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Should the quest limit cap be removed?

  • VictoriaRachel
    VictoriaRachel
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    Ourorboros wrote: »
    First, no one is forced to accept quests. For those overwhelmed by a large quest queue, the simple solution is control yourself and don't bite off more than you want to chew. Why should this be coded into the game and force everyone to be limited for what amounts to a play style issue? From my perspective, only hardware/software limitations should control the quest limit. The rest is a matter of choice. As to pacing the content and enjoying the game versus racing to the highest level, again it is a matter of personal choice. Since I have yet to complete Gold on my first character, I can't be accused of racing to the end. Yet I did explore the whole map as soon as I could (needed those skyshards since my main is also maxed in all crafts), and as a result I found many quests. I didn't add them, as I was under leveled and couldn't do them, but also becuase I had to leave room for quests I could do. Unless there are server limitations, why shouldn't an intrepid explorer be allowed to queue those quests as they are found, and complete them when able. That's a play style issue.

    While “no one is forced to” makes logical sense it does not make good game design, and is not always a good reason to allow something. Limitations are a fundamental part of game design. Without them the approach and feel of a game completely alters, think about combat and how the limited number of abilities you can have compared to other games in the genre makes combat feel very different. This is the same in other aspects of the game. Having a limitation forces players to consciously think about something, make choices, and can lead to better engagement with that part of the game. Yes this does cater towards a particular play style, but that is a design choice. Do you design the elements of the game to be as good as they can be for the people that want to enjoy that part of the game, or as easy to ignore and just get on with for the people that do not really have that much interest in the content?

    Now, after all that, my opinion might seem a bit odd! Personally I think they should get rid of the limitation.

    That might sound like the opposite of what I was just saying, after all I was just spouting about the benefits of limitations, but hear me out. The (fabulous) videos linked earlier talk about the Secret World, that had a meaningful limit and I would never agree with that being increased. Here, however, we have an arbitrary limit that I did not know even existed. I am a quester, that is the part of the game I love, I have never hit cap, I have never had to think about which quests I am accepting, and I have never had the limit force me to engage more with the system. Therefore, I cannot see the benefit of keeping it.

    I can see why others are suggesting a lower limit, and if this was a new game that had yet to be fully realised I would suggest that is something they should consider in the core of the quest design. However, the benefit for decreasing it but at this stage that is more of an afterthought then a design choice and I do not see it really working the way it would be intended.

    So yes, I am for the limit being removed.
  • anitajoneb17_ESO
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    No, the quest limit is fine. It's too confusing having more quests.
    While “no one is forced to” makes logical sense it does not make good game design, and is not always a good reason to allow something. Limitations are a fundamental part of game design.

    Couldn't agree more.
    Otherwise...
    - why force a limitation of 5 abilities per bar ? nothing forces you to fill them all
    - why force a bag space limitation, noone forces you to fill up your bag/bank
    - why prevent lvl5 characters to wear VR14 gear, noone forces you to wear them if you want balanced fights with mobs
    - etc etc

    Apart from that, the fact that you (VictoriaRachel) did not even notice the quest limit proves that it is really not low and should stay as is. It's just there to prevent "quest collectors / rushers" from actually ruining their own game experience.

    Besides, when you (Ourorboros) meet a quest giver and your journal is full, nothing prevents you from taking a pen and a paper and writing down what that PNC is and where he is. I know pen and paper is a little bit old fashioned but it works wonders. Modern version of it would be Notepad.

  • Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    I went with other, but would have gone with No if It's too confusing having more quests. was omitted.

    That being said, I've never hit the limit and to be honest didn't know the game had one till this thread.

    Do you run the zone and talk to everyone before you get to work or what?

    As I explained several times, yes I did explore the zone before 'getting to work', whatever that means. I won't go into the reasons again, except to say I started this thread with comments about getting Quest Achievements. The achievement is a number, and rather large at that. So for me, and players like me, the quest queue limit can be a hindrance. For a game that advertised, and rather grandly at that, "Play the way you want", there are a ton of built in limitations. Guess that message was the marketing version. Maybe the developer version is more like "Play the way you want, as long as it's something we haven't limited". It's fine if you don't agree with or understand my play style, we all get to choose how we want to play (within limits, of course :) ).
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  • Gandrhulf_Harbard
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    The problem really isn't how may quest we can have at once.

    The real problem is the appalling quest tracker that only allows you to track one quest at once, and has not been coded at all well so that when you finish a quest it just selects the next random quest, rather than a Zone relevant quest.

    Its another of the "we want to be different by being badly wrong" examples that litter ESO.

    Which is a shame, because if these minor systems were done as well as they should have been in a game that claims to be AAA then the overall experience would be much better and the game might actually be AAA.

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  • Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    The real problem is the appalling quest tracker that only allows you to track one quest at once, and has not been coded at all well so that when you finish a quest it just selects the next random quest, rather than a Zone relevant quest.


    All The Best

    That's a really good point about the quest tracker selecting random quests. I can't think of the number of times I've followed my quest marker only to realize it's not even close to the quest I was after.
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  • VictoriaRachel
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    Apart from that, the fact that you (VictoriaRachel) did not even notice the quest limit proves that it is really not low and should stay as is. It's just there to prevent "quest collectors / rushers" from actually ruining their own game experience.

    I am sorry but the idea that playing the way someone enjoys is somehow “ruining their own experience” is a strange fallacy that crops up a lot when people simply cannot comprehend that people enjoy playing differently. Think about speed runners, it is an active community of people who work as hard as possible to finish games as quickly as possible. Does that mean they have ruined their experience? Of course not. Is that the way I would choose to play? No way. Can we both play the same game and have fun? Yes we can.

    I definitely agree it is not low, I do not agree that is a reason to keep it.
  • anitajoneb17_ESO
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    No, the quest limit is fine. It's too confusing having more quests.
    Think about speed runners, it is an active community of people who work as hard as possible to finish games as quickly as possible. Does that mean they have ruined their experience? Of course not.

    Imho, the answer is "of course, yes", even more in a TES game. Let's agree to disagree on that :-)

    And of course everyone can play the way they want, but not require the game tools to be designed according to it, especially since there are alternatives (in this case, pen and paper).

    Alone the complaint about the quest marker not changing automatically to the next relevant story quest is a sign that those players don't really care avout any quest content, just about objectives being ticked off as completed, and nothing else. They even need the software to take over for them not even being able to think about where they are in the story and what makes sense to do next.

    Edited by anitajoneb17_ESO on May 26, 2015 3:42PM
  • VictoriaRachel
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    Imho, the answer is "of course, yes", even more in a TES game. Let's agree to disagree on that :-)

    And of course everyone can play the way they want, but not require the game tools to be designed according to it, especially since there are alternatives (in this case, pen and paper).

    Alone the complaint about the quest marker not changing automatically to the next relevant story quest is a sign that those players don't really care avout any quest content, just about objectives being ticked off as completed, and nothing else. They even need the software to take over for them not even being able to think about where they are in the story and what makes sense to do next.

    By saying 'in your opinion' it ruins their experience shows exactly the problem. Your opinion is just simply not relevant to their enjoyment. You are welcome to have it of course, but to be honest it means jack. They can, and will, enjoy things based on their own opinions. So sorry but that is not something I will agree to disagree on.

    How does the current quest limit in this game improve gameplay for those that enjoy questing? If the answer is it doesn't, and you have suggested no way in which it positively impacts others and I certainly can not find one as a quester myself, then why keep it apart from to spite others? So yes these requests are from people that do not enjoy questing but if the changes to do not affect those who do enjoy it, and benefit other people as well, I see no reason not to implement them.
  • anitajoneb17_ESO
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    No, the quest limit is fine. It's too confusing having more quests.
    By saying 'in your opinion' it ruins their experience shows exactly the problem. Your opinion is just simply not relevant to their enjoyment. You are welcome to have it of course, but to be honest it means jack. They can, and will, enjoy things based on their own opinions. So sorry but that is not something I will agree to disagree on.

    Imagine you've bought a nice holiday in the sun. You come at a crossroads : left is what the organizer promised : sun, palmtrees, nice sea to swim, white sands and thelike. Right are buildings in construction, motorway, pollution and noise. But because right way is shorter (to what ? you don't know but you heard it's shorter) you choose to take the right instead of left.

    You'll come back home and complain everywhere that this travel organizer is a thief and none of the promised journey was actually available, without even realizing that's your own fault for having chosen the supposedly shorter path. And you are not even aware of what you've missed because you have not seen it at all. You might even blame the organizer for not having forced you to take the left road.

    That's exactly what speed players do : miss the whole thing for the sake of speed (why ? dunno), don't even realize what they've missed, reach endgame asap, complain that there is nothing to do, and come over to the forums to give everything and everyone a big thumb down.

    So yes, I think these people are ruining their own game experience, criticize without knowledge, and it is better to encourage if not force them to choose the correct way and not the wrong one. There are achievements in the game because it's fashionable nowadays for every game to have "achievements", even the most ridiculous ones, but an Elder Scrolls game is 90% about story, lore and exploration. If people use their "open world freedom" correctly it's fine, if they abuse it they will miss the whole thing, so it's better to encourage them to play the game the way it's intended to be played.

    Current limit does not improve the experience of people who enjoy questing (they don't even notice it's there) but it prevents rushers from rushing too much and complaining afterwards. Finishing a zone goes far beyond having all signs white on it.

    Edited by anitajoneb17_ESO on May 26, 2015 4:25PM
  • UrQuan
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    ADarklore wrote: »
    I have talked to many players of Skyrim who quit playing because of being overwhelmed by having too many quests at once, so I can understand how they would want to stop that from happening in ESO.
    I have to say, I don't really understand that. I mean, because of my playstyle nothing like that ever became an issue for me in Skyrim. Heck, there was one quest in Skyrim that starts in Whiterun, and then you wake up in Markarth. When I realized I was halfway across the map I panicked and said "but I haven't done all of the Whiterun area quests yet! I have to get back there ASAP so I can finish them before coming back here to do the Markarth area quests!"

    Anyway, while my playstyle keeps me from ever getting too many quests at once, I still don't understand why being overwhelmed by too many quests would be such a big issue for people. I mean, if you feel like you've got too many quests on the go to keep track of, why wouldn't you just work on completing a bunch of the ones you have active and not picking up any more until you're down to a reasonable amount?
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  • nimander99
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    I don't have quests to necessitate the need for a quest log...
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  • dodgehopper_ESO
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    I'd be happy with having a separate big list for Cyrodiil and The Storyline. It is annoying enough that we have the Cadwell's Silver and Gold Mission fitted in there, along with the guild quests, etc. Its actually pretty easy to fill up your list, given the right conditions.
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  • wilsonirayb16_ESO
    Actually, I wish they'd remove half the quests in the game. There's far too many, and most of them are some variation of a fetch, go to the X, do this redundant thing that I could do myself but don't want to because the writers and developers lack creativity - kind.

    Besides being inane and boring, they also end up culminating into too much experience gain.
    Sure they could up the exp requirement per level, but I'd rather fewer quests that were more involved and longer lasting.

    This would slow down the experience gain, as well as give us more lasting adventures.


    Quality over quantity!
    Ffastyl wrote: »
    I think the default for Quest Gives should be off. :/

    It shouldn't even be an option. The quest icons are silly and the quest tracker addons are just ridiculous.
    If people can't be bothered to talk to NPCs, listen to their stories of fame, glory, near death experiences and quest for riches, then I question what their idea of adventure is.
    Edited by wilsonirayb16_ESO on May 27, 2015 9:40PM
  • Daemons_Bane
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    Why should quest markers not be an option.? If some dude points me to an area on the map, of course I mark out the area he mentions..
  • Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    Actually, I wish they'd remove half the quests in the game. There's far too many, and most of them are some variation of a fetch, go to the X, do this redundant thing that I could do myself but don't want to because the writers and developers lack creativity - kind.

    Besides being inane and boring, they also end up culminating into too much experience gain.
    Sure they could up the exp requirement per level, but I'd rather fewer quests that were more involved and longer lasting.

    This would slow down the experience gain, as well as give us more lasting adventures.


    Quality over quantity!
    Ffastyl wrote: »
    I think the default for Quest Gives should be off. :/

    It shouldn't even be an option. The quest icons are silly and the quest tracker addons are just ridiculous.
    If people can't be bothered to talk to NPCs, listen to their stories of fame, glory, near death experiences and quest for riches, then I question what their idea of adventure is.
    And who are YOU to question ANY other players game experience?!! Even thought the poll results are in favor of losing or raising the quest cap, this thread seems to have attracted only posters dedicated to eking out every last iota of questing while savoring all the lore and details. Well guess what, not everyone wants to spend 5 or 10 years getting through the first alliance. Raising the quest limit doesn't threaten you slow pokes, and nothing in the OP had anything to do with impacting this type of player. So it leaves me wondering why this thread seems so threatening to them. And it galls me that they have to audacity to suggest THEIR way is the right way to play the game. At this point I would punctuate my opinion with a few choice epithets, but with the censors looking on, you can just use your imagination
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  • drschplatt
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    Yes, 25 quests is too low. There should be a cap, but it should be higher.
    Maybe a nice compromise to the situation is not to allow the journal to store more quests, but maybe treat discovered quests a bit like discovered locations on the map. Once you find a quest giver, you should have the option to keep that location marked on your map somehow. For me the biggest irritation is that if my quest journal is maxed out, I can't keep track of a quest I happen to discover while I'm exploring. I don't always just quest in this game. Sometimes my guild likes to do zone runs where we do every world boss, dolmen and delve in a zone to help those who can't solo them. During those runs, I might stumble across a quest from a zone 30 levels ago that I never found before. I'd love to be able to easily mark on my map that there's a quest in that location so I can come back to it.
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  • Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    drschplatt wrote: »
    Maybe a nice compromise to the situation is not to allow the journal to store more quests, but maybe treat discovered quests a bit like discovered locations on the map. Once you find a quest giver, you should have the option to keep that location marked on your map somehow. For me the biggest irritation is that if my quest journal is maxed out, I can't keep track of a quest I happen to discover while I'm exploring. I don't always just quest in this game. Sometimes my guild likes to do zone runs where we do every world boss, dolmen and delve in a zone to help those who can't solo them. During those runs, I might stumble across a quest from a zone 30 levels ago that I never found before. I'd love to be able to easily mark on my map that there's a quest in that location so I can come back to it.

    Thank you, my point exactly. There are two suggestions I can make, both are add-ons. Quest Map add-on shows all quests. Custom Pins add-on will let you mark the map. I guess you could also write it down, but WTF is the point of having a computer if you don't take advantage of it. :)
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  • Daemons_Bane
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    In my experience the quest map addon is of limited use.. It also shows you quests that are simply not there.. It shows a location marked with a quest, but when you get there, nothing
  • d.zid.816b16_ESO
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    I don't think I've ever had more than 5-7 quests in my journal at one time, so I don't really see why.
    But it wouldn't do any harm to increase it I guess, if it does effect how others play. What do you do? Go collect half the quests in a zone before starting any?
    Edited by d.zid.816b16_ESO on May 28, 2015 8:49AM
  • Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    I don't think I've ever had more than 5-7 quests in my journal at one time, so I don't really see why.
    But it wouldn't do any harm to increase it I guess, if it does effect how others play. What do you do? Go collect half the quests in a zone before starting any?

    Thanks, half-hearted support is better than none, I suppose. In answer to your query, how about the following posts above that you must have overlooked:
    drschplatt wrote: »
    Sometimes my guild likes to do zone runs where we do every world boss, dolmen and delve in a zone to help those who can't solo them. During those runs, I might stumble across a quest from a zone 30 levels ago that I never found before. I'd love to be able to easily mark on my map that there's a quest in that location so I can come back to it.
    And this from OP:
    What has this got to do with the 25 quest limit? I remember running into some of these quests during my exploration, and not adding them. Often this was because I explored zones when I was way under-leveled to fish or get skyshards and books. I knew I couldn't do the quest, so no reason to add it, since it would fill my limited quest queue. I thought I would find the quests again later.

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  • Rosveen
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    I couldn't care less how other people prefer to play their games, but 25 is half the quests in a zone. How do you even activate so many at once? I have never hit the limit.
  • Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    Rosveen wrote: »
    I couldn't care less how other people prefer to play their games, but 25 is half the quests in a zone. How do you even activate so many at once? I have never hit the limit.

    Did you read the post directly above yours? Generally speaking, you reach the level cap by being an intrepid explorer and going beyond the zone you are currently leveled for. Think of it as taking a Skyrim approach to exploring ESO.

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  • Rosveen
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    Ourorboros wrote: »
    Rosveen wrote: »
    I couldn't care less how other people prefer to play their games, but 25 is half the quests in a zone. How do you even activate so many at once? I have never hit the limit.

    Did you read the post directly above yours? Generally speaking, you reach the level cap by being an intrepid explorer and going beyond the zone you are currently leveled for. Think of it as taking a Skyrim approach to exploring ESO.
    Actually, no, I started writing but then went away, leaving the tab open. The post above mine didn't exist when I started. :)

    But I still don't understand, to be honest. "Skyrim approach" doesn't convince me because I never picked up so many quests in Skyrim either. The reason for this is that with 30 quests in my journal, by the time I reach the last ones on the list, I don't remember what they were even about and how I felt about the situaton. I don't promise to save a town and then leave for two months to do something else on the other side of the country. I don't promise to save a town if the enemies are 15 levels above me and I know I stand no chance. The only time I came close to the limit was when I filled my log with Cyrodiil quests.

    Don't get me wrong, I'm not criticizing your playstyle, it's just very alien to me. To me it still feels very much like taking everything you come across without care why and what it is.
    Edited by Rosveen on May 28, 2015 4:35PM
  • Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    Rosveen wrote: »

    I don't remember what they were even about and how I felt about the situaton. I don't promise to save a town and then leave for two months to do something else on the other side of the country. I don't promise to save a town if the enemies are 15 levels above me and I know I stand no chance...... To me it still feels very much like taking everything you come across without care why and what it is.
    I do promise to save a town and leave for 2 months. I would make the promise to save a town over-leveled for me if there was room in my quest queue. I do want to take every quest I come across and I DON"T care why and what it is. I don't explore in a linear fashion. I have frequently ignored the zone level while following other goals. It sounds like many posters to this thread play as though the game is real, they are part of it. That's part of the enjoyment they gain. To me, it's just a game. EVERY quest giver wants you to fix their situation NOW. But the reality is, it doesn't matter to the game when that quest is completed. The sense of urgency is implied, not real. My reason for wanting to queue unlimited quests is because I can't always find those quests again when I return to a zone at level I had previously explored under-leveled. Again, unless there is a server impact, I see no reason this shouldn't be. Barring any server issues, removing quest limits would have no impact on players steeped in immersion. I don't really understand giving that much attention to a game, any more than you understand why I bother to play without embracing the lore. It just is a case of different strokes for different folks.Do you have any reasons not to raise or remove the quest cap? Something that is not related to play style?
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
    Women and cats will do as they please, and men and dogs should relax and get used to the idea....Heinlein
    All those moments will be lost in time, like tears...in...rain. Time to die. "Blade Runner"
    ESO: the game you hate to love and love to hate....( >_<) May RNG be with you (*,_,*)
  • Rosveen
    Rosveen
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    No, no reason at all. I'm not against raising the cap. :) I didn't vote because I don't care one way or another, the problem doesn't affect me.
  • MCMancub
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    I have to imagine there's a performance issue directing their decision on this. 25 quests per character is much easier to maintain than 1000 quests per character from a database perspective. Then there's the issue of having each client query , maintain in memory, and render on screen potentially 1000 quests at a time.

    Even when we query data in robust frameworks like SQL, data is only returned 50 rows at a time.
    Edited by MCMancub on May 28, 2015 6:11PM
  • Ourorboros
    Ourorboros
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    Yes, players should be able to carry an unlimited number of quests if they choose.
    MCMancub wrote: »
    I have to imagine there's a performance issue directing their decision on this. 25 quests per character is much easier to maintain than 1000 quests per character from a database perspective. Then there's the issue of having each client query , maintain in memory, and render on screen potentially 1000 quests at a time.

    Even when we query data in robust frameworks like SQL, data is only returned 50 rows at a time.

    Thanks. This is the kind of concrete explanation for the cap I was looking for. I detest arbitrary limits...feels too much like a parental "because I said so".
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
    Women and cats will do as they please, and men and dogs should relax and get used to the idea....Heinlein
    All those moments will be lost in time, like tears...in...rain. Time to die. "Blade Runner"
    ESO: the game you hate to love and love to hate....( >_<) May RNG be with you (*,_,*)
  • MCMancub
    MCMancub
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    Ourorboros wrote: »
    MCMancub wrote: »
    I have to imagine there's a performance issue directing their decision on this. 25 quests per character is much easier to maintain than 1000 quests per character from a database perspective. Then there's the issue of having each client query , maintain in memory, and render on screen potentially 1000 quests at a time.

    Even when we query data in robust frameworks like SQL, data is only returned 50 rows at a time.

    Thanks. This is the kind of concrete explanation for the cap I was looking for. I detest arbitrary limits...feels too much like a parental "because I said so".

    I'm only speculating, but I think that could have something to do with it. Even if ZoS chose to up their storage 400xs to handle the increase in data, there really isn't a solution for the client that isn't complicated and resource consuming. I assume it's just much easier for them to put a small cap on it.
  • Fruitmass
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    Other
    Eh, I'm of the "better to have it and not need it, than need it and not have it" mind set regarding raising the quest limit.

    For those who enjoy systematically clearing quests as they find them, you'll likely not hit the quest cap so it's not a big issue for you. However there are others who like to move around, do a little here, a little there. Even still there are others who for one reason or another have to shelve a quest or two and come back to it later.

    A large part of the problem as I see it is how quests are dispersed and how it's impossible to really keep track of them all (complete or incomplete) without either filling up a notebook or using addons, which while helpful aren't 100% foolproof.

    If you've ever been to Cyrodiil for a good amount of time, you realize there are butt loads of quests just floating around. PvP related, PvE related, breadcrumb quests, quests in town, quests just floating out in the middle of nowhere, ect. It's pretty easy to fill up your quest log there and not uncommon to have to sit on more than a few of them for some time, what with the 10+ enemy troops standing between you and your quest objective and all.

    Then there are some quests that are in really obscure areas. Totally off the beaten path and in the complete opposite direction of where your headed (once again this happens a lot in Cyrodiil). So instead of dropping everything, going back and clearing the quest, it would be more practical to log it so you don't risk forgetting about it or losing it's location and do it later.

    Personally rather than worry about the quest limit itself I would prefer to have an improved quest journal that tracks both active and completed quests. That also provides us with the ability to make personal notes. A feature that would allow us to create and save custom map pins would also be appreciated.

    Now with regards to the whole "It breaks immersion" argument. Immersion is great, really is. Who doesn't like to feel like they're really a part of the world they're playing in. You feel good when you can give lord Stuffypants his comeuppance. You feel powerful when your choices set into motion the collapse of an entire nation. Your heartstrings tug ever so much when you reunite a frantic mother with her lost and scared child. Lore's nice too. It gives us history and context. It Helps keep us all on the same page. However, it isn't always a compelling argument against making changes to a multiplayer game.

    Ultimately immersion and the enjoyment derived from it is subjective, varying from person to person. A frustrated customer base and shoddy/broken game mechanics however are very much tangible, particularly to a developer's wallet. For the sake of implementing and improving gameplay, some aspects of immersion will be lost.

    Does that mean we should say to heck with it and throw it out the window? No, certainly not. Why even bother with a coherent story if we're going to do that? Does it mean we should cling blindly to it and handicap ourselves? No. That wouldn't do us very much good either.

    Also, the immersion argument isn't really a good one to use in this situation. The quest limit is something that should be addressed for the sake of user ease. Quest progression and story is something that should be addressed for the sake of immersion. Both issues are loosely related sure, but they aren't the same thing. If the story is decently written you could play the game backwards, sideways, upside down and inside out and still find as much immersion and enjoyment as you would playing it in the proper order, regardless of how many quests you have active. That being said, you also shouldn't have to sacrifice performance to do it either.

    Now whether or not the limitation is there for technical reasons (because it's always technical reasons right, :wink: ) and whether or not any changes can actually be made because of those technical reasons is another matter all it's own.
    Beware all ye who log on for here there be typos...
  • jkemmery
    jkemmery
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    Yes, 25 quests is too low. There should be a cap, but it should be higher.
    I can understand the logic of needing a cap, and when you are still in the main quest line, it's not that hard to manage, but when you are doing the Cadwell's quests, and running all over Tamirel to check things out, 25 seems like a ridiculously small number. 100 would be sufficient, I think.
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