@CrazyWizard
Personally I hate the random stuff. I like planning ahead, I like setting up for a certain goal. Randomizing pretty much everything will for me greatly decrease the fun of the event.
The problem is as you stated that INNO made a mistake in the event setup and instead of taking some time and effort to look at the flaw and address it they just decided to take the easy way and punish all players instead of addressing a flaw that could be figured out and used by players.
On your other note, I can only agree. The problem with the prize-buildings was that they are too common, too easy to get and too large in number. Not only that, but in many ways they outperform even premium buildings that have to be bought for diamonds.
The power of the buildings has been increasing as well, likely because they felt they had to do 'better' with each event meaning they got stuck on a powerloop. I don't mind seeing fewer of those buildings in that aspect. An issue like that is always hard to fix as players get used to ever increasing better event-buildings and come to expect that, but it needs to be fixed to keep the game playable en enjoyable.
I just feel their way of fixing is taking a completely wrong direction.
Really, the Elvenar team just need to accept it and go full-hog with the 'Warhammer 40,000 Principle' of, "...if
everything is over powered, then nothing really is."
FoE has accepted this fact, and while sure, every single event for the most part seemingly drops even more crazy & powerful buildings than the previous, to the point that 'regular' research buildings are never required, that game is mostly balanced simply because the sandbox is wide open for any/all to partake!
ie: even a Ch2 or Ch3 player can, with a ton of effort & work, have super-powerful Lv80+ AW's, a stupid-powerful military boost & an unplunderable city... or else a player who hates PvP can likewise build a city around event buildings and hide behind a City Shield from their tavern if they're really
THAT annal about losing a production or two a day.
But here in Elvenar, we still have the dev team madly trying to "fix" their narrowly defined 'ideal balance' every single time...
Only problems are, as any 40k player will tell you;
1. The players will
ALWAYS inevitably find some combination/loophole you never intended and thus "break" the system from your desired intention/s
2. Every singe time you try to "fix" a perceived balance problem, you invariably break the game in a dozen new ways!
So really, the devs need to pull their heads out of their nethers, accept that a small % of players will ALWAYS 'beat the system' and just let us have a proper full sandbox to play the game in whatever fashion each player desires.
Hell, it's not even like we're trying to protect noobs from getting run over and beaten senseless by those evil-hearted 'Era-Campers' like FoE has! No PvP means there's even
less reason to really care about overall balance, since no one is getting 'hurt' by the top end/hyper competitive players constantly beating down all the new players.
Someone who has 20,000 Lv10 evolving buildings means jack-squat to a player who has none. The 'super player' with infinite resources can't effect their neighbours in any negative way, (ie: attacking and plundering them), nor
should there be any reason to ever expect that newer players somehow should be able to ever compete with the players who have been around since day 1!
...oh, and most importantly, the points are meaningless anyways, as they in no way reflect whether a city is actually hyper-efficient vs. mediocre at best, so the only thing ranking does is maybe stroke some egos.
