There is a detail walkthrough from Dark Anu, me and others have no problem where and what to do.
If you truthfully always know just what to do, well good for you. Unfortunately that is not useful for anyone else. Whether or not you need a task list/journal, it would be a useful feature for others.
Take the current update as an example, the game says, "I need to hurry home." But you know what, going home is actually the
wrong thing to do. Returning home has no triggers and causes nothing to happen. One must actually
. Can a player find that trigger... sure. Although they can only do so by deciding they will simply wander the map and try blindly clicking on things in hopes that something new will happen. And this example is hardly the only time such blind wandering has been necessary.
Sure, one can follow a walkthrough. Some people enjoy "playing a game" by doing just that. My personal opinion is that if one
needs a walkthrough to play, then they aren't really playing anyway. Also, the game could probably use some better instructions/indicators. Using a walkthrough to find that one last obscure easter egg after playing through a game a few times is one thing. Using it because a linear story gives no indication as to what a player should actually do next is quite another.
Walkthroughs also have the negative side effect that it is nearly impossible to see
only the part a player needs at any given time. Spoilers of future events are inevitable when using a walkthrough. Also, the less detailed and spoiler-oriented a walkthrough, the harder it is to actually figure out which step in a walkthrough actually matches the point in the game where the player currently is.
Besides the game often being vague or inaccurate in the dialog as to what to do next, there is also the problem of break-points. Even if the dialog clearly and accurately tells a player exactly what to do next, there is no way to reread the information. If someone saves their game and returns a day, a week, a month later... they simply have a character standing in a map with no way to figure out what to do next.
All the above said, I'm really not complaining about the game, but I am trying to point out why there are very valid reasons why some sort of in-game active-quest/current-task instructions have value.