Development Manifesto: Harvest Crafting
RIP Harvest, again. . . . . .
Curiosity is followed by ambition. Ambition, is followed by madness.
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" hey mr "i am old enough to be an avid D2 player", i bought D2 in the week it came out, and played it for years, as well as i bought D3 collectors edition and played it for years also. PoE is a good game, much better than D3, but getting far and far from a true D2 experience. So don't try to act the super expert here just because you spent a BIG buck on this game. It is getting trashier, constantly going against the majority will, with a worst graphic engine, worst mechanics (ritual mechanic is a joke...), etc... And about other of your comments, if there are as many players happy with this changes as the ones that disagree, why is it that 90%+ of the ones commenting here are angry at this changes? |
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this shouldve been done this league..but good shit ggg i like this
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I am a fucked up streamer and won 36 scam boxes. Kill the harvest I have another 50 years to make my item.
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This was the only mechanic that kept me playing consistently for more than a month thanks to the deterministic goals I could set for myself and actually achieve. I finally had a taste of that player interaction that's supposedly the reason we aren't allowed to have an auction house, with players regularly adding me as friends to act as a trusted horticraft trader.
Even my busy irl friends were hooked enough to play for more than a week because they enjoyed the deterministic style of harvest crafting. According to the steam charts, this league has had the some of the highest retention ever. I can't imagine that the atlas trees were a bigger contributor to this retention than the horticrafting that gives people the ability to incrementally improve their character. Without buffs to other areas (improving the chance of the sacred garden spawning while nerfing the horticrafts themselves is not really a buff) and other forms of crafting , this change is really a step in the wrong direction. |
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Thank you!
I am happy that you've addressed the glaringly overpowered Harvest crafting. The steps seem good too - Augments and Re/add remain for use for rare items, but making super strong influenced items isn't as easy. Now I have hopes that endgame crafting is no longer a lost cause. |
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" Agree 100 % with you there |
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I would say that while harvest may be more deterministic than you want, the real problem here is how garbage crafting outside of harvest is.
The solution isn't to bring harvest down to that level. It's to bring both systems to the middle ground. |
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So wait, you mention discord and then do NOTHING to fix that whole problem? Which as a non 0.001%er that was THE BIGGEST issue for me, worrying about scams having to camp a bloody discord. Spent 4 weeks hunting harvests to craft a staff that is still not done but it's too quick of a system? Skcloudy a 1%er spent ~300ex on a perfect dagger but I guess that didn't take long enough nor did it cost enough for someone to do something most people will never dream of but aight, Not a good play gents...
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