MPQ spent a lot of time messing around with recharging nodes. Like a lot of experimentation. Eventually they came up with a 24 period for node recharge, not forcing players to (necessarily) play around their specific window (and this was in a game where you could choose five different start and end times).
I’m surprised that the other D3 match three games didn’t immediately follow suit. You still get the almighty ADUs, and with a PvE and a PvP always running, you got multiple instances of the same player playing PvP and PvE events in a day. Sort of like how quick battle is always on in the background, except you could keep users interested in competing in PvP (which always ran without maximum nodes, like quick battle) and events (which always had optimal clear patterns, only they were far more relaxed).
Making an event have the same start time for every player and making that start time commence a timer that you are in your best interest to start as early as possible, does not lead to optimum server use, nor does it lead to an event that is conducive to an international audience (or to those who cannot take the time to always play a mobile game during the first four or so hours of the start time).
I’m not saying “ten charges per node, per day” is the ideal solution, as it inherently leads to the tie-breaker issue where the top players are the ones who complete their nodes perfectly the fastest. However, in an event where the bonus ribbons actually matter, the “best” play through makes a bigger difference than the “fastest” play through.
Regrettably, the losses due to bugs (both in game and server generated) and sheer terrible luck play a significant role in some of the recent events’ issues. Further, the bonus ribbon objectives have focused (recently) on deck design that encourages killing your own creatures to prevent winning before completing the bonus objectives. This isn’t ideal game design either. Such events only led to some “painfully” long matches where the objectives were incompatible with proper deck design (which should favour winning quickly and winning decisively).
Examples of interesting designs (considered separate, not all in one node):
Win the Match = 5 ribbons
Cast no Mythics (win or lose) = 3 ribbons
Deal 20 or more damage in a single turn = 3 ribbons
Reinforce a creature 3 times in one match = 3 ribbons
Summon 100 tokens (cumulative over the course of the entire event) = 30 ribbons
This last one can even be specific to the event, like summon 100 zombies, elderazi, vampires, etc.
Win without using a targeted spell on your opponent’s creatures.
Win five matches in a row during the event = 10 ribbons
There’s so much the devs could do to make challenges interesting, make decks interesting, and give competitors many different ways to get a high score, rather than have every player get the high score in the same way.