Development Manifesto: Harvest Crafting
" Only time ive slammed an exalt is crafting +1 all gems(guaranteed) on a bow for a +3 bow for toxic rain. |
![]() |
This unfortunately doesn't resolve the issue of people needing TFT Discord to trade the crafts.
GGG - PLEASE make the crafts transferable to an orb or sorts, similar to Bestiary. You can decide to limit it to x number of crafts can be transferred to an orb per Sacred Grove if you wish, then add API through YOUR OWN trade site for this. Honestly you have so much infrastructure already there (aforementioned Bestiary and trade website) yet your changes will still force users to go to a third party site to trade. while I fully approve of all changes being made, for exactly the reasons you mentioned, it still feels like you are missing the point with current manifesto... |
![]() |
.
Last edited by Perilyze#5338 on Mar 10, 2021, 11:05:27 PM
|
![]() |
[Removed by Support] developers want us to play the game like it's a full time job, as if our life depends on it. By giving us casual players access to easier crafting options and thus faster end-game progression, they probably saw weaker player retention metrics, which is what ultimate lead to the proposed changes.
With Chris saying about game philosophy is just corporate PR speech, at the end of the day it's just GGG afraid to make less money because players having less play time. Wake up boys, everything in the game is design to make you grind and play more. When you play more GGG makes more money from your MTX fees, that's how it works. [Removed by Support] Last edited by Kane_GGG#0000 on Mar 10, 2021, 11:00:30 PM
|
![]() |
The less harvest the better
|
![]() |
324
Last edited by dowiraque#2176 on Mar 16, 2021, 6:03:17 AM
|
![]() |
I bought a DAMN Harvest supporter pack to show my support for harvest crafting, man Chris wtf. Deterministic crafting and QOL are the two things that make the gaming experience smooth. You can have the amazing contents like Echoes of the Atlas (amazing atlas expansion contents) but you can't just have great contents and rough playing experience. Why do you want us to acquire items base on rng? Good harvest crafts are already super rare and the grove has a low chance to show, why further nerf this? Doesn't make any sense. Please do not do that to your game and gamers.
|
![]() |
You singlehandedly killed the reason why people kept playing so long this league. Now I won't stick around anymore trying to craft my endgame gear.
Normal craft is shit, never used an exalt to craft, never will. Harvest craft is still a gamble, but it's a controlled and manageable gamble. There's no point in crafting an item if I can brick it anytime without making any mistake on my part and just as (very) likely outcome of the proper crafting process. |
![]() |
I'm fine without the Exalted orb reward/ruin feeling.
This game drew me in during it's pre-launch days not because of the rng, but because of the character build customization, synergies, and potential. Maybe I'm in the minority, I still love playing this game, I just don't have as much time to put into it as I did before. And gating more content behind rng only rewards the players who can spend the most time in-game. I fear that focusing too much on the higher tier players' accomplishments and designing in reaction will only further alienate new or more casual players from enjoying this game. I think this was one of the best leagues you guys have put out, thanks in large part to the deterministic nature of Harvest crafting. And the deterministic nature of the end-game content with Atlas passives. I haven't made anything godly, but it's made crafting more accessible to me. I think there's a middle ground to be explored here, and I don't agree with the direction of nerfs in this manifesto. If anything, I believe this game needs more deterministic rewards, in small doses. My two cents, thanks for reading, and thanks for all the hard work GGG. |
![]() |
What a poor decision.
|
![]() |