Questlimit should be obsolet in time like today

I can’t realy understand why there is now visable information on how many quests in total you can have active either parted by questtype or counted for all types of quests.

Sometimes you start a quest but you can’t finish it but aborting it is sometimes also not an option so why limiting us on 20 quests in total @Roxx ?

For todays MMO’s this should be remnents of old history and forced out of the game so that we can simply hold every quest we can accept. This has only pro’s on it’s side as you can see which quests are open and where they exactly are so that you can do them by that time you a) want todo them and b) can do them.

I know that this is only a minor and a QoL thing but it is not bad to mention it and maybe we can get rid of this limit or rais it up as 20 is to less compared to other MMOs.

At least a counter would be the minimum, I was very irritated the day I couldn‘t accept a new quest and got told I“m at the limit. Sure, it‘s just a small thing, but as we do have counters for other things, why not for this?!

This game is closer to ARPG than MMO

But let’s be honest here. Why do you have 20 quests? Unlike actual MMOs or RPGs, none of the quests in this game is some massive undertaking that lasts like 90 zones with some major story. It’s just spam G after teleporting between 9 triports on the same continent.

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Well, I have weeklies active than those ones from the stronghold, some violett ones and so on and this seems to count to the total of 20 quests … under the “Arkesia” section are already 12 quests, inlc. weeklies.

You would have to like intentionally take all the quests that you don’t intend to do any time soon to get to that level.

Like for me to fill up the 20, i’d have to take all my weeklies, all my guild requests, all my unas dailies, and then random side quests.

All of which you could just start clearing in like 2 minutes. So it still stands to reason, why did you pick them all up?

I am a “Quest Collector” - I hate it to check the map every time for open/new quests and - ignoring for now time quests like unas/guild ones - I can sort them out in a better way.

For now I have an open Side Quest on Azure Wave Island (the name should be correct) because I miss a song to complete this quest so it stays open at this point until I can finish it … R.I.P., one slot permanently lost.

On the other side, while I see all possible quests, I decide which one(s) I want to do now and which ones later and which ones are done passivly/by the way/on the fly/…

Since you can check up to 7 quests for the UI tracker it should be fine to have no limits when accepting a quest.

When I am in the Game I’ll post a screenshot from my questbook (or maybe two ^^)

Tbf there are quests you can’t finish when you first take them, like I didn’t have the whistle emote for Nagi’s rapport quest for like 5-6 weeks because I didn’t do the Azure Wind Isle una dailies so I just kept it active, ye its pretty specific but there are probably other quests like this.

I am aware this is the case.

But there is no specific reason that you would need to intentionally take and hold every weekly and then not complete them. Like the Unas weekly task is like do one boss rush which is like 5 minutes. Why is it just sitting there?

They’re not going to change character storage of an entire game for an extremely niche purpose. If they let you have 50 quests, why wouldn’t you want to “collect” 100? This isn’t a legitimate issue.

They may or may not rais up the max. quest holding limit but therfore this forums area exists :wink:

Btw, here is my Quest Journal (collapsed):

And who’s fault is that?

For what specific purpose do you intentionally take and then not do quests from like 9 different islands?

No reason.

Quest log limits are intentional game design choices because their expansion has a non-zero cost and it is the game developer’s way of funneling players through certain game checkpoints.

It is the same reason you don’t have an infinite bag space.

Therefore, it is not valid feedback.

Learn to prioritize. It is about as useful feedback as “the trees are the wrong kind of green”.

“For todays MMO’s this should be remnents of old history and forced out of the game so that we can simply hold every quest we can accept.”

World of Warcraft is almost 18 years old and still has a quest limit. 18 years is a long time in which you could “force it out of the game”.

It’s a statement being made by a fool who thinks data storage is free which is why I continue to state that this is not valid feedback.

In all fairness, the quantity of options shoved down ones’ throat once hitting the open seas was a staggering amount. Being in T1 it really did feel like the quest log was hostile to the player, I’m guessing due to the sheer amount of content we got yote through with this release. At that stage I personally still felt a great deal of ambiguity from the game in terms of priorities, and the very action of working to clear your quest log led to discovering more quests. Compare easily to fighting a hydra.

Aware that not everything needs to be progressed at once and that quests can be re-claimed, I would regularly shed whatever I wasn’t actively working on and still find myself inundated with an intimidating medley of main story, world and roster quests. I think I was T3 when I went back for my second awakening skill because it was purple.

It wasn’t something that caused me to quit the game, but 100% I was shocked that the cap was anything under 25. At actual endgame 20 feels like a vaulted ceiling, but when I was a fresh 50 I felt like Fortunato getting bricked up.

tl;dr: 25 quests is the subjectively most satisfying number! Unless it’s built on spaghetti code, how hard or expensive can it be to expand? Considering the million other systems attached to each player (+bot), 5 quests has got to be a drop in the digital bucket, slippery slopes be damned.

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And not only that. Compared to “infinit” inventory space or more of it between holding as many quests as you could possibly do doesn’t lets the database explode and we are speaking of AGS which definitly uses it’s own AWS Serivces for this game so space is literaly nothing to them as pocketmoney cough.

Inventoryspace is a bit more resourceintensive because of additional icons for the items while quests are only string-based entries. Also we already have a big inventory if we add fully unlocked storage + roster storage + pet storage … much more than other games will ever give you (non-modded if modding is possible).

While true, none of these options incentivized you to pick them all up simultaneously. At no point did it ever make sense to intentionally visit an island, take their quests, and then leave to go to another island to take those quests and just hold them as this person did for “collection” purposes.

When they put in this patch to release Arcanist, despite them doing absolutely nothing with most of these systems, they broke:

Showing what zone channel you were in
Showing chat channel color
Some character appearance settings resulted in having your eyebrows and skin color change to the wrong colors
Artillerist and Shadow Hunter rune displays no longer function

Having an item in your inventory only references a single item in the database.

Having a quest requires the system to be functionally ready to interact with your character across zones and to flag multiple NPCs and/or instance modifiers at any given time and then you have to expand this depending on whether it is a roster quest or not and then blow this up to possibly 6+ characters per account.

An item does not interact with the world in this game. A quest does.

You know nothing about anything when you talk. You just puke into an abyss.

False because items are interacting with the world as they must be check regarding your equipment, if you are at a higher tier then other equipments to apply the reduction to 70%. Then you have sometimes items in your inventory which are running out of time so timed items which also needs to be taken care off. And besides the text in quests, items have more entries than a chained quest with pre-reqs would have. Only think at all that cross-interaction with gear skills and so on … quests are definitly that part of a game which aren’t killing your ressources.

Reading your part how you would handle quests … sounds to me like checking every gametick/second for any interaction which would cause so much overheat that loadingtimes would be worse. Normaly all quests have a questID which is a) unique and should be connected to either the charID or the entire rosterID also to it’s NPC-ID and/or objectID because some quests are started from objects instead of NPCs. If there are pre’s then also these IDs are connected to that quests which is nothing for a well written database querry and a well organized database in total.

Checking against chain-connected quests must then not be done all the time. It is fine when doing this while loading the affected instance over there instanceID because why would should I waste ressources in checking e. g. chain-connected further quests for the Kadan questline out of punika when I am currently in punika? This is worst case scenario. Check things when you realy need to check them to save overheat. You could also make a cache for it if you have enough space but I doubt that this is would be a suiteable chooise for this game.

False otherwise you would know personally things over me and I don’t think that this is the case. So please don’t write stuff which isn’t true and which you can’t show any kind of proof, thanks.

Items become a permanent boost to your character until they are removed. They have no other interaction with the world. Are you so smooth brain to think every time you swing at an enemy that it individually goes through every single item to calculate the damage?

No wonder you make such a brainless request.