So I am posting this from an alternative account, cause as a volunteer I do want to come back next year, and would rather not have bad blood between me and the management.
On a note unrelated to the management, it's really disappointing to see people doing 10+ runs of an event that sells out every year, while there are a ton of people that would love to get one in with their friends. I understand some players have no other reason to come to Gencon, but it discourages a huge number of new people that would be a good outlet for more tokens and goodwill. Not that management seems to care about that, as I will talk about.
So this year was a complete disappointment from the point of view of the one run I got to do. I went through Underdark with a group that had played several times before, though I was the best equipped of the party.
First room: a speed test. There wasn't really a puzzle there. After we were done, the general feel was something to the effect of "that was it?" It required either one person with a good memory and fast hands or the group to work as a team and pass between. I know every one can't be a winner, but that felt like phoning it in.
Second room: Decent fight. The stalagmight was a nice touch. Sadly enough, this was pretty well agreed to be the second best room in the dungeon.
Third room: The Lava Walk. This room has been criticized to death already, but I have to say something. It basically takes the only reason to have a token that seems to be designed for it, and pisses on it. 1 try and then lose treasure is a cheap shot to say the least. We had one misstep on the wrong panel before we figured the spelling thing out, and then one person tripped. Literally hopped and put his foot down wrong. The others in my group spent the rest of the dungeon talking about how we felt robbed. Also, they were talking in the training room about pooling money after the run and buying a PYP pack, then rolling a die off to see who got the UR. After that room one player summed up the feeling with "They don't want to give out treasure, why would I pay those greedy bastards for it?" The whole failure seemed designed to deny treasure to new players. (as most higher level players don't get treasure by rooms anyway.)
Fourth room: we ran puzzle, and pretty well agreed this was the best room. Interesting mechanic with the water pool, nice costume and good interaction from the NPC, and splitting the damage between physical and fire was a good touch. I will point out that the best room in a puzzle dungeon was a combat, and let that stand for itself.
Fifth room: combat back to back. I was fine. the poison didn't really do anything, so that was a non-starter. The surprise with the water to start the room was kind of nice.
Sixth room: the rougue box eliminated most of the mushrooms, but as far as we could tell it was only possible to narrow it down to two. We ate one wrong and took the damage. I kind of understand why it was acid rather than poison, but it was still percieved as a "screw the players, they have to take damage even if they are prepared."
Seventh room: so we had a plan, everyone remembered the colour that went with the eggs, and we put them in. Then we pulled up, the DM stared at us for a moment, and told us we couldn't hold them anymore. He then asked which of us was the rogue, (who had not done the rogue box yet) told us that he died of poison, and we were wrong. We went round and double checked all our eggs, and we couldn't find one that we thought was wrong. So we resurrected the rogue, and while he worked on the box, we switched 2 eggs. This time the DM went round and double checked us. He then told us we were wrong again. The clue was worthless, and I frankly don't even remember how it was worded. We tried changing 2 again, and this time the DM displayed a 5 (first number! first clue on the third try!) we switched them back, he went around with his magic paper, and we got a 7. then time ran out. With his walking around, we lost a third of our time to the DM checking (only 2 checks for 4 tries.) The most annoying part is that as we were doing teardown, I got a chance to see the paper he had, and we had it right the first time! Though he didn't check, and intentionally killed the rogue in what everyone assumed was an attempt to keep us from opening the rogue box.
So after it was over, instead of a team of 10 people ready to go and drop another 250$ or more on tokens, you had a group of 10 people, talking about how they had been robbed in 2 rooms, how they wouldn't be spending any more money on tokens, and maybe they should just do one run next year (most of my party apparently did 2, once in each dungoen,) if at all. Not that anyone seems to care, as the tokens seem to target more and more only the huge players, and there isn't any lack of people willing to do 15 runs if they can.
Edited for spacing and some clarity