Hi, Gray here )
I want to offer you a way to look at designing events, that will increase overall engagement and satisfaction of players.
And to be honest it is already used in one event, so it is may be need to be multiplicied.
I will call it - merit based reward.
Most events now have two options - or participation reward, or winner takes all reward. And bot of it not really working to make process really interesting for average players.
If you go for the win - only one player of all will be happy, other will be frustrated, and their motivation will ware off. (and if it requires invest a lot of effort - this process is faster, for myself i nearly stopped trying in poring finders, my eyes hurt every time and it never rewarded)
If you go for participation reward - there is no point in doing event really, you can just sit ( and there was plenty of such in blood run)
System that works best is implemented in GM bombrings - there is not binary reward/fail, you get something for every extra effort you put in it, and you are not competing with die-hard pros,
Win for the first place is not bad at general, but i offer to do something like that every-time
- 5% coins - participation reward
- +5-75% coins merit reward
- +25% first winner reward
This principle can be variously applied for all events:
For example - for novice blood run you can place a checkpiont gates, and every gate gives 10 muh coins for total off 80, and last one gives 30
And it ends on timer, not on first winner.
So every one have feeling of accomplishment, not only the guy who won 4 in a row )
For las standing - there can be a reward for every player killed.
Small merit-based rewards will make it for more players then epick one-winner reward.
And i even get one big reward this session, but this was one single dopamine spike, i would proffered to spread it in time.