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.
VictoriaRachel wrote: »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.
Chuggernaut wrote: »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?
Gandrhulf_Harbard wrote: »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
anitajoneb17_ESO wrote: »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.
VictoriaRachel wrote: »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.
anitajoneb17_ESO wrote: »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.
VictoriaRachel wrote: »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.
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!"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.
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I think the default for Quest Gives should be off.
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 imaginationwilsonirayb16_ESO wrote: »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!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.
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.
d.zid.816b16_ESO wrote: »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?
And this from OP: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.
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.
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.
Actually, no, I started writing but then went away, leaving the tab open. The post above mine didn't exist when I started.Ourorboros 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.
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?
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 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.
Ourorboros 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".