible walls of not having enough ingredients to continue on.
9. Halloween
Same as our event last year, because I love me my exploding cauldrons!
10. Winter/Xmas
Shuffle board style, but honestly way, way worse! The Elvenar devs have actually vastly improved this hellish monster into something that while stupidly easy, is also far, far, FAR! less insanely infuriating!
The key differences in FoE is that the many varried event styles means that there's something for everyone at some point, and nothing gets overly boring.