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Quite frankly, I don't understand why a limit even exists since many quests remember where you left them off if you abandon them, meaning that somewhere memory of what you have done is kept.
Yes, data per character, per user takes space. But the amount of space is the question.
We can make some assumptions of character data based on how the gameworld operates. For our purposes, we'll ignore more costly things like appearance, equipment, storage, how homes are decorated, ect and focus just on the way quest information is handled. The first assumption is that the game tracks a quest as being not-completed, completed, and in several cases how that quest was completed (as there are several quests that can be completed different ways that NPCs comment on (we'll get back to this one)). This means that for every one of those 1-time quests you have an independent variable; we'll say an integer between 0 (quest not started) and 9 (with values 1-9 being stages of completion). This is information that is stored on all characters as a requirement of the game even being able to remember if a quest has been done. We know that quests are not stored as a binary 0/1 because NPCs will not just comment on the quests, but will occasionally mention something related to your "kill them, let them live" choice in that quest. We also know that the game keeps track of what your most recent quest completions have been since NPCs don't go reminding you of things you did years ago when you first started. Meaning that not only is the quest completion state stored as a variable, there is also some manner of date/timestamp related to when that quest state was last altered. The point of all this is to say that the amount of data that needs to be budgeted for a level 1 character for quests would not be much different than a max level character who has been everywhere as there would need to be space to store the state for every single quest in the game.
TLDR, it doesn't matter how much space might be needed to keep track of quests in progress since that data is likely already stored or budgeted so that the database doesn't crap itself if a handful of players start doing more quests.
Riddle me this. What does it matter if I only have 25 quests if a potentially infinite number of other people can have 25 quests. All the journals are tracking is a single line of code, at most, marking your stage in the quest.
They have a billion cosmetic items, tons of items bound to the account. Why are only quests having this limit?
Items are static. For quests, some sort of check has to be done when you visit some place or kill a mob and if the questlog is too big maybe there would be too many checks for the cpu
That's not how this works. It only updates when you perform a task. Its why in elder scrolls games you can have so many concurrent quests. The game only calls to check a quest when the player updates it.
If anything, the closest thing to being an issue would be the way that the game tries to direct you to whatever exit or door allows you to continue that quest. But if this is where the problem lies, it just means that the coding is not optimized very well as quests located in other areas of the map could simply be condensed to a single tracking point for the containing zone prior to any other checks being done.
No.