User blog comment:Ohatsu/a few thoughts/@comment-5331854-20131111114201

In essence, you want to speed up the LoL-experience especially for newbies. I can understand why, but let's look at it from a business' perspective:

When people can get much stuff within a short amount of time, people will invest that little bit of time instead of investing money.

Riot has a very satisfying business plan for the customer: Champions (which are practically side-grades from each other) can be bought with in-game currency or real money, cosmetic stuff is real money only, runes (that are practically major upgrades, compared to the free mastery trees that are minor upgrades) are in-game currency only. This is the right direction and it ensures that you can become a pro-gamer even if you invest zero monies into it (if you have the skill and personal investment for becoming a pro, that is).

What is the point of investing money into LoL? It's either to support Riot Games and get some well-made skins out of it (and seeing how they removed Rusty Blitzcrank, they take the business with skins serious enough) or to buy yourself a shortcut to a champion. Which supports Riot too, of course.

Riot, as a business, wants as much money from the customer as possible, but they also know that only a happy customer is a paying customer (the latter one got forgotten by many companies, sadly), so they ensured that you can only buy optional stuff or the above-mentioned shortcuts.

The amount of ingame-currency needed for a champion must be as high as possible so the shortcut can be as valuable as possible, but doing that will annoy the average player at one point and make him feel like "it's pay2win". In a game that is absolutely not pay2win. Therefore, to stay true to their "fair microtransaction"-concept, the ingame-price must be as low as possible. But that would make the shortcut worthless for the customer at some point, of course, since they say "ah, well, just three matches and I have it, no problem". Players also need goals in a game, so getting everything too fast actually reduces the amount of possible customers you have, because at some point a player could say "I've got everything I wanted... Well, has been nice, let's move on" and move on to another game. Even when Riot releases new champs on a regular basis.

Ergo, Riot had to strike a balance between making the shortcut as valuable as possible while giving the players a goal without feeling cheated because their invested time had too little value.

NOW, speaking from a gameplay-perspective, having achievements (technically, we already have these in the form of special icons. Like the Freljord-event icons) and quests (that are more complex than the daily win that is refreshed every 22 hours) could really screw the game in itself. Let's say there are quests for getting 75 farms in one match, 5 champion kills in one match and placing 3 wards in a match. Not everyone role/position is a good farmer (Jungler, Support), not every champ is a good killer and a warding ADC is almost unknown in the current meta. Also, people would go out of their usual playstyles just to ensure they can get that one last farm when the enemy nexus could be backdoor'd into destruction; that one last kill when you chase the isolated squishy around and don't care for the teamfight nearby that your team will lose without you; place that one last ward in base because it still counts and the player has dealt with it.

I did stuff that made us lose, but, hey, at least I got my quests, so I can be serious in the next match.

tl;dr: Your suggestions could

1) f*ck up the quantity of the player-base, therefore the quantity of possible paying customers, therefore fucking up the entire business of Riot.

2) f*ck up the quality of the game, making random people do random stuff because the other players don't have a clue about which quests they already have and which ones they don't.