Hello everyone! Now that we've been able to playtest the new dynamic event 2 times, I'd like to give some general feedback and point out a few problems we encountered (in both playtests), as well as suggest solutions, since there is unfortunately no official post from CIG regarding this. General: The event is running very stable on the whole. There are CTDs and 30Ks from time to time, but they happen outside of the battle as well and are probably caused by other problems. Critical problems: From my point of view there are two critical problems that should be fixed before the event and 3.17.2 can go live. 1. CrimeStat: In both playtests, the Law system severely impacted us by giving CrimeStat to individual players due to errors, who then had to abort the event. In addition, we had the problem that there is no reliance on the markers on allied targets, which also led to various Crime Stats (sometimes 30 of 40 people were in Klescher because of it). Suggested solution: Disable the Comm Array while the event is running within the event area. It is of course not optimal, but it is probably better to fight the few "Griefers" than to deal with such Law System problems all the time. Especially since there are no rewards for enemy PvP players, their interference should be very limited, even if the Comm Array is disabled. Especially because of teleporting NPC's or lags it might come to unintentional friendly fire more often on the live, which brings many players who actually had nothing "bad" in mind, to klescher. 2. Players rush the event: In yesterday's playtest our group consisted of about 35 people. While we tried to play the event properly and complete all objectives, a small group simply managed to rush ahead, kill the commanders, and thus take away the fun of the event. I suspect this will be more common on the live server, especially since the event is likely to be played with many more "random players" there. Rushing is possible because a small squad of 3-4 players can simply run from commander to commander, kill them, and then fly to the next platform. In this way, the event was sometimes completely finished within 20 minutes, which is certainly not the purpose. Suggested solution: Let the commanders spawn only after a certain number of enemy NPC Nine Tails pirates have been killed. In addition, it would make sense to make the next platform accessible with the flight cab only when the IFFI on the current platform has been inverted. Currently, this inversion is not at all in the focus of most players, because it is not needed. On the whole, the event is fun - as long as you are spared from the above mentioned problems :slightly_smiling_face: Thanks and many greetings! Knebel