@gathsdell : The way it works really isn't either transparent to players, nor intuitive, nor common to many online games nowadays - and indeed even some very experienced players don't always understand it! But please do rest assured that you will have the chance, each day, to complete ALL of the remaining Quests, and if you do, you'll win the Goddess of Wishes... but (jokes aside! I once FORGOT!!) do remember to actually
claim it before the Event is completely over. You'll find the Event count-down timer in the top left-hand corner of the Event window (although I'm sure you know that). And yes, the Event will finish at the same point for everyone, although Inno's worldwide reach means that it's inevitably going to be at a more convenient time of day for some than for others, since Inno's Servers all roll over at the same (German-based) time.
I would write more concisely if I could, but I'm no good at it, so here's my (wordy) attempt to help out a bit here - since many players feel exactly like you when it comes to Elvenar's current not-very-standard Events system.
@schadenfreude has already explained it well, so I'm just chiming in to further explain because, well, I'm only trying to help, and sometimes even very experienced players who haven't been in the habit of
finishing the Events recently don't understand why InnoGames would do things this way. Again, this is not the standard pattern in online games - the norm is either to have ALL Quests starting and ending at the same (controlled) time, which is how most of the older MMOs like WoW do it, so everyone's in the same boat and while more Quests can be done, per day, if one wishes, up to a set maximum number before they're all on a cool-down timer until the Server rolls over (at the same time for
all players),
nobody can actually finish more Quests which are available, in total, either sooner or later than anyone else.
Then there's the also-different most common model in most newer and especially mobile games (and Inno now regards itself as a mobile-first game gaming company - by its own ready admission). That model is to have a fixed number of Quests, but those players who like to do many Quests all at once can do as many as there are, and then finish earlier than slower players - with the maximum possible number of prizes available - and do something else instead while the rest either do or don't catch up. Some bigger games will add extra 'optional' Quests, often of a similar, or even exactly repeating, unlimited number, but always growing increasingly more difficult, to give those faster-finishing players something to do until the next in-game Event starts - but the prizes for those 'extra' Quests will never be one of the main Event prizes, only 'handy extra trinkets' - or even, if the gaming company is that way inclined, something amazing which
can't be reached by any but the most dedicated and keen of players via anything but (the company hopes!) paying some real money, or in-game Premium Currency, to speed up or otherwise make those Quests more accessible in a shorter time.
Inno did experiment, a while back, with unlimited Quests (similarly to the second system described above), but some of the most savvy and keenest players found a way to use that system to earn many Time-boosters (offered as prizes in both the first, non-time-limited, 'block' of main Quests and the repeating 'extra' Quests at the end) to cycle very fast through the 'endless repeat' optional follow-up Quests - which Inno had thought would be very hard for anyone to do in the time allowed without at least paying (not a few...) Diamonds to speed them up. As a result, a few elite non-paying players managed to win, for free, multiple copies of one of the most valuable Evolving buildings which Inno hadn't thought most people would ever own in multiples, which didn't go down well with everyone else and wasn't something Inno was expecting with respect to in-game balance, either, so they dropped that experiment very fast, even after trying to moderate it via various in-game 'Event slow-down' tactics which didn't really work (I'm going to say it was the Brown Bear, but I could be wrong... my memory's not what it was!).
Anyway. I'm sure you get the gist, and for what it's worth, the system Inno has now, even though it can be very illogical and strange at first glance, soon becomes a familiar old routine - and what's more, it may be odd, but at least it caters both to those who prefer not to feel pressured into playing fast, as
@Silly Bubbles has already mentioned, as well as to those (like myself, for example) who aren't even fast players in general, but who do still prefer to 'rush' the first block of fixed, non-time-limited Quests as fast as possible, so as to 'get them out of the way', if you like, and reach the Daily Locked Quests (all of which can be done at leisure in any reasonably well-balanced City above the earliest Chapters) as fast as possible, meaning that there's as little disruption to everyday City routine as possible, for as little time as possible.
Each to his own, and so long as the outcome
can be achieved by everyone (as in Events now) choice is very rarely a bad thing... by and large!
Hope some of this lengthy rambling helps, and if not, sorry to have wasted your reading time...!