Development Manifesto: Harvest Crafting
I wasn't here before Harvest change, but I am still yet to find an augment, do they really exist? Or are they a myth?
Every time I find a Harvest everything is reforge, reforge, reforge... Pff, who even plays Standard?
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For those reforge, i rather like the game just drop related fossil, which can trade . It is not that "deterministic " anymore by giving at least one mod, so that 10 storage limitation and hard to trade no longer valid as a handicap to a not powerful crafting mechanic
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GGG is right about one thing, the way harvest was before (from my understanding) it really made gambling with orbs and other systems obsolete (kinda).
But here's the thing, the way harvest was, that's what I call Crafting, whatever we do with orbs or other systems is pretty much gambling. Sorry but, there's way too much RNG in these systems for them to be considered crafting. As for the Discord TFT, congrats (I guess), I presume people have now started to make even more use of it. So I guess what a lot of people say about theses systems being made for the top 1% is correct, us in the bottom have to deal with the terrible trading system in order to get good gear. Pff, who even plays Standard?
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Please revert the Harvest changes. It's so depressing. You made the current system into what's basically a slightly better system than chaos spamming, but then relying on having "prefix/suffix cannot be changed", you can at most guarantee only a couple of mods this way and you can't even use it on influenced items either. Making the Maven's Orb, what's supposed to a good drop, pretty much useless based on its current price across all leagues. The veiled system you put in place is just a band aid for this and it barely solves the problem too.
How submissive does your audience have to be, that some of them even think this is a reasonable change and probably even people in your office are telling themselves that this was balanced properly. Yet you can't give any reasons as to why the original Harvest system couldn't work if you made the items untradeable or literally any of the other solutions people offered on this manifesto. And to think, the Harvest removal was only one part of the fun being removed, end game also made into something less people look forward to. Anything in the game that has even a slightly OP interaction, your gut instinct is just to remove. Look for yourself what happened to Harvest, Delve, Delirium, Beastiary, it's like you looked at what content people in the late stages of the game enjoy doing and thought, how can we make it as monotonous as the rest of the content that people don't bother with? It's even more damaging when you do this to people years down the line when they get used to the system, but you just now decide it needs a change. This doesn't promote any new variety gameplay, it just makes the content people used to like more dull and unworth doing. I tried the 3.14 Harvest with an open mind, I really did, but it's just not worth bothering with anymore. Sure some on here will be satisfied with being able to craft only one or two mods deterministically at best after way more layers of RNG, but at that point, you're as likely picking up an item from the ground with well rolled mods that you need for your build, which doesn't happen either, and the trade system doesn't help this anyway. So the gear you actually need to have a good experience with the game is once again gated behind the people who play this game non stop every day. Running around with a character who can barely do the end game bosses without using all of the portals, that's not fun. And that's if you're playing the meta, good luck with anything that's subpar of a build, that's not possible anymore. And it likely won’t be possible again in the future because I don’t see the devs keeping any interactions that are even slightly powerful based on their track record. |
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" funny thing that harvest casino was still RNG-based. it was very common that you needed to hit 1/16 then 1/20 and again something like that, to do that really powerful item, and ivest tons of currency. if we look more deeply, it was less rng "crafting", but still big rng and good gear piece (one piece!) still needed dozens and dozens of exalts to get. so as i see it, its a big nerf to players levels of power, while keeping all content difficulty the same. and, i must admit, i didnt craft much, i still prefered to buy directly on trade, but the items costed way, way less. i wasnt able to stand harvest crafting even in its previous form because of extremely annoying tedious Discord trading which i just cant stand even more than usual trade. "crafting" in this game aka spinning the wheel is a tedious and extremely bad process, i want to find endgame items on the ground, directly. but this is, as we know, nearly or completely impossible. i played a few days in ultimatum and i understood that the game, overall, is not satisfying me anymore, and its not just crafting, its also the new atlas = several levels of chores just to prolong the process, and im not seeing the purpose of this even retention-wise, like, just watch Legion (old shaper vs elder atlas) player retention, it was even better then new sirus and then maven atlases. these chores should be eliminated. dead game bring back 3.13 Last edited by Tainted_Fate on Jul 8, 2021, 4:08:51 AM
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Uninstalled. Good Luck! Last edited by meilan77 on Jul 15, 2021, 11:44:42 AM
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cool but nobody asked
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GGG. please remove harvest entirely if you want a stop with power creep /s
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Now i show on the trade items with 6 or more really good mods. No waste mod, no more random.
These items are all crafted with Harvest crafting and cost 300ex to 1 mirror. There is really 2 worlds in poe : casual players and maximised pro players. Harvest have enlarged the gulf between thems. |
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I still think you went a little overboard with the nerfs.
Last „Augment X“ or „remove non-X add X“ I saw was during Ritual league... |