There are many stupid ideas on this forum, and I hate to attack people personally, but not realizing what compulsion loops like daily quest systems have done to the game industry is just... Yikes. This game sadly actually really is not for people like you, not trying to be offensive here but there are MILLIONS of MMOs etc. where you can mindlessly grind daily quests and kill X amount of mobs, and yes, the market for those is bigger, and they will make a lot more money than this game EVER will in one year probably. But their gameplay experience is.. subpar to say the least. You can do it (compulsion loops) better or you can do it worse, neither of those is great for the players.
I can understand daily quests more in games where there is only one action to do, and the quests are always to do with that action, e.g., match-based games like card games where you literally will only play match after match, so win daily 10 games is okay for that.
Now for games which strive to have an explorable world, doing the same thing every day over and over again is damn bs, and encouraging that behaviour only serves to addict the players to your game, not because they really enjoy the game experience, but because they are hooked on dopamine from their daily/weekly/whenever rewards and the fear of missing out on them. (Really read especially Diablo Immoral's systems, yikes for all of these).
Now, obviously killing bandits is a part of this game, and sadly there isn't much else to do yet as a solo when you have explored the world alrdy, as they haven't rly added anything except empty space all around, but hoping this will eventually change. Whereas quests come, the current task system we have is also really boring, but it rewards you so badly that it really doesn't make you feel like wanting to do them, thus you only do them if you would travel to another city anyways, but I do see the potential in quests in general, just not the "collect X", "kill X" rinse and repeat garbage that literally all MMOs already contain.
For quests, hidden ones which are only found by exploration, which ideally vanish after collecting and either transform, remain hidden for a while, change acquiring location or similar to not become the thing to do. Quests need to feel special, optional, interesting by design, I personally love exploration, so quests which for example give you vague clues to find something would be perfect, but they could also be to do with finding out something interesting lorewise. There has been talk about hidden magic schools, will see if we ever get any, but I would love to be able to acquire unique spells or weapons via hidden quests (or just exploration in general).
I think the fact that there is so little a solo can acquire in this game without the broker leads the solos only option to be grinding the easy mobs which is boring af. Hidden quests would alleviate this, but definitely they need to be well thought out. Some "quests" could even permanently change the game world a little.
And technically a sandbox game means that as there are no quests, the players will make up the quests for themselves, like I wanna get this spell or get this weapon. Sadly the variation for what a player can do atm is very limited still, and the best way to get anything solo is just to do the mindless grind and buy what you need from other players. That's not too fun either, so in a way can see why some people would think that this mindless grind could just be transferred to mindless quests for NPCs.
But yeah, this game will never appeal to most gamers, not just because it is niche, but also because its design needs a LOT of work and the game needs additions. And even then, the idea is that you will not keep the fruits of your grind always, and that sucks, no one likes to lose progress. This leads to progress becoming ignored, meaning using just shitty equipment so can't lose anything on death, or never taking any risks, both are boring as hell options. Never taking any risks involves only moving around in large groups to avoid getting picked off easily by other large groups, or staying in town if alone.
But also not having compulsion loops definitely is a reason why many ppl don't play this for a long time, even if everything worked perfectly. The game doesn't tell you what to do, it actually does a VERY bad job at telling what you even can do or how, how even some stats work currently, and just the first point is enough to make most ppl feel like there is NOTHING you can do, even though there actually is something, just not that much yet.