Development Manifesto: Harvest Crafting

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Tygerlilly wrote:
News flash: Pain is not enjoyable, nor is it fun.


Indeed, so sad to see this mess getting thrown at us. I have fun with deterministic crafting and have to manage my sparse time carefully on this game. I dislike gambling and have no ambition to blindly throw chaos or exalts on anything.
GGG you see these supporter titles? Yeah, its staying that way, forever. Im done supporting your game.
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Anointedone wrote:
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Harvest should not allow targetable influence crafting. DON'T remove the tags and add tags to those influence mods that had them removed but prevent harvest from rolling influence mods with augment and remove/add crafts.
This fixes the issues GGG has with the system. Fossils would be required for initially targeting one or multiple influence mods on an item including for the purpose of maven orb crafting. Exalts would be required for attempting to 'fix' maven orbs removing one of the desirable influence mods on an item in high end crafting.
The more 'basic' mod pool should be targetable with harvest crafting while retaining the risk of targeting influence mods with annuls or remove/add crafts. This gives a greater layer of difficulty when crafting top tier items but allows players to craft their basic non-influence stats to make their build function on a basic level.


Maven orb has a function? Check
High end items are more difficult to craft? Check
Basic leveling and early endgame items can be crafted? Check
Harvest remains relevant and powerful? Check
Exalts have a function? Check
Fossils have a function? Check
Fun? Check


Oh and of course:
REMOVE SPLIT BEASTS!
The only thing that isn't accurate about your post is "High end items are more difficult to craft".

What most people, including GGG don't seem to understand is: even with Harvest crafting, high end items WERE extremely difficult to craft. Harvest just made them a bit more reasonable down from downright impossible. I encourage everyone INCLUDING GGG to watch Pathofmaths video on the statistics of making items before and after. Sadly, GGG is so disconnected from their player base, they probably don't even know who he his.


The issue is that 'perfect' items ARE too common. Sure, the chances are low as the guy says in the video but the whole point of the game is not to have 'perfect' gear but to have items that are functional but not quite perfect except for some very rare and lucky occasions. This means that 'mirror tier' actually means what it used to mean. Insane luck or insane investment.
Years ago, mirror prices stayed stable throughout the league as mirror tier items were so rare whereas now, demand creeps up as perfect gear is more easily crafted while mirrors continue to be as rare as previously. Sure, you can obtain mirrors from more sources now than ever before but the same is exponentially true for mirror tier items.

PathofMath goes and shows mirror tier items on the trade site in huge quantities and makes the point that they are rare... but items which exist in such large quantities just are not rare.
If these items were REQUIRED to make a build work, you might have a point but they are just a way to push a few % more damage out of a build that is ALREADY destroying bosses before boss mechanics can take place. That's really not something most people are interested in in reality.
Last edited by Incarcerated on Mar 14, 2021, 6:46:32 PM
GGG, you created "Community Designed Divination Card - Poll"

It would be amazing if you had created like 10 Polls for Harvest Mechanics, so you could have real data about what the PoE players think.

Even if you didn't use the data after the poll was over, you, at least would have the data available to make decisions, instead of just assume that you know what everyone feel is fun and exciting.

It is your game and you do what you want to do. But, are you creating the game for you to play or for us to play it?
“There are only two ways to live your life. One is as though nothing is a miracle. The other is as though everything is a miracle.”
― Albert Einstein
The best of harvest is that you can make a plan for your build and make many builds viable. I had so much fun making multiple characters and finally changing from the same meta each league. Bought many mtx for every character because was fun to play. Now i regreat it.

I don't want POE to turn into another "full time job" to get enough currency for crafting and then let me down because it's another "casino".
Sincerely and with all due respect, blessed moton of shit you are releasing regarding harvest and its new nerfs, the crafting that you brag so much about are extremely rare and random since it was implemented there are modifiers that I have not seen even in paint, the probability of getting specific crafting It is ridiculously low without counting, the amount of maps that you have to farm in order to obtain useful crafting, likewise the use of it does not ensure an improvement of the item, only a random variant of it, for more annoying only those players with a very base A wide range of materials can access the massive purchase of crafts to make "almost perfect" items, something that no average player can afford, the only incentive that many other players have for me is to be able to improve through farming and trading the power to elaborate objects to to be able to face the content of the game that sometimes is far above the possibilities of an average player, sincere It is very sad that something good is sent to shit simply by those players with an extremely high base of currenci absurd
Hey guys,

great idea to do this GGG, the best thing that has done since the beta imo. Because it will only affect the majority of players and not the somewhat wealthy, which includes me



What surprises me is this overconfidence with which GGG seems to play away his player favor again and again.

I mean let's take a look at the facts:

What happened:
03/2020 Launch Delirium: by far the most successful League launch in POE history in total players (not average!) up to that point. Of course, I can only use the data on Steamcharts (probably about 50% of the players play via the Steam Launcher, so already relatively valid numbers). Average players 42,332 // Peak players 132,508

In my opinion, GGG presented itself quite cocky during this time, even quite overwhelmed by its own successes. Which was perfectly ok.

But even during the League there were reports of several bans and a even a whole wave of it. During the league there were hard nerfs (novelty!) of the game mechanics. Even after the league, there were still hard nerfs.

06/2020 Launch Harvest: 125,432 Players at peak, but only 30,079 on average, which was the worst League start since 09/2019 in terms of average players.

09/2020 Launch Heist. Another churn of the playerbase. Peak 121,595 and on average a respectful 32,050. Good idea, unfortunately poorly implemented. Very buggy to say at least (This video nails it https://www.reddit.com/r/pathofexile/comments/j3ly51/shocking_interview_with_a_ggg_employee/ < See the part with the buff of the talismans ... :)

The slap of the players then came in December, the 4th month with the races and so ... on average 12,697 and also at the peak 36,730 the worst numbers for more than a year!

Then of course there were gifts from GGG to the gamers with good content (heist went core and harvest is back!), formally as if they had concerns. This was also rewarded with the most successful League start ever. Peak 157,091 and average 47,685.6. On average, only the 06/2019 was just better with 48,491.

What is historical: this League has the lowest player bounce rate in POE EVER!!!! With only a minus of -1.61% in the second month. You have to think about what that means. Player love to play the game like it is right now, they come back to play. Thats crazy!

But hey, what happens. The old familiar overconfidence is back:

"What? They like our game?"
"What? They are looking forward to playing POE and can't wait to play again"?
"This can't be happening, we want a game that fewer players like better".

It's a bit like the story of Rumeplstiltskin, who could only ever harm himself ....

Here is another very fitting video of the same guy above just for the upcoming nerfs https://www.youtube.com/watch?v=dySV2sJxshk

I mean, which businessman would torpedo a successful business model himself? If I was the boss, I would ban that guy instead of the players. :-)

Conclusion: I don't care, I'm 500 ex in my build and still have the above-mentioned currency and just don't want to make more. We quite wealthy, not the richest but we are doing ok i guess, players does not hit that nerfs and GGG knows that.

Just my two perandus coins here guys!

Cordially greetings
@Banned_for_using_AHK thanks for the good post. I like it because you bring some numbers to the table, and not just assumptions without any foundation.
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
A necessary patch, and well explained why needed, for those who dont want to understand. Good job
Man I just had a crazy thought... not sure of how it would be implemented. But what if after you harvest crafted something it became bound to the account. But the Oshabi fight in the Sacred Grove could have a chance to drop an Oshabi's Orb that can remove the account binding from an item. Ya know?

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