Development Manifesto: Harvest Crafting

"
v3nomu wrote:
THE ONLY WAY to make casual players enjoy harvest crafting is to make the items soulbound once you used it.


it would have the opposite effect.
the fact that you can sell your item when you have a better on make that the price of good item are lower, so more accessible.
I knew Harvest would get a change but i was
hoping it was are more user friendly one that the
community actually wants and needs instead of butchering the whole system....

Does GGG want ppl to use a "random" discord so they can get the best out of the crafts ? Is that the game experience you want ?
No ? Good Job then because your patch didnt adress this, in my opinion biggest, issue at all.

Also i hardly disagree on your point of view. Not every player was able to craft the best items, not every player accumulated tons of crafts. It was only for those who put effort and currency into watchstones, missions and gameknowledge. Just like every other aspect of the game.

Why not remove Uberlab Helm Enchantments ? Uberlab Runners make a fortune with it ?

Why not remove Fossils, Delvers make a fortune with it ?

and so on....

Your game design was made so everyone can do the content they enjoy. Harvest offered a very nice crafting content and now you butcher it.

I hardly disagree with your decision and hope this gets read.
Hear, hear!

"
ExplodedAmadillo wrote:
Honestly though. Who even cares about selling crafts. No one is forcing players to pay for them. YOU might not want us to have top tier items. but that doesn't mean we as players want to settle for garbage we pick up off the ground.

want us to stop deleting bosses by day 2o r 3? make them more challenging. And I don't just mean "unavoidable Damage" or crappy memory games. that is unbelievably lazy. I don't care if a boss has multiple phases. I dont care if they have super armor that gives them 90% dmg reduction for however long. If im build a boss killer. I WILL DELETE YOUR BOSSES. its that simple Ill build EVEN MORE into dmg on the tree and go in for AW8 sirus at 1900 ehp and ZERO defenses outside of my life pool and res. its inevitable. it was always going to happen. and it will always continue to happen in the future.

the biggest point no one seems to be figuring out at GGG is...Just because we as players are actually PLAYING THE GAME and ENJOYING a particular aspect of it more than something else does not mean it needs to be broken just because it happens to be our favorite toy. that's petty and done purely out of spite because you lack the imagination to make the end game more challenging. One shot mechanics are garbage unavoidable dmg mechanics are garbage. mini games inside tiny boss rooms are GARBAGE that's not "hard"

you want us to stop using TfT for crafting? make the crafting system more intuitive

you want us to stop solely relying on harvest to build our items? MAKE VANILLA CRAFTING WORTH IT.

95% of all the groves that DO spawn are full of useless crafts as it is. want to balance harvest? LOWER the encounter below base for other mechanics. Make it a 2% chance Leave the crafts alone. Make Zana not able to offer harvest missions. remove the atlas passives for it. there are more ways than just ruining a perfectly good crafting alternative to balance it. Look at how you butchered fossil crafting. you know what fossils people use? theres maybe 5 that have any sort of demand and its not for crafting items.


TLDR; You lack imagination and are taking it out on players that are new to crafting to make up for it
All you had to do was make harvest untradeable and slightly tone it down instead you ruined a great feature :( come on guys think it through before doing this absurd full nerf might as well remove harvest if you gonna do this.
"
Miqui wrote:
why not remove it already?

because at least, they keep the harvest chaos roll.
this league, i did 20 exa from it (70% of my money)
Yes. Thank you. (I have channelled some of that very same, sweet sarcasm dripping off this reply.)

"
HedgeMoney wrote:
Yes. Thank you.

Crafting without Harvest is basically gambling. Crafting with Harvest actually feels like crafting.

Slowly over time, they made "crafting" feel more and more like actual crafting and not just straight up gambling.

And then Harvest basically made it so that crafting actually felt like crafting without loosing that gambling feel. It let EVERYONE do it, so that if you grinded hard enough, even if you were a 99% player, you too, can craft a useable item.

But no, because a small group of players (maybe around 20-50) can pool all their resources to make mirror worthy items, you HAVE TO NERF TO THE GROUND for everyone else.

GGG once again nerfing a game mechanic to the ground just because a small group of players can use it to a level that 99.99% of the player base cannot.

This is a minor inconvenience to the crafting cabal, and a mechanic killer to everyone else.

Its the same thing as killing thousands of people just because one of them might be a murderer.

I will never, ever, understand that mindset.
En serio ?
Que tenemos que hacer para recurrir a items para "min-max" las builds de los que no tienen bots para farmear y tradear (que en teoria es ilegal y banean, pero cada vez se ven mas)?
Tenemos que terminar matandonos para farmear de a "puchos" para terminar cayendo en un bot, que en definitiva si esta, es xq beneficia a la compañia del desarrollador del juego, para poder comprar un item con 10+ de hp, o 5+ de res.
Muy bien GGG, lo hiciste otra vez.
The problem I have with these changes is that I have never liked the base crafting system in the first place. As in, I have never used an Exalt or Annul on an item, ever, since Beta.

The simple reason is I do not like RNG. Even if it is favor of me, the loss of an item hurts much more than any possibility of a good item outcome (see "loss aversion").

That is why people liked Divination Cards. The simple reason being you can work your way to an item with incremental progression feels good, no matter how long it takes.

I only play trade league but I almost never buy anything other than Uniques and Currency, and I am sure a lot of people do the same. I do not like the randomness in the game and I try everything to avoid it (which is why I hated the map progression in the earlier iterations, but this got significantly better).

Harvest craft allowed me to enjoy crafting for the first time. Until then, I have never tried to craft an item because ruining an item just doesn't feel good, and the power you gain compared to that just doesn't justify the risk.

If anything, I would rather have Harvest Crafted items soulbound (to account, not character) than to remove Harvest. I think Soulbound is generally a bad thing but this is how much I hate the base crafting system. Again, incremental progress is important.

Another issue is that the end game difficulty without good items is kind of ridiculous right now. You can't just nerf Harvest Craft without addressing the other core issues like rare drops being pretty much completely useless, the Screen Clutter, and one shots, which occurs even with godtier gear, now imagine everybody has 30% less life 30% less defense and 50% less damage.
One post a day, keeps the Death away
The big crafters in Standard will be happy about this.

They were bitching and moaning when Harvest League was on about how easy it was to craft items.
Compare the number of replies with all other manifestos and you'll very much see how impactful this change is. It'd be best to attach a poll so you actually can see how people would receive those changes as a collective. I've catched up on the pages and... the replies - and the removes by moderators - speak for themselves.

Is GGG going to read it and give it more thought? Probably not. At least we got some more MTX we can buy. (Obvious sarcasm)
My Hideout -> https://hideoutshowcase.com/hideout/show/2881 (PoE1)

Report Forum Post

Report Account:

Report Type

Additional Info