I do hardly any Quickplay (as I don’t feel comfortable playing with complete strangers), so the Quickplay quests are something I dislike quite a lot. It’s the one daily quest that I immediately reroll, and one that I assume won’t get done as a weekly. I’m guessing for others the “play as [character]” dailies are the ones to reroll, but the rest don’t need any particular care, as they’ll get done during normal play. In fact, on Legend level, even the more demanding version(s) of “kill Elites” weeklies get done in a single run, and with Twitch mode, that can happen with Monsters too.
So for me there’s no real conflict on what to play, but for all the wrong reasons: There isn’t a compelling reason to try to aim for the quests, especially as the daily rewards are what they are, and the weeklies will end up completely done anyway at one point or another. Not that the rewards for the Challenges were any better, mostly… But they at least end up giving some direction for play.
I’m not sure what would be a (sensible and relatively easy) solution though. Your suggestion could work, but it would need very careful balancing - the amount couldn’t really be much higher than it is, as it needs to be sensible for even the more casual players to complete (and that was a strong complaint when the Okri’s stuff appeared, and actually changed within a week or two, iirc). Then again, if QPs did count double but the amounts were completely unchanged, those quests would likely end up as irrelevant as the others. What would certainly change thing would be if the quests, or at least some of them, were something that guides our playing a bit more. In VT1, they certainly were more interesting, but some were a bit too harsh for many players (proceed with minimal damage, no one gets downed/killed), and the restriction to a certain map was likely to cause a rush to those maps and little players for others. Others, though (get x bomb kills, open chests) could cause some things that people don’t normally do. I’d like to see something similar, something that either teaches people skills that aren’t necessarily always used (like bomb use) or prompts them to do other slightly unusual things. Kill enemies using bombs, kill enemies while under potion effects, maybe even environmental kills (barrels and drops) if that’s trackable.
Of course, the problem gets somewhat changed with the event quests we’ve seen. With those, the rewards are something that’s actually interesting (unique cosmetics, for now), but the quests have still been uninspired - mostly just QP. And again, for people like me doing QP is annoying, so those are the few quests (or other things, for that matter) in the game that feel like a grind to me. I’m glad that we got the bonfires to light in the latest one, but the other quest was still plain QP.