The Elder Scrolls Online

The Elder Scrolls Online

Any chance on removing the 25 quest limit?
With the amount of quests the game keeps barfing, my log is already full. Is there any word on increasing the limit?
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Showing 1-14 of 14 comments
felmari Jun 22, 2020 @ 3:39am 
one you can abandon missions(you can still pick them up later) two maybe finish missions. you don't have to pick up every mission you see though i get that you may not be in that area again or something. i have had this issue too though and what i mostly do now is one map at a time though i will pick up random normal quests but i finish them.
Magi Jun 22, 2020 @ 7:37am 
Nope, but you can abandon the quests that you decided not to finish.
BurlsoL Jun 22, 2020 @ 7:43am 
Originally posted by felmari:
one you can abandon missions(you can still pick them up later) two maybe finish missions. you don't have to pick up every mission you see though i get that you may not be in that area again or something. i have had this issue too though and what i mostly do now is one map at a time though i will pick up random normal quests but i finish them.
I think that the thing is that there are a good number of daily quests (like the undaunted ones) that you don't want to keep having to run back to pick up on a 1 at a time basis. Then there are a handful of quests (like battlegrounds and Cyrodil) where they can't necessarily be completed in one sitting and will take a longer period of time.

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.
wukasick Jun 22, 2020 @ 7:50am 
Google "how does a computer work?" then when you understand the behind the scenes workings of data persistence times number users... you will get it.
BurlsoL Jun 22, 2020 @ 8:10am 
Originally posted by wukasick:
Google "how does a computer work?" then when you understand the behind the scenes workings of data persistence times number users... you will get it.
That is actually a strawman.

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.


Saladofstones Jun 22, 2020 @ 3:36pm 
Originally posted by wukasick:
Google "how does a computer work?" then when you understand the behind the scenes workings of data persistence times number users... you will get it.

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?
blc Jun 22, 2020 @ 4:52pm 
Originally posted by Saladofstones:
Originally posted by wukasick:
Google "how does a computer work?" then when you understand the behind the scenes workings of data persistence times number users... you will get it.

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
Saladofstones Jun 22, 2020 @ 5:25pm 
Originally posted by blc:
Originally posted by Saladofstones:

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.
BurlsoL Jun 22, 2020 @ 7:07pm 
Originally posted by Saladofstones:
Originally posted by blc:

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.
Additionally, most quests only affect a single zone of the game in terms of deciding what to make appear. As the zone or database doesn't crash if a player has 4 main quest lines and every sidequest in that zone active (when this number is less than 25 typically), why would that be a factor?

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.
Reanu Keeves Jun 22, 2020 @ 10:15pm 
There is a way but you have to ♥♥♥♥ with tos, so I don't recommend
Saladofstones Jun 22, 2020 @ 10:39pm 
Originally posted by Reanu Keeves:
There is a way but you have to ♥♥♥♥ with tos, so I don't recommend
Tell me more
Tarnished Jun 24, 2020 @ 1:31am 
They just used the "WoW standard" 25 quest limit and got done with it. The rest are speculations.
Does subscribing to ESO Plus remove this 25 Quest Limit?
AmaiAmai Jan 2 @ 11:33pm 
ZOS isn't interested in QoL, esp. QoL that won't make them more money.

Originally posted by RendCycle:
Does subscribing to ESO Plus remove this 25 Quest Limit?

No.
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Date Posted: Jun 22, 2020 @ 2:51am
Posts: 14