Will Harvest Become Core Path of Exile Content?

Back to ol' boring rng crafting bois
Enable deterministic crafting up to level 70 so the leveling experience can be smooth.
IGN: Arlianth
Check out my LA build: 1782214
"
LoBa wrote:
"
pyron1x wrote:
Good. I hate this harvest league. To be clear, I want deterministic crafting but the mechanics of this league are just so clunky. Make deterministic crafting more straightforward! Add it to mastercrafting/crafting bench for f**ks sake. I am so tired of these gimmick leagues.

I'm a "casual" player and I want to enjoy crafting, but I can't because crafting in this game is just so convoluted. I log into this game and play this game to relax and by that I mean I just want to kill stuff mindlessly, and crafting should be able to support me in doing that, instead of being this barrier of entry to doing more difficult levels of content.

So instead I have to resort to buying stuff on the godawful trade website (which, btw, it's already 2020 and this stupid game still doesn't have a proper trade broker/auction house).


+1


+1
"People ask me why I do this at my age. People are rude."
To be honest I havent been playing harvest at all
and sorry to post this here, I am taking an easy shortcut when saying this but, POE doesnt keep me long enough to want to stay for longer than 6 weeks at a time
Delirium league kept me for 6 weeks yet once again, and I was playing a lot, a lot a lot a lot, but after a few weeks its a bore.

Expecting the same from harvest is obvious, its a natural given.

I will be going quite out of bounds here by saying what I amabout to say but I want the perfect ARPG.

How does one attain this?

well in short you have to cater for short term rush players and for long term builders too, which is something path of exile doesnt really do, your players become OP and boom new season and do it all over again, new build new nick new everything, eek tbh thats not my cup of tea.

I have explored the crafting in path of exile andit is acceptable to an extent except for 1 particular part, that is crafting legendaries into uniques.

Literally you don't have separate unique lines and the crafting results is attained much too easy.

when I said I was going to go out of bounds here i literally meant it because I am about to mention Drakensang online
The players hate the game, yet they stay
They stay because the power creep is slow and because the crafting is labor and yet insanely OP.
the goal in short is like this
you get green items that have 1 enchantment and 3 base values, now base values can be varied but on green items only 1x enchantment lets call it as you would and call it suffixes, however blues will have 2x enchantments and pinks will have 3x enchantments and legendary aka yellow will have 4x enchantments, then what one can do with legendaries is one can craft this legendary into a unique item and a unique item has its own unique enchant in a separate line so it does not lose it.
How does path of exile fit into me stating this here?
I desire for a similar crafting system in path of exile
Not only do I desire that but I have a solution to the perfect ARPG
You would think that having usage spikes whenever there is a new league is awesome but I have a methodology that beats that.
While you keep bringing players back to new leagues you are losing the long term builds player base by not having events
Now an mmo like DSo aka drakensang online is a perfect example of keeping a long term player base and it is my wish and hopes for POE to surpass that, by having events in a similar fashion with event powered uniques and being able to craft items and craft items into the uniques and allowing a player to over a long term build an insanely OP build
In my opinion the perfect ARPG has the long term events powered game and the league system too
well this allows for a double player base.
I wrote a letter to Max Schaefer and it is highly important to me that devs in the ARPG community reads this because I consider this the way forward for all arpgs.
anyways please see the download link for whoever wants to read it, for those who know devs please share as sharing is caring and I do all I do in the name of OPness xD
https://cdn.discordapp.com/attachments/726392267459395585/728660184955879424/Gmail_-_att__mr_Max_Schaefer.pdf

Hmmm seems I rattled some cages with my letter as it was removed from zippyshare
that link though is me sharing it with a friend on discord so ya
I am glad that the letter seems to have made some devs think already
yes yes yes YES YEEESSSSS !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
learning is a painful process ... knowledge is the most deadly weapon.
"
Ashwin wrote:
So, playing a casino simulator that is touted as "crafting" is a better option then?

Harvest was the right direction for this game, and the illusions GGG has about the "item economy" doesn't apply to more than 90% of the player base.

Please stop making balance decisions based around a highlight reel of items showcased on reddit. For every showcased item there, there are thousands if not tens of thousands of mid-level items players have crafted with a finally-viable-crafting-system in harvest. You'll be gutting all those as well.

Harvest felt like crafting after a very long time, because "crafting" your item does not destroy it in the process and you can continue to incrementally craft it while you use it. Every other "crafting" in PoE has to be done on a spare item - it cannot be done on an item you are currently using because the "craft" inherently destroys the item until you luck out on the final item you want.

In that sense, Harvest is much better than vanilla crafting (which is more of a glorified gambling anyway).


Well said!
"
Reaperzrain wrote:
There are casuals who farm end game bosses in solo self found most leagues.


I'm not sure we have the same definition of "casual".
"People ask me why I do this at my age. People are rude."
Could simply implement a Harvest map mod for X-Chaos on map device where you meet Oshabi and complete her missions. Make it similar to Jun unveil system with recipes hard to acquire. I feel that rather unlocking a certain mod we could augment an item to have a higher chance of rolling a certain mod, similar to fossils or essences.

Harvest allows great crafting for many average players and op crafting for those few % who truly know and can meta craft. The biggest problem Harvest poses is to change economy where players were trading crafting currency. This will affect many players. For some of us, including myself, who played pretty much SSF since the open Beta Harvest was a nice and welcome addition. But occasionally I did end up buying some items from other players.

All I can say that I will miss it, but if it happens not to go core at least I learned a lot while in Harvest...I am still somewhat of a casual player.
Please keep Oshabi around somehow, not as a boss fight. I really like her character, and her design is fantastic.
gj clowns.

back to farming maps mindlessly until you get enough currency to buy already crafted items.

Yeah, this is much more engaging then giving player some sourt of determining crafting.

Report Forum Post

Report Account:

Report Type

Additional Info