Development Manifesto: Harvest Crafting

400 pages baby lets goooo
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ThorArise wrote:
It's good that GGG isn't just after the biggest player base they can get, like blizzard for example, because that would lead them to make decisions which would make the game more to something they never intended to.
They've never done what most players tell them and in my eyes that's part of their success.
They envision the game to be something to work for and put lots of time in to achieve anything.
Harvest is a big shortcut and most people who complain here don't even appreciate the short glimpse of power we were given with it.
But well, the game will get hard again many noobs leave and the game is still good.


Well, GGG was up to date with their game from beta and some leagues forward. Now they telling people still use exalt with their eyes closed, it shows how much they are unaware of how players playing this game. They chashed out to Tencent, so no wonder Chris and few others don't care that much anymore. Yet they still make insane content, what I mean a lot of content.

If you remember very very old days when it was almost impossible to have cap resist till the end of the final act with any first char. And now so easy. The game will never be that hard anymore, stop calling it hard. What harvest does it just save time in the late game. Harvest needed some nerf, personally myself I hate that most players just ran hamlet zone with zana mission, but it seems they are fine with this abuse and instead nerf to the ground actually system which requires work unless you use discord harvest, which also can be dealt with if they wanna. There are many great solutions, like make exalt price for annulment and so on, there are multiple ways. They choose the wrong one. You think GGG is right? In the past, especially in the early game GGG listened most of any company, they asked Krip in the beta how to do certain things, etc and you say they know how to do it? They know based on feedback. So they have find middle ground here, that's why they removed this post from the news, cause another one will come in some time, hopefully with middle-ground balance.
3.15 was a joke. 3.19 was a disaster. Archnemesis/Ruthless/Crucible(Archnemesis 4.0?) - worst ideas. Ruthless is a joke, a waste of resources. PoE2(exilecon version) was super disappointing.
Last edited by vahu#5057 on Mar 13, 2021, 3:37:01 PM
why people recommend remove harvest from trade... not everyone play ssf or like play this way a game should give some freedom to players decide how they like play

if harvest is too op just get some craft and add to other league mechanics (there are plenty)
without harvest people will just go back to use builds with many uniques/ the 3-4 meta builds, and i am sure a lot will quit league earlier the harvest itself make me play more 3-4 weeks trying min max to get 5% dmg u dont really need do to the bosses but is a fun objetive
400 GET
Yep.. was expecting this CRAP!!!

Thanks GGG, we can always count on you to take away all the fun in the game - you know, this is not a job, someone shouldn't have to play 8h/day to be able to have a mid tier build that can do a decent end-game.

Can't wait for the new "balance" to MOM builds, we know it's coming, it's just to fun and can do end game on a decent budget so yeah you need to "balance" the shit out of it so we can have the opportunity of "exploring other powerful options" in the game ;).

Instead of ruining the game with every patch you should hire some devs to fix the god damn game client that crashes every 5 maps.

Just keep doing this GGG, let's see what happens to the player base ;).
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ValfaderTV wrote:
Harvest crafting was the only reason why I got interested in crafting to begin with. At the time I only had about 2500+ hours in the game and had never crafted as much as a potion before.
Deterministic crafting made it easier to understand how the complex system worked and allowed me to not have to rely on other people 100% for my end-game needs. With the end of Harvest and introduction of Heist I flat out skipped a league because it lacked the mechanics that kept me engaged with the game.

Now with Ritual adding a nerfed variant of Harvest crafting to the Core game I came back and find myself enjoying the game again, with only two complaints to add to its current implementation;
- too few storable crafts in the Horticrafting station, meaning that I had to waste a lot of the rare ones on nothing, and
- no real way to target harvest crafting other than a specific Atlas region (which I am fine with) and make items that are good for personal use or trading.

You attempt to solve the latter by making the garden encounters be tradable to some extent, while at the same time removing the deterministic part of Harvest crafting, thus rendering the entire system moot in my eyes. The fact that it was deterministic meant that you could get some of the rarer mods at a reasonable price (even now as you trade for it through TFT) instead of wasting tons of currency on pure RNG.

I know you love your casino/slot machine mentality, but this is something I personally cannot stand. I can't invest the time, effort and frankly find it completely un-fun in a game that's meant to entertain me.

In short; removing deterministic crafting - especially on already influenced items - will likely mean that I stop playing for several leagues or maybe even until PoE 2.0.

Sad news overall... :-(


So let me get this straight. You played from Betrayal to Harvest without the slightest clue how the 'complex' crafting system worked? Not even a simple bestiary flask craft? Come on dude - I don't believe that for a second and neither do you.

I think your problem is that you've invested more dollars than hours into this game (your choice btw) and you feel as though the developers must now cater to your specific needs and vision for the game. They owe you nothing and your supporter packs don't validate your opinion in any way, thankfully.
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demondisguise wrote:
So let me get this straight. You played from Betrayal to Harvest without the slightest clue how the 'complex' crafting system worked? Not even a simple bestiary flask craft? Come on dude - I don't believe that for a second and neither do you.

I think your problem is that you've invested more dollars than hours into this game (your choice btw) and you feel as though the developers must now cater to your specific needs and vision for the game. They owe you nothing and your supporter packs don't validate your opinion in any way, thankfully.


You misunderstand crafting with gambling. Beast flask craft and benchcraft are only real craft systems. Other are gamble, not craft (essence, fossils, slamming). In othe MMORPG craft is creating determenistic item with possible rolls (higher lower, probably present or missing one affix on item, but in general item is predictable). And the whole idea of crafting - prediction of the result. Show me any prediction of the result in POE crafting system even including Harvest? Answer - there is no prediction, so there is no crafting. You don't grind resources (fossils and essences are not resources, let's be honest, they are currency). So forget about craft word in PoE, there are gambles, determenistic or pure RNG.
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Zodrac wrote:
Well after reading the manifesto bout 3 times and some random posts from other players (reading through 300+ pages is a bit too much) i think they should have implemented currency costs of the harvest crafting itself


This is the worst idea ever. The problem itself is how everything is locked behind RNG layer. So 99.9% of the item dropped are useless and the chance of getting any currency worth to craft beside trading is like non existent for casual player. So unless the craft is the perfect craft and not RNG shit again, I could see it being "possible" but then again, most people wouldn't be able to pay the annul orb + exalt for every damn craft.

The trading system in this game is [Removed by Support]. 50% of the trader are AFK, 45% are scammer and price fixer and like 5% are actually going to answer.

Anyway, It was way more fun farming dock, Piety and Dominus in alpha/beta then it is now. Atleast, then you could do all content and farming the content you wanted. Now everything is blocked behind stupid and absurd exponential amount of RNG layer that it's just troublesome and annoying.

If player could just have fun in PoE instead of working like it's a damn job, PoE would be the bets game ever.

You should be able to level from delve ALONE without having to redo all the damn acts over with a new character. You shouldn't have to farm sulphite for delving. [Removed by Support]
Last edited by Lisa_GGG#0000 on Mar 14, 2021, 7:37:01 AM
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Zaraky wrote:
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Zodrac wrote:
Well after reading the manifesto bout 3 times and some random posts from other players (reading through 300+ pages is a bit too much) i think they should have implemented currency costs of the harvest crafting itself


This is the worst idea ever. The problem itself is how everything is locked behind RNG layer. So 99.9% of the item dropped are useless and the chance of getting any currency worth to craft beside trading is like non existent for casual player. So unless the craft is the perfect craft and not RNG shit again, I could see it being "possible" but then again, most people wouldn't be able to pay the annul orb + exalt for every damn craft.

The trading system in this game is total garbage and totally useless. 50% of the trader are AFK, 45% are scammer and price fixer and like 5% are actually going to answer.

Anyway, It was way more fun farming dock, Piety and Dominus in alpha/beta then it is now. Atleast, then you could do all content and farming the content you wanted. Now everything is blocked behind stupid and absurd exponential amount of RNG layer that it's just troublesome and annoying.

If player could just have fun in PoE instead of working like it's a damn job, PoE would be the bets game ever.

You should be able to level from delve ALONE without having to redo all the damn acts over with a new character. You shouldn't have to farm sulphite for delving. This is just retarded.

Oh well, Chris and GGG will listen to player and keep their eye shut and blind themselves to their stupid ideology.


Not only that, people who joined in the early 2010's we did because we though PoE will give us the free to create multiple different builds being able to clean the game, unlike Diablo where we were forced to play the builds the developers wanted.
WELL, 10 years have pass, and now PoE is the same or even worse crap than Diablo, because we MUST play the same 3 or 4 builds that can play the endgame lightly. Is freaking ridiculous.
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Oblachko_O wrote:
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demondisguise wrote:
So let me get this straight. You played from Betrayal to Harvest without the slightest clue how the 'complex' crafting system worked? Not even a simple bestiary flask craft? Come on dude - I don't believe that for a second and neither do you.

I think your problem is that you've invested more dollars than hours into this game (your choice btw) and you feel as though the developers must now cater to your specific needs and vision for the game. They owe you nothing and your supporter packs don't validate your opinion in any way, thankfully.


You misunderstand crafting with gambling. Beast flask craft and benchcraft are only real craft systems. Other are gamble, not craft (essence, fossils, slamming). In othe MMORPG craft is creating determenistic item with possible rolls (higher lower, probably present or missing one affix on item, but in general item is predictable). And the whole idea of crafting - prediction of the result. Show me any prediction of the result in POE crafting system even including Harvest? Answer - there is no prediction, so there is no crafting. You don't grind resources (fossils and essences are not resources, let's be honest, they are currency). So forget about craft word in PoE, there are gambles, determenistic or pure RNG.


I think you missed my point. Did you get to the word crafting and stop there? Because you sure seemed to focus on the word crafting and my post is not about crafting. Crafting crafting crafting.

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