One of the main problems of the weekly quests may be a difference in vision between what the players expected and the developers, shown by BB_Alex's post. Rather than referring to the quests as weekly challenges, they are labelled as "Weekly Crisis Quests". As a crisis quest, the idea of doing two or three difficult to obtain adventures is a more reasonable proposition. Even the item donations may be considered reasonable when thought of as a crisis quest and it was common for players not to know the next step of the quest until someone else pushed ahead to complete it. For example, the most recent
crisis quest required level 56-65 player to: produce at least 7,500 brew, pay 12,500 bread, pay 15,000 brew, pay 6,000 sausage, produce 750 advanced paper, make 100 of 2 buffs, find 6 gold deposits, find 9 iron deposits, have 7,500 map frags, have 7 level 5 iron mines, and have 5 level 5 gold mines - for just the first week. This is not out of line with the week quest.
However, unlike the crisis quest, this is a weekly event. Furthermore, with the method used for timing the quests, you receive another crisis as soon as you complete the current quest, as opposed to a manditory break until the next crisis is ready to start. While players may enjoy doing the events as a crisis, it does not take long for players to realize that the crisis will never stop. In the real world, this causes burnout; the same will happen with players, resulting in either not attempting the quests or simply leaving the game. Players are already experiencing the beginning of this as they realize that this level of difficulty is never going to end and they will not be able to maintain the level of play needed to gain tokens to a reasonable extent.
One difference between these weekly crisis quests and the previous ones is the level of reward. In the last crisis event, there were additional rewards beyond experience given for each individual section, such as buffs,resources, or gems; the complete quest line gave a building. The weekly crisis quests give less experience and no additional rewards. While the tokens to expand population buildings are a nice idea, they have a relatively low value in comparison and become almost unobtainable when the quests cannot be completed.
There are some easy changes that will reduce some of the problems. First, rather than force completion within a week, make one week the minimum time needed to get another quest, with a "waiting quest" slot. This will make the weekly quests more in line with the daily quests and allow people to complete some of the harder to complete quests. And do not forget to make them deletable, just as the daily quests are. It will also prevent players from getting the burn-out of constantly starting new quests with a time limit. Second, modify the token drops to make more incremental and increase the total dropped to adjust for the slower maximum completion rate.