In the past, there have been quite a few complaints that events are "unfair" or favor a particular playstyle, or favor powerful guilds, etc. Folks would camp out waiting for a spawn, hoping to be the top 1-3 hitters, and most would walk away empty-handed. The past two holiday events have made some minor adjustments that I think scale much better between shards of low/high populations and solo/group playstyles. I think that there are at least 3 hugely important factors here: 1. Turkeys/moongrass/sparklies are all over the place, there's no one place to camp for a particular spawn. 2. The fact that the top 20 receive at least a map fragment or that every virtue dungeon was filled with sparklies makes it so that just about anyone can run in and help out. And if that particular dungeon of sparklies/turkey is full up, just move on to the next one. 3. The reward portion of the quest is character specific. No one is fighting over reward spots and the reward is *not* directly linked to a single chance event (i.e. death of tybul, harbinger, turkey...) Point is, make the challenges tougher. Shorten the time limits. Make the spawns more difficult. But make *more* instances of them. And don't tie rewards to random events. But make those random events ultimately lead up to a reward that no one has to fight over and I think you'll have a much happier crowd.