I know there are already a couple of threads about the new quests, but the goal of this thread is discussing the design of the new quest system.
I will start with a very personal example, discussing my experience with the game. I love Duelyst and I do my best to follow the scene and play everyday. “Unfortunately”, I’m not super young anymore and real life is taking me a lot of time from gaming, so I ultimately play very casually, say 4 matches per day.
Let me list the outcomes of the daily quest with the old system:
ultimate aggressor + assassin: awesome! I can do the quests in one game and play more, depending on my free time
faction quest + non-faction quest: good! I can safely reroll the faction quest to look for my favorite faction, in the worst case I’d still get the other quest done
two faction quests: unlucky, let me reroll the quests to see whether I end up in 1 or 2
With the new system, scenario 1 is dead and rerolling quests for factions I don’t play is riskier, since I only have one faction quest slot. Also, I will never be able to complete the longer quest during a working day. After the nerf to the Welcome Back quest, this is a second hit to my gold income.
But who cares about me? I will still play Duelyst, but the problem is with new players. The new quest system is harming all the non-hardcore users. New players often try a game, play it for a couple of weeks, and only stick around if they feel a sense of progression. To be honest, I would have never entered Duelyst if the quest system had been like this from the beginning.
Also, be careful with “casual” gamers. Besides being obviously important in developing the player base, many of them are just people with limited time in real life, who may be willing to compensate their limited time by investing some money in the game. Making these customers unhappy may be bad for the game.