The Problem:
Side activities are objectively better than literally any quest in the entire game.
In spite of this, quests are a limited resource, side activities are not.
New players expect quests to be worthwhile and ignore the side content.
This makes their gameplay experience far worse.
There are quite simply not enough quests to fully level a character, and I think this is a good thing.
However, the way it is executed is not.
Not only should quests, in their nature of being a limited resource, be more rewarding, but they should also properly introduce side activities, so players aren’t lost running in circles not knowing what to do for an unreasonable amount of time.
The Solution:
Part 1: Rewards
Right now, quests give a set amount of XP on completion. This is a problem, as literally every side activity gives you a % of your current max xp on completion.
Quests should scale the same way, guaranteeing to give you a level or more on completion.
Part 2: Quest Content
Quests need to properly introduce players to side activities and emphasize their usefulness with appropriately high rewards.
No, teaching players how to do treasure charts with quests that have instructions that are barely vaguely similar to how actual charts look during a section of the story where you cannot interact with charts is not going to help them figure out how to do charts.
I’ve suggested something similar before, but extend the Enizor questline and replace all its current objectives to properly teach players enchanting (with a marking scroll), charting (with a random actual chart on a nearby island to frostmill), basic potion brewing (making water breathing potions), and diving (the big underwater space in the frostmill caves).
Have Enizor explain in depth the benefits to doing these things.
It is important that all of this is tied to Enizor specifically because he’s the only character that fits all the criteria:
1: Side character that the main story forces you to interact with.
2: Should know and understand all of these things.
3: Appears extremely early in the story.
4: Is part of a sidequest that any player should realistically want to complete.
Before you leave frostmill, that quest that would normally pop up if you don’t have a sailboat should additionally give you some basic ship parts to go faster and introduce ship customization.
I am saying this mostly because I just progressed a new file and the sailboat/caravel are nothing short of suffering.
In short: Better tutorial.