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There's a few things in the game that I'd classify as bad game design. This is one of the things. The whole weight system is trash as well, even after the patch.
Well, a standout good part is the leveling system. Unlike the sadistic From Software, the exponential scaling of required experience for leveling up stops at some point. And when it requires a bit less than 16K ergo per level, it only goes up 1 for every level. So it's actually viable to max out all of the stats in a few playthroughs without an excessive amount of grinding or using glitches.
Like - there is this pretty fun old-school point-and-click game on Steam "Harvester". Some of the puzzles, you would be beyond yourself to figure out with a hint or something - but people did (took me forever to figure out the Dalmatian riddle in the Fire House for example as something to look up, and has 2 solutions).
Though - the execution may seem "odd"/"bad", it is more rewarding for people who either :
- experience dumb luck occasionally
or
- patiently held onto their Ergos until the quest comes up
Can't say I agree. They lock you out at 99% completion. It'd be different if you got locked out early, but no... you only learn that you're locked out at the very end of the very final of these quests. It'd be one thing if you got the soul after you could do the quest and see that you need a specific weapon, but it's just bad design to wait until afterwards.
Going "oh it's all good all you have to do is spend 10 more hours to beat the game and then spend 10-15 more hours to get to the same place in NG+. It's only a mere 20-25 hours, that's absolutely nothing. Just a single day" doesn't cut it for me.
However, I DO agree that it's bad that it also locks you out of a quartz, which can be important (moreso in NG). I'd say the merchant should give the player the quartz out of pity, but restrict the coat for following the letter to the... Letter.
The game is rubbish in your eye, you mean ?