How to fix the current ranDUMB pile of flaming stupidity;
1. Weight the amount of event currency by the level of the task itself.
ie: "produce Beverages 7 times" = 10 corals/acorns/whatever, vs. "complete 1 province" = 65 corals/acorns/whatever
This way, the effort of the task is directly reflected by the rewarded currency itself, and there are no more asinine stupidity of the exact same task giving different amounts of currency!! (ie: 1 province = 65 vs. the current clusterfeth of it being literally 4 different values FOR THE SAME FETHING THING!!)
2. Balance the event by having higher instances of lower ranked quests vs. insanely demanding tasks
ie: have more "produce X production Y times", or else "gain X/Y/Z goods" vs. "gain/scout provinces".
Provinces especially are a finite resource, either because there is a hard wall that can't be passed until Ch.8 (orks resource required), or else there are no more expansions to earn.
On the other hand, everyone regardless of their level of progress can complete things like "gain X/Y/Z tier 1/2/3 goods", or things like "finish X production Y times", or "gain few/some/massive amount of units", etc... type quests.
Inno can keep the individual grouping of possible quests, but rather organize them by difficulty, ie;
'Easy quest pool = 6 - 15 total event currencies'
- Beverages 7x/15x/20x
- Simple Tools 5x/10x/15x
- Bread 3x/6x/10x
- T1 boosted 3hrs 4x/6x
- Recruit small amount of units
- Move 1 buildings
- Gain 20 culture
- Gain small amount of coins/supplies
- etc, etc...
'Average quest pool = 18 - 30 total event currencies'
- Gain moderate amount of coins/supplies
- Beverages 30x/40x
- Advanced Tools 6x/10x
- Basket of Groceries 4x/8x
- T1 boosted 3hrs 8x/12x/15x
- T1 boosted 9hrs 5x/10x
- Recruit large amount of units
- Gain 5/9 relics
- Gain X amount of all T1 goods
- Gain X amount of all T2 goods
- Complete 4 encounters OR 20 tournament encounters
- Upgrade 3-4 buildings to Lv.3-4 or higher
- etc, etc...
'Hard quest pool = 35 - 50 event currencies'
- Beverages 60x/80x
- Bread 25x/40x
- Advanced Tools 15x/20x
- T1 boosted 3hrs 18x
- T1 boosted 9hrs 12x/15x
- T1 boosted 24hrs 3x/5x/8x
- T1 boosted 48hrs 3x/5x
- Gain 12/16/24 relics
- Complete 6 encounters OR 30 tournament encounters
- Gain large amount of coins/supplies
- Gain X amount of all T3 goods
- Upgrade 4-6 buildings to Lv.4-5 of higher
- etc, etc...
'Very hard quest pool = 55 - 65 event currenices'
- Beverages 90x/110x
- Simple Tools 50x/60x
- Upgrade 2 buildings to Lv14/16+ OR research 1/2 techs
- Gain 1 province
- Scout 1 province
- Gain 32/40/45 relics
- Complete 10 encounters OR 50 tournament encounters
- produce T1 boosted 24hrs 8x/10x/12x
- produce T1 boosted 48hrs 6x/10x
Seriously, that took me about 10min to come up with that!
By reducing the average amount of currencies gained overall, it also puts a stop to some players getting ridiculously lucky and racking up 10-12k+ currency within a week... it also means that overall, high levels of activity are generally rewarded vs. just being lucky on the RNG draw and/or being an end game player with the space to set up 200+ T1 factories all set to 24hr + 48hr productions.
Nor is a player's current in-game progress ganking them. (ie: being an endgame player with 4-day long scouting times getting hosed by constant "scout/gain province" quests.
In general, players should ideally get mostly the 'Average' level quests, with roughly equal occurrences of both the 'Easy' & 'Hard' levels, while the 'Very Hard' should be rare. (ie: no more than 10% chance at drawing a 'Very Hard' quest)
3. Remove. The. *insert copious swearing here*. Vision. Vapor. BS
Why? this is easily the most outright unfair quest type possible... Early game players are basically kicked out of the event altogether, since they will NOT have the stockpiles of both relics (to make CC's), nor the excess inventory to gain spell fragments.
And even for those with large stockpiles of the required materials, you are then at the mercy of the RNG as to what you can possibly craft!
A quest calling for 8-12+ VV's can become a nearly week-long impassible wall when you get nothing but small time instants, coin/supply instants, relic packs & broken shards to craft.
Just my 2 cents, from a completely pee'd off player who got RNG screwed by the ranDUMB quest system!
*steps down off soapbox*