Development Manifesto: Harvest Crafting
I don't care, all i have to say is owo
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Seems like a super bad solution and completely out of touch with the playerbase way of "fixing" something that is yes strong, but actually still has its hurdles, an example being if you try to craft or awakener orb an item if it hits stun or mana mods its most often just a dead item unless you hit the annuls or use beastcrafting. The part about annuls and exalts (metacrafting) is something none other that the multimirror players is really able to do to craft decent items, something most (99%) of players in a league never get to a point which is why before when people did these kind of items was mainly players in standard which is flooded with these currencies, but hey people generally dont play standard they play the new content you give them.
Personally i never played the game as much as this league, thanks to the majority of different ways to make currency, but mainly due to the fact that i was able to keep upgrading my gear as i accumulated more currency and actually be happy about the fact that i crafted every piece of gear i wear myself. This has been super great, whereas i would usually make the builds i play and every piece of rare gear maybe would have 1-3 mods i actually wanted on them, after i had gotten those gearpieces i would pretty much quit since getting upgrades would have been so out of my reach, and i am a player that makes a decent amount of currency (and have dropped 3 mirrors in 3 different leagues). There are already many other deterministic ways of making items but harvest actually made it possible to make good gear for both the lowend to players that plays a lot, but still doesnt come near that 1% of players whos bathing in mirrors. There are so many ways to "fix/nerf" harvest that is not this way, can only imagine this is due to the fact that you dont really play your own game. It seems like you dont really want to have a playerbase for more than the first 2 weeks of a league at most. Does it feel terrible to use a discord server to trade these crafts? YES but its way more convenient to see if u can trust another player through the vouches on that discord server than it is going onto every players account on the website to see if they are trustable. People used that discord sever before harvest though since almost nobody has all the benchcrafts and was one of the better ways to get in touch with someone that had all benchcraft and could be trusted with your items. After harvest league, many players quit super early in heist because they got to this point where it was near impossible to get the same kind of items as in harvest, this will surely happen again. guessing i wont be playing the next league even though i played the game for so many years. |
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#DONTKILLHARVEST
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" they got banned from tft for being toxic :D now they angry and ruin harvest for everyone :D joke ofc :D so much hate on this thread. it ends very badly for theyr income soon thats just handful of players who are aware that nerf is coming. main reason nerf is coming bcs top crafters have finished theyr items and more. and want harvest nerfed to gain more profits from mirroring those junks. bcs they have insvested so many money on supporter packs. and ggg dont want to turn back to them. i dont buy or mirror gear formyself. i always craft them myself but build still sucks. its never enough. fk archnemesis.
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" If I could write here how unhappy I am they'd erase it(already did). Just to give you an idea, if I could express how unhappy about this I am in the real world you'd hear on the news about it. |
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" My concerns lie more with the reasoning behind the decision than the impacts to Harvest crafting. I was surprised to see Harvest crafting go core as it did and personally agree that it was too powerful. The design team knew this long before analyzing the effect that it had on Ritual league. I think that Chris hits on two of the key problems that I find with the loot mechanics in the game, while brushing aside their root cause and using them to justify why Harvest has to be changed. - First, the core design philosophy of the game was for players to acquire powerful items, but the game provides mountains of de-valued loot that most players ignore. Other than providing currency and high-level influenced bases, the loot in POE is redundant and serves as a time sink for 'inefficient' players trying desperately to find some meaningful interaction with this part of the game. Loot itself is redundant. Power creep only continues to make this worse. At a certain point, the oft-repeated assertion that one must have bad loot to appreciate the good becomes a specious argument (I think that we are well past this point). - Second, why indeed would an average player actually use an Exalt? Players hoarded their exalted orbs long before Harvest crafting or other forms of deterministic crafting, because they didn't see the risk ever being worth it. Instead, for most players the Exalted Orb became a stand-in for that other currency that your core game philosophy despised: gold. I would be quite interested to see statistics related to how many players have never actually used an exalted orb for its main purpose, outside of a void league but including within SSF. I have several reasons for being an 'inefficient' player. I actually didn't think that Harvest should have been added to the game in the manner that it was. What it did do, however, was bridge the gap between the playerbase not being able to meaningfully interact with item crafting and being able to do so. It overreached, but perhaps your design philosophy can find some room for an intermediate solution where the player can look forward to tinkering with the actual loot they find in the game. - - - - - - As far as Harvest, I also wonder if a possible solution is to have Harvest influence your existing currency to transform them into a deterministic form (as suggested by other poster(s) in this thread). This currency would be easily tradeable and could replace the horticrafting station limit while still requiring planning and investment on the part of the player. It doesn't do anything to solve the issue of rich players being able to effectively edit items, any more than your current solution does. It would also greatly limit the extent to which an early player could interact with the mechanic, with currency acquisition rates, so that might need some thought. Thank you for an amazing game. Please continue to find ways to enable your players to meaningfully interact with it. | |
" Basically this, the only reason im still playing this far into a league is because i am finally able to make some good gear, see a lot of the endgame, and am exited to play because i can set (high end) goals witch were way to tedious (farming currency for weeks to be able to buy 1 item and do it all again) before integrated harvest. Bad call. Grz Shape |
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2 months have passed since the beginning of the league and online is still high, you need to change this, you need to spoil the harvest because we are used to people playing for 1-4 weeks and leaving.
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This was the first expansion in a long time that I really enjoyed and this makes me never want to play the game again. What purpose does a game serve when the devs remove the fun from it?
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" fuck tencent! |
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