My sole letdown with the plot was the boss being an unlockable. I missed out on nearly 10 hours of battling coz i couldnt play the pacman game on my mobile.
Yeah when I thought of playing the game more times, I was thinking of getting extras (mind you, EXTRAS, casual players would still get one for doing the plot step) of items. Supposing the items were books or collectables or pretty wears and retired after the event, I think the price could bounce back soon enough, or at least they'd make nice investments for the long term... but tbh I didn't give it such a lot of thought :x
100% agree with all complaints about that 24h global battle. Not fun with bad timing, awful lag, unneeded sleep deprivation (imo) and lets not talk about work deprivation (that many people cant afford), plus I'm not one to scream "not fair" but it wasn't ok to nerf damage dealt in the middle of it.
...if there's ever a council (again) I'd nominate Andrea and Speiro without even thinking twice. GOSH GUYS. Pls make it happen? :c
Personally, I loved the plot. The puzzle elements of it were pretty fun, and though it progressed a bit slowly I understand why the steps had to be spaced out. I don't usually do much ToTing or Patch hunting so having a little bit to do other than battling was nice. I really hope some of the games become permanent, especially the breakout one. :D
That said, I am a bit disappointed about the plot challengers replacing the usual ones. I was looking forward to seeing how far my little pets could get, as well as beating Nightlady into a pulp for giving me no shrieks last year. :P But really, there wasn't much to do with my T4s. They all could one shot the first two challengers, and only the T5 could take on the next one. There was also the fact that only Rouland appeared in BQs, so anyone who couldn't beat him ended up having one more quest they had to skip and no other challengers to make up for it. I liked the challengers themselves, I just think it's better to release plot challengers any time other than the one time of the year where other challengers are released(other than Fireside, I think?).
Also gonna agree with what everyone else has said about the boss.
Overall, though, I had fun, the art was fantastic and I totally wasn't expecting the amount of prizes we got, so I'm still considering it one of my favorite mini-plots.
Eh, honestly I didn't mind the plot steps being short since it happened during a busy time for me, but I can see where other people with more time could get bored pretty quickly. I don't see the harm in being able to play the games some more after the obligatory plot step. Someone went to the trouble of making them, after all. It wouldn't be possible to repeat the step where we got locked in the room, but I did want to briefly mention that I enjoyed that one. Reminded me of the old Crimson Room games :)
The only part I didn't like about that step was looting the safe after opening it. I mean, I understand why that was done, as a reward for succeeding at the game, but I kinda wish we'd been given the option to either take the sP and plushie or leave them alone, even if there was no reward later for picking the latter option. Just felt wrong to be taking stuff that not only wasn't mine (even if I'd "earned" it by solving the puzzle), but had sentimental value as well.
But that's just a nitpick, quite honestly I thought this plot's story and writing overall were much better than ones before. I especially appreciate not having words put into my avatar's mouth, just a simple "You explain what happened" and move on. Not only was that a breath of fresh air for me, but put more attention on Ian and Jaxon's dialogue, where it should be. The plot's about them, not me.
Anyway, back to complaints that were already brought up...the big boss battle at the end: I'd welcome any changes to that formula. Even though I've got a decently trained pet and can actually do some damage (sometimes), hitting and healing, rinsing and repeating, feels more like a chore rather than anything that's actually fun. And it's cool that people get prizes for dealing damage to the boss, it's not just the one person that's lucky enough to deal the final blow - but I still think that having a couple of other non-battle related tasks to also do at the end would be nice, both to break up the monotony and to give other people who don't battle regularly something to do. I'm also kind of baffled by the decision to release only one boss, on a Thursday. I thought that last time, when two were released over the weekend, that was ideal.
Just some things to consider. Overall though, I have to say I liked this event, and even though there's a thread about this already, wow you guys really spoiled us with prizes XD And even though I'm generally not very invested in Subeta characters as a whole - in the past they've been about as interesting as blank cardboard cutouts imho - I thought the ending was sweet, and it's a step in the right direction as far as bringing more personality to the characters and to the Subeta 'world' in general. Good job, y'all.
Now if only something could be done about the usual lag and downtime that's always plagued Subeta plots...
I'll be honest. The short plot steps annoyed me. I kept hoping for more. Not a whole lot, but more. It felt ridiculous each day going thinking, please something other than one thing, please something other than one thing. It's like a giant meme trollface came and said, "One thing today, U mad?" UURRRRRGGGGGGGGGGGG!!!! The plot steps didn't even feel worth it. They felt boring. The only thing that felt worth it was the boss battle(maybe some of the prizes but still.) This one was kind of painful, like watching grass grow.
Another one here not minding that the steps were short. Especially since all new steps happened after 11 at night my time, and then I was working the following day, so I could only start on every step after work the following day. The short steps gave me time to catch up, while still getting pumpkins and doing the patch and trick or treating. That said, I don't have any objections at all with extra rewards (no unique or special rewards, but extra sP or ToT items etc) for people playing the games several times in between plot steps.
Downside was the final battle. I was proud that after missing an entire night and day due to sleep and work, I could still get 100 fights battling the boss (and battling the lag), but apparently, those 100 fights didn't really amount to anything reward wise, even though I spent hours on it. (If I'm not mistaken, all the good weapon prizes were only for the top battlers?)
Just throwing in that I thought the puzzles were just the right difficulty and duration. I would have started getting bored if they were more involved since I care more for story-telling than minigames. And as people have said, Morostide already keeps you very busy and the servers are already constantly being hammered throughout the whole holiday even with how short each task is.
[img align=right]https://img.subeta.net/items/minion_dandybun.gif[/img]
My favourite step was the locked room. Even though the execution wasn't particularly seamless, I'm a sucker for anything point and click. It was also a decent length, in my opinion.
I definitely agree with that making us do simple tasks repeatedly might only add a layer of 'false difficulty', by just testing how many times we can repeat a monotonous yet easy job.
I wonder if we'll get a 'feedback form' this time around? :)
The reason why I don't like comparing Subeta and Neopets plots is because the plots are for different target audiences.
Neopets's target audience are young teenagers (13-17) who go to school all day and have plenty of time to play games over and over after doing their homework and such. Which is why I started to hate their plots once I got out of school, I did not have time to go and do them because I'm 10 years older than their average user.
Subeta targets young adults mostly, who are in college/university, or is working/tending to a house full-time. People who might not have the free time someone 13-17 has. The opinion about "Should plot steps be longer" is actually pretty split, now that I look at it.
But yes. I'm even less interested in repeating the same task 50 times. This is why I hate questing and this is why I hate vending. Because it's boring and repetitive.
For the people calling it a mini plot, how do you figure? It seems like there were more prize levels than the Tempest plot and Peka-Boo combined. With all the prizes, maps, and games, there was a lot of work put into this plot. So much work that in the weeks leading up to Morostide, staff said several times that certain things had to be put off until after the event because they were all so busy. Nothing about that says "mini plot" to me.
A mini plot would be more like that one time Mattieu lost his necklace or whatever during Keelhauliday.

It didn't feel like a full plot (Pirates vs. Islanders, the first Masquerade, the first Survival) to me either, and I would call it a mini plot too. I think of Mattieu losing his necklace as a special quest/scavenger hunt type thing. Regardless of the semantics, I felt that the plot fit into the holiday nicely.
I think it was fine the way it was because there are already activities tied to Morostide. I wouldn't have wanted a more involved plot because of that, holiday lag, and the timing of this event since fall and winter is the busiest time on Subeta.
Honestly, I wouldn't repeat plot steps unless there were new incentives tied to them similar to defeating a battle challenger x amount of times for the prize drops. I personally don't care about replayability for the sake of replayability. I do agree that map navigation needs improvement though.
