Honestly I don't understand why the Elvenar team has their panties in such a twist over players finishing the whole sequential quest list in a few days...
The FoE team literally
don't care at all if we do!! It's entirely a non-issue over there. Moreover, most/all of the 'new' daily prizes for any given event even repeat over the course of the event itself, so as to give everyone more chances at winning a prize they highly desire!
Many players in Elvenar would crush the sequential quest line as quickly as they could because;
- they just want to put their city back into it's 'regular' daily production cycles
- they really want a prize that comes up within the first few days, so try to bank as much event currency as possible
- they consider it a personal challenge to see how quickly they can complete a task/s
- etc, etc...
For myself, I would always try to obliterate the sequential quest line, partly because of wanting to put my city back into its regular daily cycles as soon as possible, AND, because I wanted to make sure I'd have plenty of event currency to try for an early daily prize I really, really wanted!
Okay, so sure, the Elvenar team put really good stuff up within the first few days to "encourage" diamond spending... well, maybe for some spending $40-50 or so each event is a non-issue. But for many more, it's not an option, and especially with things like Set Buildings, it can very quickly come across as Inno effectively advertising certain things as 'pay-to-win-only'.
So they shouldn't be surprised when players inevitably find ways to turn things back to their own advantage.
And really, saying that "randumb quests make thing more fair for everyone" is just plain BS...
1. ANYONE can do a google search for say, "elvenar fall event 2019" and will get a bunch of results linking to things like Gems, or EPL or other fan resources that will give them all the info such as the quest list, daily prize order, 'best' chest options, etc...
Laziness and/or ignorance isn't an excuse.
2. ANYONE can make use of the 'Lv.1 turd town' strategy. Yes, sometimes, especially in the middle of a guest race it can be super challenging to try and use even just a handful of Lv1's, but it's still doable. (I've had to do it with maybe just 10 extra factories + 5 extra workshops - it was harder for sure, but I still worked at it and made things work!)
Just crying, "Whaaaaaaaaaaaan! filthy competitive players are getting more than MEEEEEEEEEeeeeeeeeeeee!! I want what they got but I don't want to bother putting in the work level they do to get stuff -
NERF THOSE FILTHY, UGLY SHANTY TOWNS!!1!!!!!111! is being a hypocrite. Of course a player who puts in that extra level of effort should be rewarded more vs. a player who just 'plays it as it comes'.
'Turd Towns' also take plenty of prep & work to make them effective, as well as having their own inherent disadvantages. (ie: if I leave say 4 expansions permanently empty/on hold for 'turd town' use, I'm not using it for say additional AW's or city production or extra guest race buildings, etc...)
3. There is a defined 'meta' within the game.
We have 'diamond cities' which are on a different level to 'freemium' cities. There's the 'daily competitive' players who will aim to squeeze every last square of space to be as hyper-efficient as possible. There's 'daily casuals' who maybe don't care about 1005 efficiency, but still log in multiple hours every day making routine checks & keeping constant 3hr productions rolling...
And there's your casual 'once a day' or 'twice a day' players for example, who don't give a care at all to building any kind of even organised city, let alone efficient, on top of 'military powerhouse' vs. 'pure farmers', vs. 'tournament players' vs. 'I don't like tournaments', etc, etc...
There is literally
No. Possible. Way to ever balance an event to be "fair" across all the different types of players & play styles. So again, why do seemingly only the Elvenar team get all worked up about this?!
Even the mini game of the rotating chests has a meta to it, since a player who does a little research and/or maths it out themselves can win way more grand prizes for example just by only ever choose the most mathematically efficient chests, vs. a player who just picks at random and/or say chooses only the highest daily prize %, etc...
God forbid if we see a porting over of say, the FoE Archaeology/Halloween event mini game!! (though I would honestly throw money at Elvenar if we did get it, because it's just so damn much fun playing that mini-game!
)
This 'randumb quests' experiment has been nothing but a gigantic clusterfeth... Inno is either giving away way too much free stuff, or else the system is so borked that it's sucking all the fun out of the game and/or it's just too difficult for far too many to even really participate.
Let's just go back to our tried & true sequential + daily quest line, allow partial use of the 'turd town' (ie: keep *some* workshop/factory quests using the "at current chapter or -3" style, but add in some additional quests for multiple 1-day/2-day & large amounts of 'produce X beverages/simple tools/etc'..., quests that can be tackled using Lv.1 buildings), and bring back quests for things like;
- gain X amount of all T1/T2/T3 goods
- produce X 24hr/48hr T1's (using Lv1 buildings so can have much higher quantities required)
- accepting/placing trades
- pay coins/supplies
- produce each workshop production once
etc, etc...
And least this way, Inno can better control the amount of grand prizes that can be won for free so that there's still a decent incentive to open up the wallets.