Development Manifesto: Harvest Crafting

I honestly feel like this is a very important change, harvest crafting was far too powerful and I had no doubt that this was going to happen when it was added back into the game. My primary concern now is how is this going to effect the economy, people are already in a dedicated discord for harvest craft trading that in my mind ruined the economy. I purchased a 6-linked, all white socket Astral plate with explosion, additional curse, critical strike chance to attacks, critical strike chance to spells and an additional curse for 12ex. An item like this last league would've been significantly more expensive if it even existed.
GGG, I have played this game since before Act 3 was released. I have watched this game evolve over time and become the game it is today. And this is the worst decision I've ever seen you make.

From a fun standpoint, from a business standpoint, and from a design standpoint, I am lost as to how you expect this decision to ever blow over well. Look at the player retention numbers with harvest, the amount of build diversity, and the twitch metrics.

I doubt I will be spending another dollar on the game if this trend continues, and that depresses me, as I have really grown to love this game over the years. I want it to succeed, but with every decision like this I watch more and more of the playerbase share the sentiment that the first similar ARPG to release without issues will steal them away.
Last edited by keccakec#3212 on Mar 11, 2021, 9:00:41 AM
Why not make Harvest crafts into tradeable orbs? TFT server will go down and economy will get better eventually. There is NO NEED to remove Harvest from the game since you've turned it core.

If it wasn't supposed to be "easy" to craft "mirror items" for the players, then WHY you've even bothered implementing it in the first place, GGG? I can't understand.
Ignorance is bliss when it's not fatal.
Oblivion is the fate of all things.
O.G. metacrafters be like
"waoh, finally my league revenue from RMT will jump to levels it was before harvest. Hate that league, allowed to "subplayers" craft their own items, instead of RMT buy currency from me, nolife-tryharder. GOOD CHANGE GGG<3"

Literally 1% wants this.

Are you out of your mind?

Why you listen those senceless people? Those want to ruin your game with RMT.

MAKE MORE HARVEST.

Buff harvest = less RMT.
Honestly, this kind of stuff makes me sick as heck. And I hate to say this about a game that I love.

If you wanna nerf to the ground Harvest just delete it. We all know that harvest is kinda broken for some of the stuff, kinda like beasts have broken the game many times cuz someone finds a exploit and abuses of it to grind the market. I'm not a metacrafter but I don't think everyone needs to be one to get an useful item or to be lucky as heck with drops. The reason why everyone liked the garden for crafting is predictability, even if there was an small RNG factor added to it, but having a bit of control over it I believe it's fair.
I liked the Harvest league and I understood why you wanted to remove it from the game, at least temporally, but with the changes for the next league it just makes the garden a place where you can do anything not related with crafting items. Sure, you can still throw a chaos or normal anul o divine an item, but I see more rewarding the duplicate cards, transform offerings or scarbs, or even the create a facetor's lens.

The only good point I saw in all that manifesto is the fact that the Heart of the Groove is gonna be a separated map, and that's about it. Everything else is a huge nerf to harvest and all the normal player base of Path of Exile.
This is dumb, I only play SSF and harvest is something that gave me reason for long term plans for my characters. If this changes will be applied I propably will be done with the game because there is no way i will get better items without investing 10+ hours of gameplay each day to get significant updates.
Please GGG rethink your decisions.
Hakuna Matata
"

When we were designing Path of Exile, a critical aspect of item acquisition is that it is through random (rather than deterministic) means. When you defeat monsters and bosses, you receive random items.


Correct, your game only offers vendor trash as loot, thats why People use Crafting.

Harvest was the reason why many players could reach decent gear over time (even without trading)

Now you spit in the playerbases face by nerfing Harvest to shittier-currency-spamming-rng-fest.

Thank god I quit over a Month ago, otherwise now I would feel really mad.

See you all in PoE 2 (maybe), but at the current rate, GGG will piss off half of the playerbase to a point of no return.

Lets see how that turns out for Chris...
"
GrafZahl79 wrote:

So why on earth not let them play the game they like but instead forcing them to something you might call path of buy-your-item?

Best and farewell
GZ


This is the only real question. It's logic that harvest crafting is a danger for RMT, so why GGG should remove it if it's an extremely fun mechanic that almost all playerbase enjoy?
"nothing left to achieve", so in PoE the best achievment is to craft 1 item instead of crafting 100 and try 10 different build? Also, do they really think that masochistic sensation in trashing an item after slamming an ex that has 0,05% chance to be sucessful is a common desire?
Nah, just a matter of money, as always.
Came back after 2 weeks off, finally feels the fun again.

But now its time to quit i guess :))))) i agree that harvest make exalt and chaos useless, but you just need to make harvest craft cost exalt/chaos for some op mods like rem/add or influence craft.
[3.2]Muh Sprinkler - /view-thread/2117962
[3.2]Muh Poet's pen elementalist - /view-thread/2105455
[2.6]Unethical Voltaxic -6mans shaper - /view-thread/1882958
[2.4]LULFinder CocDischarge - /view-thread/1753207 (sucks now)
[1.3]JustAnotherCritMjolner - /view-thread/1181110 (relics of the past)
Here my suggestion to allow Harvest to stay a useful league:


1.Allow to store mod on orb like beastiary league

2.Make the less deterministic mod be stacked without limit

3.Make it so that deteministic mod that augment very precise thing can only be used a maximum number of time eg:lets say that you crafting a sword that sword would have 6 augment charge.Once you used the 6 augment charge those mod cant be used anymore on said weapon.Will make thing harder without removing the control player have on they crafting

If anyone got more contructive idea to add to this or change to my suggestion please quote me.



p.s GGG a company stuck in the past and refusing to evolve is doomed to fail in the long run.

Report Forum Post

Report Account:

Report Type

Additional Info