You know guys, something makes me wonder about how was the game built. It mustn't be hard to create quests, build dungeons and so on once you have a developer's kit. Afterwards you need to keep it simple. Why would the quests glitch if you've entered the area before? The fault is not on programmers, it is on those who built the quests and areas using the tools made by programmers. Which means those people we not bothered and instead of for example setting the quest markers as "picked up the quest, went there, done that" they made the chains unconnected to the quests. They've pretty much connected the events to the specific places instead. That is why we get all the bugs. Because when we enter certain places beforehand the game thinks we've already got the quest. THat is quite sad.
More quests in one place is begging for problems. The editor does streamline the process, but it is still difficult because of all the steps and requirements and scripting you need to do to make things work.

