Ok... I spent an hour writing this and the official thread disappeared. So here is an unofficial one until it is found again.
Here's an edited and improved version of an older "2 cents" post:
1. Lesson Learned: Live events have to have schedules. The thrill of discovery can be about what will happen, but can not include when it will happen. Real life (which 90% of us must sometimes endure) demands this.
2. New Info On Lag: I have a pretty good computer, video card, and DSL connection, but not over-the-top. I barely experienced any lag during the whole weeklong event (On Sarlona). I assumed it was only people with low end equipment complaining, but maybe not.
However, suddenly close to the end, it went from pretty good to unplayable. This persisted for about 5 minutes. Then everything was back to normal. It seemed to affect everyone. Whatever the cause, the server just stopped responding for about 5 minutes. Other than that, it was quite playable all week.
3. Please Consider: You need an Instance Hop Timer... If you change instances, you get a 3 minute timer or something before you can hop again. (Except automatically by coming out of a bar to be with the instance your party is in for example)
4. Lesson I hope you will learn: On Sunday and then especially monday, we had fun mobs spawning. That was great. But even on Monday, the mobs lasted less than 1 minute. And the loot lasted about 3 seconds. We were trained by this to NEVER EVER LEAVE the main group by the bridge, because it will result in missing all the fun.
Then, On Wednesday, you apparently rigged it so that mobs would only spawn on small groups. Therefore, almost no mobs spawned, because everyone was afraid that if they walked away for a few seconds, they would miss out on the event. So we all missed out on the event.
You didn't have to give away the farm to get us to discover your secrets. But a simple DM World Broadcast message saying "Devils are reported in small groups all over the marketplace! Please help!" would have sent everyone scrambling. We all would have had more fun, and your event would have gone off as planned.
They say you can lead a horse to water, but you can't make him drink... Well, sometimes you have to lead the horse to water, or there is no chance that he will drink.
5. Player Want: Mobs must spawn more frequently. If people want or need a rest, they can go to a tavern... Anything more than 2 minutes between mobs is boring. Up to maybe 5 minutes would be acceptable. But if you want future events like this to go off well, you absolutely must not make us wait 15 to 30 minutes+ between mobs. Seriously, there should be technology that has a timer... If a mob hasn't spawned in the last 5 minutes, then auto spawn a good one on the biggest (not smallest) group in the place.
NOTE:
6. Fairness Issue: The way loot is dropping is favoring the quick and the greedy. Thanks for that... I have been scoring. :-)
- Weak mobs must spawn constantly... The reason people hate Kobold Assault is not that it is tough or long. It is that the kobolds don't come nearly fast enough and in way too small of groups. Don't make the same mistake in a live event.
- Medium mobs should come in waves... Maybe 2 minutes between them for recovery, etc.
- Major Mobs do need 5 minutes between them for people to pull it back together.
Seriously, using a mechanic like the way shinies drop on kobold bodies would be more fair. But this still favors melee over healers who may be standing back. The ideal would be to have loot dropping 1 piece at a time, randomly, all over the place during the event or something. This way, at least people would have a fair chance of it showing up right next to them.
Also note... I'm not sure the loot should be attached to the mobs... I think mobs should be spawning constantly and randomly every 2 to 5 minutes. But Loot should be on it's own mob-independant schedule... Maybe every minute something small drops somewhere, and every 15 minutes something bigger. This would favor attendance over location. On average it would reward everyone equally, including the lvl 6 guys who just want's to be a part of this community event.
7. End Quest Request: The quest should have been (and could still be made into) a raid type quest... Nothing any more monumental than it already is. Just beef up the baddies and let 12 go in at once. No need for special raid loot (although that would be cool). The thing is, we went from multiple raid parties in the market defending the city, and then when we reached the final battle, it was like, "Ok... now disband and we only want 6 of you." Kinda' anti-climactic.
8. THANKS!!! Even though there were things that were not ideal, it was still cool to get together with my guild and talk a bit while we waited for stuff to happen.