And then you can also bring more peace into it and integrate the quests sensibly, as well as leave the player longer in the area, so that he also understands this as an authentic game world and not just as a workplace in the home office...


Quests(the frame)
The quests themselves should not be a rewind mechanic. They should be an accompanying function that defines the distant goal, but does not devalue the game world.
The player fights his way towards his goals and experiences an adventure in the process. But the adventure is in the foreground and the task is a distant goal.

It's like walking from my front door sometimes 20 kilometers, sometimes 2000 kilometers.
I know the destination, but the journey will become my actual content. And now the question is, how interesting do I keep this content. Certainly not if I jump around in the world like a disc in a table field hockey... But also not when I have to wrestle down 75 mobs for one hoof.

Of course, this doesn't work with 5 million quests. So it needs a certain quest depth and entertainment value.

In addition, it is very important that class quests are treated separately. When it comes to the actual core aspects of an RPG, and this includes the development of skills, then special quality requirements must be considered here. Character development of skills is an essential RPG experience and makes role-playing games really interesting and what they are.

Here, the tasks should also be constantly adapted to the class and its philosophy, as well as to the talent that one learns or expands.
So if I learn tracking as a ranger, then the quest should be built accordingly to track a wild animal. And this task does not have to be done within a few minutes. But I follow a dangerous gray wolf, which endangers the farmer his sheep and must finally bring him to the hunt.

So it is again the 200 kilometer way I go, not only the goal is crucial, but just the thing itself should be conveyed well and convincingly.

I hope to have helped...