So hi! I look around at an assortment of mobile games, and while my library isn't the most diverse, exactly this is what it always comes down to. This exact problem. It's not unique or new in any capacity. So you would think that you wouldn't have nearly every live service game running into it so hard, like smashing into a brick wall. And yet, here we are.
In most of the cases, the games are trying to monopolize people's time, so they have to drop all their other games, and often, their social obligations, their pets, their jobs, in order to have enough time to actually complete the event. Oh, or they could spend money. Lorwolf hasn't quite run up against that particular one, but most of these games tell you to just spend a little money, buy some premium currency, get a subscription or three, and look at that, you've gotten extra stuff to finish the event with! Eugh. It gets exhausting. I'm glad of all the possible missteps, at least the Battle Pass is pebbles, and... it's a bit high, but it's not impossible. Just rough for new players and very casuals. I usually only have that much if I've been good at selling seeds and sometimes food or materials/trinkets for a bit over MM value.
That little gripe over: Problems and potential solutions.
The value of things vs amount of tickets obtained: So the main thing I, and it seems everyone else, has run into, is that it's barely possible to have enough time as a casual player to grind enough to get everything. Even just the soft retiring items. And for the people that do have enough time, they're hurting themselves in a lot of cases. Over a game. Because click click, refresh, click click, click click, buttons, click, move, click, click click, oh hello, RSI, wherever did you come from?
This issue boils down to a few things. But the main thing being that all of the ways to get the tickets are basically the same. Clicking, refreshing, clicking, clicking, refreshing. Very repetitive, very grindy, very time intensive. Likely to injure yourself. So people are going to burn out, and they don't really have a way to get things without a lot of time.
Possible solutions:
More ways to get tickets: The simplest way is just to increase the variety of tasks that give tickets! Maybe you can get them during fishing (as a bonus in addition to the fish, we already have enough instead of the fish items), or sometimes they pop up when you're smelting ores. Companion bonding would be a super easy one to add it to. Maybe you even sometimes just find them browsing pages on the site (Chicken Smoothie does this with event currency, and to compensate, there's a twenty-minute cooldown between times when you can pick up a currency). Just like Moonstone Shards, you could add the chance of getting the tickets to all activities.
Daily Tickets: Daily Tickets is very simple. Everybody gets some free tickets just for logging in and doing a few tasks! Exactly like the weekly events. It wouldn't be a huge boost, maybe 10-30 tickets a day somewhere, but every little bit helps. I can't begin to tell you how helpful this is in events like these. Guaranteed small amounts with minimal effort is amazing.
Temporary Achievements: Just a small idea, but basically event-exclusive achievements that reward larger amounts of tickets. Like the tasks, but, bigger! And maybe seasonal titles or seasonal items as sometimes rewards, to take a bit of strain off tickets, and the titles could be relevant to the seasonal event. I dunno, but I think it might be fun.
Buying Tickets: Yes, you heard that right. This comes in multiple forms. Maybe something like you can buy ten tickets per cycle from Marvin for a small price. Something relatively easy to get, like each ticket is 1kp. That's 40kp per day, for forty extra tickets, just for checking into the site (provided you have the pebbles). Personally, I wouldn't mind it lower to be friendly to everybody (it's only forty total, after all, in this example), but you know, whatever. You could also exchange some tickets from the weekly voucher shops for a larger sum of tickets. Given they're so limited, maybe even something like 1 ticket = 5 seasonal event tickets. Tie in the rest of the site more.
(I also love Twicup's suggestions and commentary! Won't bother reiterating those points.)
One thing that I would like to remind staff of is that these items aren't just one-off collectables. These are clothes and familiars. Those are things that people want multiples of. If they're cheaper, people will grind more for more copies so they can put two or more familiars or clothing pieces on different wolves! This is one of my biggest gripes about one of the few mobile games I play regularly: Animal Crossing Pocket Camp. One of the events has you running around maps to get 18 little crafting material guys every hour and twelve minutes (ideally). You use these to craft the event items. The problem is... unless you play really actively, it's hard to get more than one of everything, sometimes two of the items that don't take very much. These are sometimes clothes, but almost always, items you probably want multiple of for decorating around your places. It's incredibly frustrating. Everybody hates it, but the devs won't change it. ACPC and Lorwolf both have this in common: Want multiples of cute items for a game about customization, can't get because too much grind. Extra grinding means extra cute stuff. There's still stuff to grind for. You don't "run out" of things to grind for. (That game also lacks in-game trading, so you can't even get stuff other people grinded for. :(((( )
I saw someone suggest a daily limit on how many tickets you can get, so grinders can't get ahead by grinding. This doesn't actually help. That would just hurt grinders, and since it bears repeating, they're the main ones getting multiples of things so the rest of us can get more down the line. There's also a lot of people who expressed they have to get as much as they can in a few days/a week or two, and won't be able to grind every day during the event. You'd be arbitrarily limiting them, too. Dragging other people down to the same level is not a good thing.
That's all my current thoughts, I might come back with more commentary at a later time. I hope that's all clear enough.