Development Manifesto: Harvest Crafting
" the toxicity... man we managed to live w/o smart phones, lets just go back to those days. get the analogy? Last edited by Rene_2706#6615 on Mar 12, 2021, 10:44:01 AM
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"not of a mediocre player that can tune his gear just to cap this resists.
Making life harder for a guy from your case must not affect a player from mine. And again this just shows that its more of trade and tft problem that the harvest itself. " The thing is that aspect isnt even removed. Now you'll have to choose between well rolled uninfluenced rare to cap your resist (because you can still t1 life + 2t1 resist + benchcraft them easily with the options remaining) and influenced item with less raw stats but more powerful special affixes. The fix is really directed towards high end perfect craft rather than mid tier ones. The game had not harvest not so long ago (heist for exemple) and it still was fine. But what is left of harvest after the nerf they announced here are still very strong. At this point i feel like you should wait and see the consequences of those nerf before whinning to oblivious because you don't know yet the real impact they'll have for your "average" joe if such a thing exist. To vanquish without perils is to triumph without glory.
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(🌸=◡=)
Last edited by bustr#6583 on Dec 16, 2024, 8:22:56 PM
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Thank you very much for doing this GGG. Harvest was a mockery of the core ideas of ARPG's.
And most of all thanks for not bending to the whiny masses that thing: easier gear = better game ugha bugha. You always know when not to cave in, and thats why your game is where it is now :) |
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I honestly believed, or had hopes, they were gonna buff the Harvest, not nerf it.
As casual player that can play 1-2 hours at evening, if not too tired after work, I might find 1 or 2 groves if I get lucky. And what I get from harvesting is 99% useless reforge crafts that just irritates me a lot. Will be better off without Harvest at all than with crap Harvest. And now it will be even crappier as I understand. Good job GG. Last edited by Jinxxxed#5765 on Mar 12, 2021, 10:44:42 AM
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humm weird. the most successful league of all, coincidence?
we'll see next league.. |
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The point is it was finally actually possible for average players to make the exact stat items they wanted, the whole fun part of the game is chasing the perfect build and equipment, their response "we don't want you to have perfect gear", why not? Don't want stuff flooding the trade market, make any harvest item account bound. What pisses people off is getting something really cool then having it taken away.
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" The person you quoted also foregot that not every business purpose ito to grow and conquer the world. Some actually enjoy operating in a niche. People have too much these days a customer-centric point of view, while there are still thankfully some product-centric approaches. The best analogy I can recall was a French chef who would kick out of his restaurant any customer that would ask to remove an ingredient or add another from his signature meal. The whole point of his restaurant was not to please every customer, but to offer the product he liked and make people that enjoyed this type of meal happy. If you don't like the taste of oranges, don't ask a damn "Canard a l'orange" but without orange. Same here with PoE. It has grown almost too much, at the risk of losing its soul. |
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At this point it feels like a conglomeration of issues caused by trade being so very out of the way and mechanics not being made for trading at all while they still have the possibility to be traded.
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Good day everyone,
i am writing this from a PoE beginner standpoint playing my real 1st league in Ritual. Obeserving all the talking unfolding on different media about the upcoming harvest changes is quite numbing for me. 1st of all players seem to ignore the fact that harvest (besides its impact in PoE) was and still is a test for the upcoming PoE2 crafting system. As far as i understand end game crafting in PoE was and still is heavily RNG dependend except the more or less determenistic crafts offered by Essences, bench crafts, fossils & harvest. PoE content creators tend to say that harvest is dead and the average player will not be able to taste endgame at all..... My personal experience of my first league comes down to this: I read some guides recommended by some friends ending up following Enki's arc witch guide for 3.13. I cleared the acts, did quests and reached maps. Due to some lucky drops (awakened Spell echo, some ex orbs etc) and good trades i got very good unique items to work my way up to red maps and nearly killing Sirus on A8. After hitting my first real wall (surviving in chiselled, alced and vaaled T14++ maps i was looking for a new build to switch to, ending up with Bergerbrush's Impale Cyclone - Slayer version. Back to leveling up getting basic gear, getting familiar with the play style, reaching maps doing labs for ascendency etc. After getting to red maps beeing able to clear T15 canyon i started to improve the build a bit for my own taste and needs: adding movement speed, changing flask setups adding 4 different nodes in the skill tree. In the end my cyclone was running 100% delirium maps slow but was able to clear the content, maxed out atlas passive trees, encountered the uncharted realm including a bossfight wall and failed a few more Sirus attempts. What does that have to do with harvest? Was Harvest the reason why i reached red maps and nearly killed Sirus? No. Enki's arc witch build does not rely on any complex crafts you need harvest for to reach red maps and beeing capeable to kill Sirus. Did harvest make the tailwind boots I have on my cyclone cheaper to purchase? Probably but after talking to some experienced crafters the tailwind boots i am using are also easily craftable with the upcoming changes and i would have been able to afford them. Do most of the playerbase not reach endgame content because of harvest changes? After my 1st league i would say no. Players want easy accessable progress without putting some work in. I agree that the entry barrier in PoE is outdated and should be reworked. Specially in terms of how skills work together and how to improve your gear and gem setups to get through the Story. But that has nothing to do with harvest and might be adressed in PoE 2. In the end a player needs to have the urge to improve and read and listen to exprienced players to get started in a complex game like PoE. If this is missing you will fail no matter what. Now some thoughts on how to actually adress harvest and potential changes and finetuning it: - crafting on influenced items should be possible in general - to craft on an influenced item you need to find a grove while the area is influenced (craft on hunter influenced items requires a grove within a hunter influenced region etc) - elder and shaper influence craft can only be obrained in elder / shaper inflenced maps - the moment a conquerors Citadel is available in the atlas, the influence affecting the grove is removed to prevent 24/7 farm abuse -> kill sirus rinse and repeat - harvest crafts need to be more rare. specially the deterministic remove & add versions Alternating system for rem / add harvest crafts: Orb strengthening: Exalted orbs can be altered by combining them with different other items: This can include Fossils, annul, etc to create a deterministic augment / anul or rem / add exalted orb. This makes the old harvest crafts tradeable and adds a different function for allready existing items in the game. On top.... the loottable of maps and specially bosses could use a slight rework / adjustment. Bye Last edited by Ch4dwick#2524 on Mar 12, 2021, 10:59:39 AM
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