I like the idea of endless random quests, but as is all too common with Elvenar's dev team, the implementation of it so bad that even a bloody 6yr old could do a more intelligent job of it! >.<
Basically, my personal preference would be:
1. REMOVE OUTRIGHT ALL quests demanding CC's and/or VV's.
Why? It's too game breaking, as it requires limited resources (relics + unwanted items) to use, is out of reach to early game players (either no MA yet and/or no relics + inventory to craft), AND, is too prone to RNG-screwage in the random item line-up.
2. Cut the amount of event currencies gained in half.
Why? It's supposed to be an endless quest system! Why must we suddenly be able to obtain 8-10k event currencies within 4-5 days?
Also, by cutting the event currencies received in half, it allows for more repetition of the more 'traditional' production type quests.
The difficulty can scale by the amount of productions required, while also rewarding the more dedicated daily players being more likely to reach a fully evolved building vs. anyone who just logs in once or twice a day.
3. Add more quest types into the mix;
- 'gain troops'
- 'make visits'
- 'gain X amount of marble + steel + plank'
- gain X amount of crystal + scrolls + silk'
- 'gain X amount of elixir + dust + gems'
- 'produce X/Y/Z of each T1'
- 'gain X/Y/Z of a T1 or T2 or T3 goods'
- etc, etc...
Good points, I would prefer no quests of produce all T1 because I am a player who focuses on boosted goods and that requires me to build the stupid non-boosted good factories which I abhor doing
- so I could see it as an OR quest.
For #2 I'm not sure cutting it in half would be wise. I think the average player who plays twice a day should reasonably be expected to get to the 4th evolution so about 3k currency. I know some larger players spent a lot of boosts, diamonds or just space and as you mentioned already have 5k diamonds. I currently have earned between 1500 and 2k in my US cities on beta I do have 6 evolutions and 2k currency left yet. I do think quests should grant currency based on relative difficulty (time & goods & effort).
For # - I did add more quests of various types, some compound quests could be fun as well.
One of the things I have raised previously is that quests should be scaled based on chapter. So if the player is in chapter 3 they may not have any quests concerning t3 boosted and the encounter/tourney encounter quests would require less encounters than someone in chapter 6 or chapter 10.
I'm in chapter 10 and on average I do around 6 tourney provinces a day. I do more and it starts costing me a lot more in troops or catering than I really am able to sustain at this point.
The other issue with the CC, VV, Encounter and Complete Province quests is that events are not a one-time thing, you will be expected to do the same for the next event and the one after that. This may be sustainable for players in chapters 11-13. I know for me it is not. So at some point they really do become a roadblock and events are a - oh another one, hmmm, nope not worth it meh feeling vs. excitement at fun buildings to add to your city.