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Perfectly done :)
that's an idiotic expectation of the player from the dev. I have played all the souls games and they never DEMAND you to go online and research the quests before you do them. Hell, the reason DS2 is my favorite is because you can do so many of the quests in any order and I have not once had to go online to look anything up. This game though is just obtuse af! Zero meaningful clues. Quests are random it seems.
NO QUEST JOURNAL!! Just make NPCs give meaningful clues and if you talk to them again they continue to give you the same clue and stop hopping all over the damn place without reason.
Combine this with the terrible way in which you can completely wreck a quest line by simply *moving to the wrong location too early*... it seems like the laziest choice they could have made while not remotely realizing that - despite their efforts to make it so - the game is not entirely linear, and the player can go to the wrong "trigger" place without realizing it.
The Byron/Winterberry is a perfect example. I managed to do that one correctly but only because I read it on fextralife. Honestly, how was I supposed to know that I needed to go back and talk to Byron to progress that quest ? The first thing that I did when I entered the Cistern was go right and take out the skinstealer guy ... and the lift is right there in front of you. *Oh look an elevator, I wonder where it goes...*
Just awful design. As someone else suggested, if you're going to pull stunts like this, you need a quest log that clearly says "go back and tell Byron about Winterberry before he takes matters into his own hands". If I had that clue, I could not necessarily fault the game if I decided to proceed anyway. But even then, is it wise to trigger these things on location access alone? I did not know where the Cistern lift was going to go.
Bro aint no way that you aint had the braincell when he tells you his pendant got stolen and its litteraly there in winterberrys store item list lmao
He tells you that ONE TIME. A proper design would have him repeat that important information EVERY TIME you speak to him. See DS2 for good example of proper quest design that's both vague but does not require a journal.
NO JOURNAL, NO MAP, NO COMPASS! But have NPCs give meaningful repeated clues everytime you speak to them. Also stop moving them around and making them hide in random places that make no damn sense.
I think you missed my point... bro.
**There is no way that the player can know that they must find Winterberry and then talk to Byron BEFORE taking the elevator**
When entering the cistern I happened to turn right and take out the miniboss, with the lift right behind it. I had no idea where it went, and if I'd taken it then the quest chain would've been wrecked.
My point is that *location* based triggers in quest chains are bad design - unless you are told that specifically, and optimally with the aid of a warning and/or quest log. Many games, for example, warn you about point-of-no-returns.
Honestly, the only bad questline I can think of is Stomund, and that's purely because triggering the Abbess that drops the other half of the thing he wants depends on being in Umbral BEFORE crossing a gate, not just holding up the Lantern to pass through. Of course, she's not an entirely missable, one chance and done thing, you can spawn her by resting and going back, but yeah, nobody is going to really transition that far back from the Belly even with the sparrow gargoyle imp waiting to ambush you just beyond the gate.
I do miss the old LotF Journal, honestly. It was neat but didn't really give you any proper locations, just who they are and what they want.
I got her killed in my game too, but was still able to use her shop. All I had to do was join some rando's game that happened to be starting sunless skein and walk him through skein and depths in their entirety. When we got to winterberry I bought all her items, then after depths boss I made sure to take him back to Byron to progress her quest.
Or you could just ask to join someone's game that has access to her already.