Development Manifesto: Harvest Crafting

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Azarhiel wrote:
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Zepepsico wrote:
Forgot to add:

given the number of very successful leagues WITHOUT Harvest, why is everyone complaining so much? Are they saying that all the million of players who played some really engaging leagues did it while hating the game? Really? Million of masochistic players when there are alternatives?

People got a taste of power and can't let go. Grow up, you enjoyed the game without a crafting simulator, you'll enjoy it again. And if you enjoy crafting so much, there are lots of crafting games out there.



The points is not how successfull leagues are for GGG. It is about how you can clear the content in the 3 month time / ever...

And the sad aspect of it is that you can't clear all content in a 3 month gap if you don't have the time for it.

I played the first week in ritual before going standard. I only play solo with no trade and it took me 2 months (playing 4-5 hours per day) to get from T9 to T16 maps with average gear crafted with Harvest and a no meta build.

It is not about power, it is about being able to progress even at a slow pace without playing insane hours per day abd get decent gear to do so...



Your point is very valid, but I think the root cause is not related to Harvest.
First is your SSF approach which makes it exponentially harder.
Second could be your build. If it is off-meta or not one of the budget ones, they may scale up too slowly or be too "perfect item" dependent.

My son who is only allowed to play 3 hours per week, with no premium tabs, managed to clear T16 maps with rippy mods. Why? Because he played a skeleton build. He designed it himself, so it is horribly imbalanced and he can't do some of the late game encounters, but he enjoys tremendously the game, probably got 10+ pure exalt drops and bought a few things. And he doesn't need perfect items to do it.
The best decision to changing harvest would be making it untradeable, AND greatly increasing the limit of the amount of saved crafts you can store.

This would retain the agency (determinism) people love to have while crafting. For ALL players. SSF, people with less time/currency, and the high-endgame players.

It would keep the goal Chris put forward, namely keeping the RNG factor in the game, because you still need to find the crafts you are looking for. Numbers can always be changed if some crafts are deemed too powerfull/common.

It would motivate anyone who plays SSF, or doesnt want to go full tradeleague, to make the best use of what they find in a creative manner. Random harvestcraft X, used on a random item Y I just found will be a huge upgrade for my character.
Which in my opinion is one of the best things that POE brings to the genre.

It would retain amount of time invested vs the amount of rewards you get, something that should be core to any game philosophy and especially looter ARPGS.

Excuse my french, but this feels a solution Blizzard would come up with.
Last edited by Fluxje#3484 on Mar 12, 2021, 11:12:35 AM
Ooh, GGG in damage control mode, posts start to disappear.
Persistence makes impossible possible, possible likely and likely definite. Yep, Mirror will drop eventually -_-
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Zepepsico wrote:
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Azarhiel wrote:
"
Zepepsico wrote:
Forgot to add:

given the number of very successful leagues WITHOUT Harvest, why is everyone complaining so much? Are they saying that all the million of players who played some really engaging leagues did it while hating the game? Really? Million of masochistic players when there are alternatives?

People got a taste of power and can't let go. Grow up, you enjoyed the game without a crafting simulator, you'll enjoy it again. And if you enjoy crafting so much, there are lots of crafting games out there.



The points is not how successfull leagues are for GGG. It is about how you can clear the content in the 3 month time / ever...

And the sad aspect of it is that you can't clear all content in a 3 month gap if you don't have the time for it.

I played the first week in ritual before going standard. I only play solo with no trade and it took me 2 months (playing 4-5 hours per day) to get from T9 to T16 maps with average gear crafted with Harvest and a no meta build.

It is not about power, it is about being able to progress even at a slow pace without playing insane hours per day abd get decent gear to do so...



Your point is very valid, but I think the root cause is not related to Harvest.
First is your SSF approach which makes it exponentially harder.
Second could be your build. If it is off-meta or not one of the budget ones, they may scale up too slowly or be too "perfect item" dependent.

My son who is only allowed to play 3 hours per week, with no premium tabs, managed to clear T16 maps with rippy mods. Why? Because he played a skeleton build. He designed it himself, so it is horribly imbalanced and he can't do some of the late game encounters, but he enjoys tremendously the game, probably got 10+ pure exalt drops and bought a few things. And he doesn't need perfect items to do it.


Maybe it is me, maybe it is the game.... I still won't play meta build and will never trade because trading is not the essence of an ARPG. Pet buimd have been nerfed recently but are still better than a melee build that is constantly exposed to one shots and need a ton of regen / life leech to be able to survive. I left Sirus at 20% life. I can't imagine how i'll be able to break the 590k DPS mark without trading and paying 40+ exalts for a less crappy piece of gear...
Path of Exile is a Casino for gambling addicts.
Gambling is not fun nor a game mechanic...
Last edited by Azarhiel#6045 on Mar 12, 2021, 11:22:39 AM
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N4rk0tyk wrote:
Ooh, GGG in damage control mode, posts start to disappear.


Is that true? What kinds of posts disappear?
Remove Horticrafting station storage limit.
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Fluxje wrote:
The best decision to changing harvest would be making it untradeable, AND greatly increasing the limit of the amount of saved crafts you can store.



I am not sure trading is the main issue.
If I try to reframe my argument without the irony and emotion:

I used to play MMORPGs. And in my view, most died the more self sufficient options were given to the playerbase. Because in the end, it just turned into a deterministic path to get the best outcome, on your own and then nothing left to do. Communities died and disappeared, and players got bored. It was constantly the same thing: Don't make it easier for the players and they churn, make it easier and they churn eventually.
It's a bit what happened to me with Diablo 1 (praise the ancestor!). The day I got my hand on an item/skill editor was the week or month I stopped playing the game. A game I really enjoyed.

This is why I really value companies that stick to a vision. It may be outdated, it may be mad, it may be unusual, but at least their business model is scaled to work with small communities. If anything, Tencent's acquisition is increasing the level of opex of GGG and forcing it to require higher subs, hence chipping at its core values as it needs to chase more subscribers. This is usually achieved by making things easier, which has its own set of issues.

Now, trading is a joke in PoE. The in-game community too ("ty" "gl hf").
But there is still some interdependency.
When I farm a map, I can get some unique (usually worth it due to non-craftable mods), a base or even rare items which are sufficiently well rolled. I can then sell them for currency and then upgrade my own items.
The more crafting option there are, the less non-crafable mods there are, the easier the crafting, the less I, an ARPG player, can sell and therefore upgrade my items, forcing me to engage in crafting, a non-ARPG aspect of the game that I loath.
And when everyone can play 100% SSF, with builds perfectly tuned, then many players will simply stop playing out of boredom. We may deny it, but the death of MMORPGs is the evidence needed. The easier something is, the less interdependency there is, the likelier it is to wither and die.

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ymost wrote:
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Zepepsico wrote:
Forgot to add:

given the number of very successful leagues WITHOUT Harvest, why is everyone complaining so much? Are they saying that all the million of players who played some really engaging leagues did it while hating the game? Really? Million of masochistic players when there are alternatives?

People got a taste of power and can't let go. Grow up, you enjoyed the game without a crafting simulator, you'll enjoy it again. And if you enjoy crafting so much, there are lots of crafting games out there.


people are going to adapt to the changes, poe is still going to be a great game. but i feel like harvest was a step in the right direction. Games as everything else evolves over time, I am sure at some point chaos and exalt slams were the way to improve you gear, and to this day they are still used in some cases, then came essences, then fossils and beasts. Personally I have a problem with how they addressed the issues and the fact that they acknowledged the discord trading but didn't offer a solution for it.

I agree that Harvest is very powerful and takes away from other aspects of the game, playing softcore trade everything evolved around harvest, want better gear? run haewark, want more currency? run haewark and sell you crafts. That i didnt enjoy, but I enjoyed fixing my gear overtime.


The solution would have been to buff the other things. Essense/Fossils (never touched beastcrafting, so can't speak to that) being buffed would have been better buff, if you wanted to really nerf harvest. Harvest was the correct direction, and if the issue was harvest was too much better that Hamlet maps were the true best thing to do, the solution should be to make the other areas offer better things, not making hamlet worse.

Inb4 Valdo Harbingers no longer drop exalted shards.
I've never posted on these forums before but came here just to make my voice heard.

This is the first league I've played where I could play the build and skill gem I wanted and plan and craft items for my build on SSF. Harvest has been absolutely pivotal in enabling my character to actually have enough DPS to kill endgame bosses. This was the first time I fought Sirus, killed shaper and elder, finished a cortex--and so much more. I've had an absolute blast. But without Harvest I wouldn't have done any of that. I'm exhausted thinking about trying to craft two on-hit curse rings, tailwind boots, and a temple life chest with elder crit chance with these changes to Harvest. The day I got enough oil to have Whispers of Doom on my amulet so I could switch to dual curse rings, with tailwind boots, so I could respec my deadeye from the Tailwind tree to the Mark tree was so rewarding and made my build so much stronger.

I don't understand why you're giving us less agency in our builds, and how we play the game, by limiting how we can realistically gear them. Especially for SSF.
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Fluxje wrote:
The best decision to changing harvest would be making it untradeable, AND greatly increasing the limit of the amount of saved crafts you can store.


I kind of disagree. Saying no trades just push people out who don't no life it already. I don't have the knowledge, or patience to perfect craft, but what harvest did was allow me to generate 50 exalt this league, more than I have ever made. And yes, there was some down time trying to trade, but it still felt better than flipping.
i am a casual poe player and having extraordenary fun this league.
and this is thanks to harvest crafting.

Please consider less drastical changes to make the endgame more accessible to the casual community.

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