Development Manifesto: Harvest Crafting

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Filinomen wrote:
You have owned my soul for a long time Chris and today you have finally released it.Thank you.

See you next league.
WARNING: Do not give GGG money. Never forgive the content creator priority uncovered during 3.14 Ultimatum league.
GGG got caught giving content creators in game advantages, only when caught would they tell the player base they were doing this. This will continue, but more slyly.
Imho remove Harvest for now, focus on performance and bring harvest back later.
Such a good news (No. Thanks Chris for making this game worse.)
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uglym wrote:
e.

You guys should just have removed the ability to trade the crafts.
Would have solved most, if not all of the issues it had.




hard to accomplish without removing trading items, but I guess they could make it 1 portal only and remove the horticraft station.
That way you would have to trade someone your item before the seller even knows what he will get in the harvest
So you left Heist in its current state where its still spitting out shit tons of money and then take out the most enjoyable mechanic IMO.

Just take out the tags of mods where you feel its to powerful to target.

I had the most fun ever in POE in Harvest and in this league.

Tbh without even crafting a set of gg items having the option to make my gear better over time felt so rewarding that option will be gone now.

Really doubt ill have long time motivation next league but will have to see.
Finishing my gear is what keeps me going rn.
so harvest is still terrible to interact with, and now also has worse rewards.

wrong way round GGG, the crafting should be there but with a system of access that is engaging and fits within the game organically. People didnt like harvest, they liked being able to get items without having to participate in awful trading, nerfing it to be a crappier crafting bench will just make it obselete.

This persistance with the vision that PoE is a game about item acquisition is a fantasy, PoE is about building a character and items are just a part of that.

Not that I really have a dog in this fight, I already don't use harvest because I refuse to interact with elements of any 'game' that are not fun. game=fun, in case anyone has forgotten. I already have a job, I don't need a second virtual one.
Nerfs were needed, but this was heavy handed.

Removing annulments by itself would have been a big change, not being able to craft on influenced items at all is taking things a little too far.

Augments shouldn't have been able to hit influenced mods aside from add influence in the first place. They probably shouldn't be able to hit T1 mods at all honestly, much like the crafting bench is less powerful but deterministic, harvest could be a go between, where its more powerful than bench with a bit more randomness, but less powerful than meta crafting with exalts.

This disproportionately hurts casual/average players, and top end crafters will still be sitting on the TFT discord for hours buying crafts to make mirror tier gear.

The seed ratio change is going to lead to frustration, why not reduce the number of seeds and increase the number of monsters per seed? Picking a plot for a particular roll, and seeing none of them is going to be a bad experience.

I don't want a path to deterministically create mirror worthy items, but it's nice having a constant source of rolling for small upgrades or working on side projects while mapping. Otherwise the game quickly devolves into selling all crafting materials to buy finished gear without gambling.


Very disappointed in this direction as a long time supporter.
I do agree that nerfs were needed, but this is a bit too much
So yeah, make crafting available for 1% of the players.....again

I really think the sentiment of harvest making other crafting options unvalid is a greatly flawed one, to me harvest combines extremely well with essences, beastcrafting, fossilcrafting and the bench. It doesn't replace any of them, but makes them all better, I played a dex-stacker this league and yes, I have some bonkers items, most of which I crafted with essences and harvest, with crafts me and friend combined. And pushing towards better gear kept me motivated to play longer than I do in most leagues.

That said, I greatly enjoyed harvest, but I also spent most of the league running circles in atoll, which obviously is a problem. I think harvest should be on the uncharted realms-tree, or maybe even progress beside the atlas and not be locked down to any specific region, cause to me, it is the true end game grind.

I also think a good way to balance harvest would have been to introduce some kind of crafting durability, as in a limit to the amounts of crafts you would be able to use on the same item. That would make getting the insane stuff a lot more rare I think. And you should be able to mathemagically control exactly how plausible it would be to make an item by adjusting weights, maybe even make rarer and stronger crafts take more "durability" off the item.

Another thing I would have liked is having harvest while leveling, being able to target-craft an upgrade while leveling in harvest was very nice, and a feature I missed now in the comeback.

Also, Oshabis fight should have better rewards, maybe spawn a couple of crafting stations with random crafts that has a high chance to be higher tier stuff.
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Sarciss wrote:
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surio wrote:
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Sarciss wrote:
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...


My friend,
We didn't start the fire!

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* Using currency items like Exalted Orbs or Chaos Orbs on your gear is a powerful, risky and exciting way to improve it.

* This sentiment was summed up by a member of our design team who recently said "We don't want to take away the feeling of closing your eyes and Exalting an item, scared to see whether you ruined it or not."


If those two don't stir a reaction in you, I don't know what to say to you.

and since we are in page 180+ it might be a good idea to revisit page one! And further, it states:
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So in 3.14.0, we're making some changes. The first three are direct nerfs to Harvest, and the second two are improvements. It's also worth noting that Harvest Atlas passives have been adjusted to accommodate these changes.

Previously, every seed in a patch granted an instance of that seed's craft. Now, only some of the seeds do (so you're getting far fewer of the crafts that were overwhelming people with their quantity). Higher-tier seeds are closer to the 1:1 ratio from before.
Some mods that had overly-deterministic behaviour have been removed. These include all annulment mods (other than the ones that remove a mod that isn't of a specific type before adding one of that type), and all type-specific divine mods.
Crafts that add mods of specific types (like Physical Modifiers, for example) to items can now only be applied to non-influenced items, except for the existing mod that applies an influenced mod to an influenced item.
The chance of encountering a portal to the Sacred Grove in a map has been increased by 60%.
The Heart of the Grove encounter is now a map fragment that sometimes drops from Tier 4 Harvest bosses, instead of randomly appearing in place of a normal Harvest grove. This allows you to trade the encounter if you don't feel up to it, and it means that finding The Heart of the Grove when you are in a map with difficult mods doesn't lead to an impossible encounter.

Overall, this is undoubtedly a heavy nerf to high-end Harvest Crafting, but we strongly believe that it is in Path of Exile's best interests going forward, and that there are still a lot of compelling Harvest crafts that make the grove worth running at any point in map progression.



That's right, it is emphasised again and again, it's been decided, the nerf is in, it's going away, etc. All statements are affirmative and not about "finding a sweet spot for the future" as you claim. And we're the ones that are "overreacting"? Come now, my friend, we're the most reasonable ones in the room at this point.


Look, i understand both sides. Harvest was ridiculous, it kinda makes anything else feel obsolete. Ive participated in many harvest-threads, not gonna bring up every argument again. I feel like having the trade crafting restricted in some smart way would have been the best move. What makes harvest so OP is the craft trading, its almost underwhelming in SSF currently - so that shouldve been the point to apply a "fix".

But all the leagues right now or a testing field to some degree to balance the game for PoE2, with so many more 6links the game will get a pretty big balance overhaul i guess. These harvest changes are not set in stone forever and they can always make changes to the system if they feel like its too weak.
If it turns out nobody is really using harvest next league anymore (plus maybe a dip in player retention) i'd say chances are big that they overhaul it again.


Look, "harvest got abused"? By who? and how many? If it's some vokal minority, find a way to curtail them, not everyone else, who saw minor but very good improvements in their game. In this discussion, both baby and bath water are getting thrown out. I refuse to be a guinea pig for someone else who is literally throwing spaghetti on the wall to find out what sticks. And at this point, they're taking the players for granted with all this, and sometimes when players ragequit, they'll ragequit sufficiently long enough. Not the best. They have badly misread the room

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