Development Manifesto: Harvest Crafting

Nice! Thank you for addressing this issue:
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It was possible for up to 100 or so crafts to be given to the player per grove, and this caused people to feel obliged to consume them otherwise they would be wasted.


Every time I entered harvest encounter I felt like having to use all of the available crafts. Spending 20+ minutes per harvest felt like a slog, and leaving quickly felt like leaving huge value behind.
why not making craft like rem/add fire or rem/add cold like rem/add elemental mod /// or merge phys and attack mod created only attack mods.
Reducing probability hiting right resist mod or increased dmg mod.

I dont think this is right decision.

Now you just delete reason why i played POE over a mount straight. ty GGG
Last edited by mareksmrdi on Mar 10, 2021, 5:36:42 PM
99% of the craft with harvest augs were on influenced items. yeah, let's remove that... might as well just remove harvest
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toyomatt84 wrote:
Hey @Chris, it seems as though no one proofread your post, so I took the time to do so.

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

Fixed: Using currency items like Exalted Orbs or Chaos Orbs on your gear has always sucked and will forever suck, because gambling isn't crafting. Only a masochist would call this form of gear alteration "fun" in any capacity.


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Original: Our problem with all of this can be summarised with the following thought: "Why would I use a regular Exalted/Divine/Annul Orb when I can get one through Harvest that has a deterministic result?"

Fixed: Our problem with all of this can be summarized with the following thought: "Who is the braindead moron that thought using Exalted/Divine/Annul Orbs could even be considered crafting? Do they not understand the English language, or are they just thicker then cured concrete? Who even thought up of the term "deterministic crafting", when crafting (by definition) is deterministic (no one sets out to make a bench, then gets surprised with a cheese sandwich instead)? Why even have those mechanics in place, when Harvest made crafting a reality in a game that should have had that mechanic in place since its inception?


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Original: The entire rest of Path of Exile's crafting system is somewhat redundant with Harvest Crafting in its current form. While we are glad we tried the experiment of keeping all the crafts and balancing by rarity, it's unfortunately going to have to change.

Fixed: We're going to ruin the game's only true form of crafting again, and not address the glaring technical issues of the game's item over-abundance."


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Original: When you craft an item, you receive a random modifier.

Fixed: When you craft an item, you get a desired outcome (since that is the definition of the word). We want you to just smash your face against the keyboard as many times as possible, so we're going to force you to gamble on items.


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Original: 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."

Fixed: We here at GGG are just diehard masochists, and we want nothing more then to just make horrible gear mechanics a bigger issue and ruin the playerbase's. We LOVE to miss the mark on what the player's ACTUALLY want, in favor of introducing more ways to sink needless time into boring, unfulfilling, and ultimately unrewarding systems.


Maybe instead of investing in more ways to annoy the players, spend that time investing into why your servers are unstable, why Heist mechanics are still buggy, and why you don't have a functioning trade system yet. All of your focus seems to be on killing the enjoyability of game mechanics that actually work... or on not understanding the English language (in this case). I think you need to find some better hobbies instead of self-destruction, bud. I bet if you took a poll as to why player's left Harvest, I think you'd find very little complaining about the crafting system put in place and more complaints on setting up a grove or the beyond buggy, unappealing, and uninspired Oshabi fight.


Definitely couldn't have said it better myself. The server instability with this league is so glaring it's not even funny.
Pretty new to this game, so I was just happy I finally looked through the crafting possibilities in the game.
Enjoyed just learning that there's legit a crafting option on Standard, which doesn't depend on being one of those people, who played the game as long as thousands of Ex's, but being able to kind of "safe" craft some stuff with still big efforts in farming (I mean c'mon, your drop rates for crafting neccessary items are already ridiculously grindy)... Now you basically take the option from me to become as powerful as everybody already is..
I mean, you basically have a problem, but your solution is not even close to solving the issue, but making it even worse, since everybody will just powerhoard items and they'll get sold over the market. (I mean not new crafts, but already existing ones)
In my opinion, giving a community a powerful tool temporary, just to remove it later makes no sense in trying to stabilize balance in a game, because the work is already done.
But it's your game and as far as I know developers "decisions", which are once written down, won't really change, so Ima just sadly live with it and play the game 'till the craft frustration will get me out.. poor money spent..


Greetings,

a pretty disappointed new player.
Harvest made it possible for the average player to obtain decent endgame gear before the end of the league. This is only going to drive people to other online games with a more balanced grind for time.
The 1% have been abusing creating god tier items since forever, they have been duping, fracturing, splitting items and they have already created ALL the god tier gear in EVERY SLOT they will ever EVER need.

Now average Joe gets his turn to craft 1, maybe 2, good items a league and you decide to hammer them.

All you had to do was make harvest orbs and then make them account bound, but that requires some serious, competent coding and obviously more effort than the player base is worth.
Formally [Removed by Support] as my STANDARD map stash got frakked
Another terrible design choice based solely on how Twitch streamers play the game. What a shock.
GGG is taking care of their game- good on them. Sadly people will overwhelmingly be salty. I’ve played since open beta and very much enjoyed the OP Harvest crafts but let’s be honest- they were exactly that: Overpowered.
Cheers Exiles- MuchLove <3 PogChamp
A meme is a terrible thing to waste.
Increase even more the player retention? Easy, delete every single deterministic craft and go all in on RNG. Also: fun? NOPE, strictly forbidden in this game.


[Removed by Support]
Last edited by Nichelle_GGG on Mar 11, 2021, 8:50:10 AM

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