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Unread 07-15-2005, 06:36 PM   #61
Mor

 
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Yippie!
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Unread 07-15-2005, 06:43 PM   #62
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Personally, I don't think the heritage quests should count towards the total, but if SOE is going to increase the max quests to 75 as well as force the heritage to count, then I'm okay with that.
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Unread 07-15-2005, 07:09 PM   #63
Ashlian

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Nilty wrote:


retro_guy wrote:
Why make Heritages deleteable and leave tradeskill  tasks undelatable?

I'm never going to make my Agitation (Apprentice III) or Clouded Elixir of Resurgence, they just sit wasting 2 quest slots in my journal.

Can we please hvbe these delatable too for those of us who can't stand tradeskilling??




Quests that Can't be deleted do not count aginst yoru total.  Why did you get a tradeskill quets if you do not like tradeskills.  Seems kind of off to me.. but if you wnat em out of your jornal you need to complete them... However you can talk to the NPC to give you a differnt quest if those specfic items are not to your liking. 

Maybey they can add a dialoge to wholsellers to remove thier quets form yoru journal. This will work for peopel who make the 10 items and sell em and forget what they were supposed to make. 


It's not just the tradeskill tasks, it's the wholesaler harvesting tasks, too. Yes...I'm a tier five harvester, I could go back and harvest whatever the heck it was I was supposed to harvest, but it's just an inconvenience. Same for whatever my tailor is supposed to make. I guess I should give in and do that, it just seems pretty poor planning for them to put ANY repeatable quests in that can't be deleted. Isn't the point of repeatable that you can go and get it again? So why did they need to be tagged undeletable to begin with?

I think the increase to 75 is great, I'm one of those people always deleting every time I go somewhere new. On the other hand, I'm not sure why it would be so technically difficult to add an additional flag to quests for "active" vs "inactive". An additional field is not as much work as tampering with one already there. I would think that being allowed to have only a limited number of active quests actually doing all that checking at any given time, say 20, would speed things up quite a bit.

Ashlian Liadan, 42 Fury, 32 Tailor of Mistmoore

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Unread 07-15-2005, 09:27 PM   #64
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Blackguard wrote:

Thanks for the feedback, everyone. After some discussion and investigation, we've decided to try out the following: We're increasing the maximum number of active quests you can have to 75 from 50. If this proves to hinder performance noticeably, it may be changed back, but we're listening. SMILEY




And a cheer rings out from all the questaholics!  The delete quest button fails again!  May we never have to use it again!
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Unread 07-15-2005, 09:39 PM   #65
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Ashlian wrote:
So why did they need to be tagged undeletable to begin with?


So that one cannot stand there in front of the wholesaler and repeatedly take and delete quests until one gets a quest one likes.

 

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Unread 07-15-2005, 09:52 PM   #66
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Besides The wholeseller quest DOES NOT count aginst the total.  So what doe sit matter?  Finish it when you get a chance or ask for a new one.   and give the NPC fialoge to rmeove the quest for you  and if iyou recieved the quest within the past 30 mins It will tell you.  "Why dont you try working on that order a lil while longer, I just gave it to you"  Just like he says when you ask for a new quest. 
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Unread 07-15-2005, 10:38 PM   #67
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Yay! 75 quests = <3. Thanks SOE! :smileyvery-happy::smileyvery-happy::smileyvery-happy: :smileyvery-happy:
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Unread 07-15-2005, 11:30 PM   #68
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retro_guy wrote:
Why make Heritages deleteable and leave tradeskill  tasks undelatable?

I'm never going to make my Agitation (Apprentice III) or Clouded Elixir of Resurgence, they just sit wasting 2 quest slots in my journal.

Can we please hvbe these delatable too for those of us who can't stand tradeskilling??





I couldn't agree more.  ***** for you!
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Unread 07-16-2005, 12:54 AM   #69
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Yay!

Thanks for listening - the extra 25 quest slots make up the max 22 HQs u can have (unlikely yes) plus a few more.

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Unread 07-16-2005, 01:33 AM   #70
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Lonwen wrote:
The 50 quest cap DISCOURAGED exploration, and was just a totally unnecessary restriction.



This is not true... it was a very necessary restriction.  Every time you take a quest it increases the size of your character's file.  In beta there was no limitation on the Journal and there were people who had 100 -200+ quests in the journal at a time and when you have many people like that in a zone it would cause severe lag and crashes (truth be told you did not have to have that many people like that to start causing problems with the servers).  Limiting how many quests were in a journal made a HUGE difference in the stability of the servers...  anyone else who was in beta from the beginning of beta 3 or earlier will probably remember this.  And as a side effect it caused people to focus more on the quests they had instead of trying to find every one there was before going back and doing them.
 
My Journal is almost always full as I try to do every quest I can get a hold of.  Gaining access to a new zone and then deleting old quests (as you mentioned) is one option... another is to get access then return and finish the various quests you have.  Then head back to the new zones and fill up your journal again.
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Unread 07-16-2005, 04:23 PM   #71
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I like the idea of a 75 quest limit  but what happens if there is too much lag and you need to change it back to a 50 quest maximum?  Would we not be able to accept new quests until we got back down to 49 open quests? 

Just wondering.

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Unread 07-17-2005, 01:31 AM   #72
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As mentioned previously... if they reduce the limit, your quest journal will merely "overflow" with the following results:- you may complete any existing quest- you may not accept new quests until you fall below the limitNothing dire (I had 51 quests after the HQ change, and had to clean a few out that night so I could do my bind point quest).
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Unread 07-17-2005, 03:02 AM   #73
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LtPowers wrote:


Ashlian wrote:
So why did they need to be tagged undeletable to begin with?


So that one cannot stand there in front of the wholesaler and repeatedly take and delete quests until one gets a quest one likes.



Why not? One can do that with city writs. I believe a change is in the works now to allow tradeskill writs to be chosen with the drop down box system they put in for city writs. Besides, there is a timer for requesting a new task, there's no reason they couldn't apply the timer when you receive the quest and have it not reset when you delete it.

Ashlian Liadan, 42 Fury, 32 Tailor of Mistmoore

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Unread 07-18-2005, 06:25 PM   #74
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I can think of one reason why not (and this is a 'thin' reason, so be gentle):When you take an adventure writ, you don't necessarily know that the mobs for the writ will be available. That, of course, depends on which writ you take and whether others are also hunting the same mobs. Plus, there is travel time involved getting to the mobs for the writ. So there is some risk and uncertainty when you accept an adventure writ. Also, a lot of adventurers like to get the same writ and hunt as a group, so there needed to be a way that they could all get identical writs.For tradeskill writs... if I know which items I have on-hand (subs, ready-made and ready for the final combine), being able to pick my writ would be rather trivial.
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Unread 07-18-2005, 07:10 PM   #75
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I love the idea of more quests, but am concerned about the lag.  Remember, the amount of quests YOU have will effect the lag of other group members, and other people in the zone.  This is why some people can solo anywhere no problem, but once they accept that group invite, they can barely play.

This change, although welcome to the vast majority, will destroy the game for others.

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