Quote Originally Posted by HeavensAAA View Post
It depends on how much resources we have though. Higher level managers or resource-efficient managers may find it a lot easier to achieve the tasks.

New starter managers may be in a really disadvantaged position to complete some tasks:
1) It is more than likely they may not have accumulated 100 blue packs yet, so won’t be able to use 100 blues for the task (well-managed level 4+ could have a few hundreds saved - Some would hesitate to spend 100 even if they have just saved up 200)
2) Assign 3 coaches in YA - players like myself who had already released all youths on day 3 can’t even participate when we want to change our mind, let alone those new managers who have less than 100T would not waste those precious T on one task
3) 9T as a minimum to buy 3 80%+ quality players to finish the 2 tasks related to auctions (4T to outbid 1T twice, and another 1T bid, as the bare minimum and lots of luck)
- Not many managers need to buy 3 players of those quality from day 10 and onwards
4) Finish training new role is practically impossible within 10 days, so basically hoping players to use up greens to boost a role, and it is easy to guess there should be a similar ‘finish a new SA’ later or in a similar event later
- so from now I will have 2 reserve players with each to have trained a SA to 49/50 and a role to 49/50 and pause so as to ensure I can get these possible points later

Managers should also hold out the premium purchase until all tasks are revealed. It makes no sense to pay up, and then find out the last tasks are extremely difficult or resource-draining, when the best rewards can only be obtained when all or nearly all tasks could be completed anyway.
Exactly as I foresee, the final 3rd and 4th tasks are extremely resource-draining and meaningless.

To win with at least 8 bids means the winning bid is highly likely to be over 15 or close to 20T (and even if a manager delays the other 2 auction tasks and do with this together), getting the minimum of 3 players of quality 80% would easily cost 60T+.

Then training whole squad 20 times with max number of drills is a minimum of 4.5% conditions = 90% conditions of each player over a bit more than 3 days. Even if we assume subs and reserves could recover their conditions slowly over the following days, while we have 2 matches per day which would cost all the 40%~ condition after the 9% required for team player bonus training, each of starter would have to factor in an extra 16 times of 4.5% max drill training (assuming 2 tpb training at start of day) = 72% each for 11 starters. That equals to a minimum of 55 extra greens cost.

60T+ plus 55 greens for 250 event task points! Nordeus, and please just have a look at the kind of reward you are offering to players for such resources-draining. Even the dumbest manager would not fall for this trap.

Does your team, if you have 1, even have the slightest idea of sense how to design an event of this kind? It already goes beyond pure greed to be totally out of the reality.