Let me say initially that I truly appreciate the hard work the devs put into events. Both their frequency (about every six weeks on average) and their creativity deserve well-earned plaudits.
That said, I have some (hopefully constructive) criticisms of the latest event . . .
First off, it appears to be limited to the highest level players. Unlike the recently expired blighted festival treant event--which had blighted treants of all tiers so any level player could participate--the latest event beasties are all level 100+. So, any player lower than level 90 simply cannot effectively participate in the excitement. Indeed, given the incredible special attacks that even the non-boss beasties wield (like multiple Critical Attack strikes), I wouldn't recommend anyone under level 95 to try the quest.
Second, the placement of the level 100 Abominations and archers (and God knows what else) right at the Old Oaks/Mithril's Anvil area seems a poor choice of location for a couple of reasons. Initially, the number of structures built in that area already is a lag-builder, and the placement of multiple, multiple mobs there greatly adds to the already existent lag, thus rendering combat as much an exercise in fighting lag as fighting beasties. Moreover--and more disconcerting--I cannot imagine how the poor owners of plots in those two communities can access their plots (and storage buildings) without multiple death points. Fortunately, I do not own a plot in that area, but I am sure I would be most unhappy if I did. While it's certainly nice for the Old Oaks plot owners that their plot sizes have been substantially increased, the trade-off appears to be that they nevertheless won't be able to get to them until this event is over.
Finally, I would suggest that the devs have engaged in a bit of overkill in designing the event critters. Specifically, the second step of the quest requires the slaying of Draknor, a level 125 boss Kwellen with some 56,000 hit points that has incredible special attacks that SoG, Valkor and Reklar can only dream about. Among others, Draknor has a "Berzerker Barrage" AoE attack that can do upwards of 4,000 damage to all players in the area. Last night on Order it took twenty--count 'em, TWENTY--high level players to take him down, and then with a LOT of death points being suffered by them all. Comparatively, it only takes four or five high level players to take out Valkor, maybe five (or even less) to slay SoG, and perhaps eight to slay Reklar. It makes little sense to me to require twenty or more high level players to slay one critter that is absolutely necessary to complete an event quest.
Allow me to make a few suggestions for future events, then:
1) Events should be accessible and, thus, enjoyed by all tiers of players. As with the blighted festival treants, event beasties should be spawned for every tier of player, including bosses which might necessarily have to be slain to complete the quest (i.e., separate Tier I-VI bosses). The rewards for completing the quest will, of course, increase in value as they increase in tier (e.g., a Tier I "Event Widget" will grant, say, 10 evasion, while a Tier V "Event Widget" will grant 50 evasion), but at least all players can participate at some level in the excitement of the event.
2) Event beasties should be soloable, or at most require two or three players of the same tier to slay. Obviously, the Horizons player base is a diverse one. Some folks live in Australia. Some Americans work the night shift. Their playing hours are radically different from the Midwest 9-to-5ers. And they cannot be expected to put together groups of ten, much less twenty, players in the wee hours of the American morning. These folks would effectively be shut out from completing an event quest if they are required to do so. Take a page from the blighted festival treant event--while these treants were indeed tough, they were soloable mano-a-mano, or at most required but a two-player group.
3) Spawn the event beasties in the wilds, away from towns and player communities. As I mentioned earlier, spawning them near cities and player communities just multiplies lag to no end. And spawning them in or near player communities unfairly penalizes plot owners who simply wish to access their plots.
4) Ensure that the event beasties (and bosses) are set to automatically spawn, not limited to World Master controlled spawns. This was the greatest problem with the blighted festival treant event. If a player wasn't around when a WM spawned the treants (or within a few hours thereafter) because they were sleeping or working the night shift, well they were just SOL. Players' ability to participate in an event, and to complete the quests required in it, should never depend on the working/waking hours of Arizona-based World Masters.
Thanks for listening.