I find that hard to believe just from my experience with it. I get way too many 2 and 3 brick amounts when I click between the first and second brick in the first rotation. And when I let the bricks rotate longer, or do not click at all and let them finish their rotating, I would get just one brick way more often. This is too consistent for me and why I have collected 25 grand prizes so far, with at least one more before the event ends. So if this is not left up to the chance of when we click, then the game was very generous to me.
You simply landed at the uppermost end of the bell curve - congrats, you're just RNG-blessed this event, that's it...
There's absolutely NO big 'secret strategy' or anything like that, AT ALL! to supposedly maximizing the number of bricks per hammer bash.
It's simply a basic RNG system and the number of bricks you get is determined
as soon as you click the bashy button!!
It's exactly the same system as FoE uses - the animations are just for 'fun', (but really exist just to annoy you and waste time!
), and outside of fiddling with the actual code and/or using an actual cheating device, there's no way to rig the system. (unlike say, traditional JRPG's where
it is almost always possible the rig the system to give rare item drops from a random encounter battle after loading up your save file!
)
This is no different than how some players have been 'blessed' with a near endless stream of just the various 'collect/produce goods/coins/supplies' quests while receiving hardly *any* VV + forced 'scout/research' quests, vs. those players who are routinely bent over a barrel and ganked by constantly rotating VV/scout/research quests...
AND THIS IS EXACTLY WHY YOUR SYSTEM SUCKS THE BIG ONE INNO!!!
Player choices & ability mean absolutely
NOTHING under this gakked up 'ran
dumb system, and instead how well a player does, (and more importantly), doesn't do in these events is based entirely on sheer dumb luck by being among the top 25% who get the very favourable quest rolls, vs. those poor, bloody losers in the bottom 25% who get spanked by bad RNG rolls for their quests.
Now, to actually improve on this abysmal dumpster fire, you MUST do the following;
1.
Remove ALL the "scout/research" AND "gain Vision Vapors" from the random quest system, for the 'main' quest line itself.
2. Place the desired amount of those quests at specific points during the main quest line;
for example, if there are say 160 'main' quests, then every 20 quests are some combination of a 'scout/research and/or gain vv's' quest.
3. Drastically reduce the required totals for the 'buy KP' quests,
especially for those poor Ch1-3 cities!!
The main quest line itself is fine sticking to lots and lots of production type quests, gaining relics/spells, some completing world map/tournament/spire encounters, placing/accepting trades, buying from the wholesaler, upgrading multiple buildings up to Lv8-10, etc...
Leave the stupidly hard stuff for fixed 'checkpoints' in the main quest line, and then let the avalanche hit come the bonus 'endless quest line', which should also give roughly 50% currencies of the end point for the main quest line. (ie: if the final 5 quests give say 60-65 currencies, then the 'bonus' quests should at least be worth 30-35 each, vs. and insulting 20!!)