Development Manifesto: Harvest Crafting
Not sure this is the best way to deal with the harvest issue. There were many smart options on reddit and in this forum too.
However everyone needs to stop going wild lol. They literally state they wanna find a sweet spot for the future. If its too bad/has too low impact now they can simply rework it for the next next league. After all the original harvest league should have never happened they way it did... |
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" Yep, that's a lot of us ticking off that box! |
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Stop people trading crafts, and Harvest is fine.
If you can't, then that's your problem for creating a beast you can't control. |
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Just make sure you compensate the casual player after taking away from them the chance to obtain a decent rare item , buff the common uniques or buff skill gems reduce the cost of benchcrafts so they don't have to spend 1 exalt to not roll attack modifiers , if you wanna nerf harvest it's understandable , just make the other options humane , people don't just love harvest cause it's so good , but they do cause the rest of the crafting system is flawed to the ground
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Goodbye GGG, It's been fun.
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It's kind of funny how now a few people complain about harvest, it's nerfed to the ground, but casual players have been complaining about the intended time investment being too high for years and are ignored most of the time.
I get it, GGG wants the game to be random item gambling simulation, and the better builds, items and the ability to do better content is intended to be only for the "better players". Just don't take those few (in comparison to the player base) angry antiharvest people as an excuse to nerf it, don't call that a decision based on player feedback, it's about limiting good items and reliable access to better content to players who are either excellent at the game or invest crazy amount of hours (or preferably both). People are not getting bored from getting the great gear early, in fact it makes the game far more interesting, since it allows folk with less time to make multiple different builds on a single league, rather than grind the same one too long (now THAT gets boring). It also gives a greater sense of accomplishment, that makes the game all more enjoyable. And about that feeling while exalt slamming, A) it's only fun for those who can afford to do this a lot. B) it's almost never a good idea unless one plays ssf. |
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OK but fix the loot system pls; it's not fun see the screen cluttered with items.
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This manifesto was the wrong call. Deterministic Harvest crafting elevated the game into new regions of player retention.
On top this year Last Epoch and Diablo 2 Remastered. Its not just a bad day for gaming history in PoE but a very bad business decision. The reasoning "there is nothing left to do" cant be more wrong given how long it takes time to perfect a single build what if you want to try a completely different second build or a third or a fourth...? No reason to try out new builds with scuffed gear and chaos spam/casino exalting. Last edited by zzang#1847 on Mar 11, 2021, 3:55:48 AM
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" LOL, no it wasn't LOL. The poor drops in this game means that 99.99% of none unique items need to be "crafted". Pre harvest "crafting" involved extremely boring trading for huge amounts of fossils and resonators, at great cost, to gamble for a few hours, completely based on rng. This meant that the 1% basically crafted all the items and the 99% either bought off them, or used fairly poor gear. Harvest allowed the 99% to (still at great effort and expense btw) start to make their own gear. It usually wasn't amazing, but good enough so that you didn't have to buy all the time. Essentially removing harvest takes us back to that unhealthy position where everyone is reliant on the 1%. Ironically, GGG are fighting progress. |
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I would even remove add inf mod
IGN: HarroHarbinger
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