Based on the feedback received from the developers, they seem to have completely missed the point (which seems to be happening a great deal lately). With the randomized, endless quest system, of course players have the ability to achieve similar results compared to past events. The true problem is that this quest system is not fun, and the developers do not seem to realize that most players want to play this game to have fun.
The randomized, endless quest system is frustrating, annoying, and spiritless, all in an attempt to appeal to the gambling nature of our lizard brains. The end result is a change to the basic premise of the game; instead of being expected to spend money to receive positive rewards, we now have to spend money to avoid negative consequences. In the case of the current quest system, Inno expects us to spend money to avoid the negative consequence of waiting for a series of woefully constructed quests to finish (spending money to avoid a negative consequence), whereas with the previous quest system, players only had to spend money to achieve the grand prize reward (spending money for a positive reward). Inno is likely making this change because they think they are approaching the game from a business perspective; the old system required only a relatively small payout to achieve a reward, but the new quest system allows unlimited payouts for unlimited rewards. The developers have obviously adopted the methods employed by games such as Candy Crush; the business execs just have to look at the money pouring in for Activision / King to see how exploiting an individual's gambling nature can show significant profit.
However, the developers also need to understand the reality of player turnover in games that exploit a player's gambling nature. Candy Crush Saga was downloaded 140 million times in 2018, but the game only saw revenue growth of 6.5 percent (
source). In other words, despite the massive number of people downloading the game, most of the new players do not stay for long. Most players get their dose of dopamine, maybe drop a few dollars, and move on. I do not think this model will work for a game like Elvenar; the company may generate more revenue in the short-term (as new players download the game, spend a few dollars, and move on), but the developers are killing their long-term prospects because Inno is alienating many of the players who have been with the game for a long period of time.
I believe those of us who have been with the game for years recognize the drastic change the new quest system represents. Combined with the fact that the events are coming more often than they did previously, Inno appears to be trying to appeal to a different type of player--a player whose mindset relishes the short-term thrill of games of chance instead of games that rely on careful, strategic, long-term planning. In my estimation, Inno is alienating many of its players in an attempt to cash in with a playerbase with high turnover. I do not think this is a smart business decision; I just hope Inno realizes it before it's too late.