Development Manifesto: Harvest Crafting

Exactly what happened to fossil crafting. It seems like giving access to good items to the average player is really what's against your design philosophy. I get that Harvest is OP if you're in a trade league using services etc. but yet again, SSF gets sideswiped by a nerf to a way to get items worth being excited over before the last few weeks of a league.

Terrible balance decision around a handful of players who play the game as/like a job and feel the need to compulsively use trade league services/complain because they want to be the only ones with access to high end gear. If this nerf came alongside smart loot, I could maybe understand. Frankly, picking up and IDing a billion items that are all trash, and "crafting" by alt/chaos spamming and then exa/annul gambling is mindless, boring and frustrating. Fix the real problem please.
Ok GGG, TYGL. Harvest was great, and I just can not allow myself to return back to this RNGfest.

You have shown me that I am worthy of some fun, of some achievable target, of some plan-act-check gameplay in this FOR GOD'S SAKE SINGLEPLAYER GAME. Now you are taking this away, so don't forget your executables, please.

You have opened Pandora's Box, it is too late to close it back. I wish I'm wrong and it will not become the beginning of the end, but anyway I'm not interested anymore, so GL, but not HF(we are not allowed, so why should you?).
Why touch something that already works well? Better remove HH from the game.
Don't think this will be a good move, you got a lot of support from new players this league and also SSF player base. But I guess the guys who want to play trade all day will be very happy that they can now make even more currency than the 100 mirrors they already got this league. IMO they should keep harvest the same and remove the ability to trade harvest. I enjoyed running harvest to improve my items and remove bad rolls on my items. Even then it took me countless hours I play 8+ a day, and now you want to make it even more harder, why?
Last edited by momonami5 on Mar 10, 2021, 6:50:51 PM
Sad loss but i agree with the changes,
hated how tedious it was to trade on TFT anyway.
Cool change on the oshabi fight as well.

Harvest is still fine, you can still make great items with the chaos crafts coupled with benchcrafting. We get less of those crafts but harvest portal has increased chance to spawn so it probably averages out to the same amount over time but with more stuff to kill.

You don't need any of these mirror items to clear the endgame, it has never been a requirement, just luxury stuff to make your character flashy and extend the playtime for people who love to min max their gear. The only difference is that the top people wont pulverise anything in the game with mirror tier items on each slot after 2 weeks.
I understand the philosophy, but I'm unclear what this solution is trying to solve. The top 1%, which is who this whole manifesto is really about, will print near perfect items every league, regardless.
ya hochu pizzi
As anyone can see if they looked into my chars, I certainly made ALOT of use of Harvest duing it's own league and now in Ritual and may be seen as "part of the problem". So full disclosure, I was heavily surprised to which level harvest got implimented in Ritual with that power intact, fully expecting that I basically would have acces to the 100% exact same level of power using discord. Surely the prices of crafts went up, but so did the profit of those which I sold and I just went back to how many crafts you could farm up, just like in Harvest.

As much as I may seem harsh: Using rarity as a balancing act was so super obviously not going to work out AND be to the detriment of the casual players, I am mindboggled this got by any discussion of adult peeople. The only thing rarity balacing would be able to do is making harvest crafting to expensive to use if you dont use a competetive farming stategy. In theory if you made crafts rare enough you would push the game in a direction where every farming strategy besides maxing out on farming crafts would be "non-viable". That ofc didnt happen to that extend, but it should show how obviously flawed that attempt already was.

I have to make this as clear to make it crystal clear i am certainly in favour of taking away power from harvest and I would have never put harvest back in the ritual state and piss off even more players that now got to see harvest crafting, because alot didnt before with how embarassingly bad the early starge of garden setup in harvest league was for the average player. GGG basically let people take another peek at what the game looks like when it is "fun" for them and fuck it over again....yeah that will work out GREAT for your bottom line....


But when I look at those changes, they seem..super confused.

"
Previously, every seed in a patch granted an instance of that seed's craft. Now, only some of the seeds do (so you're getting far fewer of the crafts that were overwhelming people with their quantity). Higher-tier seeds are closer to the 1:1 ratio from before.


"
The chance of encountering a portal to the Sacred Grove in a map has been increased by 60%.


????????????

So you are telling me I will, by nature of rng, clear a seedfield and see like 2 trash crafts which obv will take me "less time away" from mapping, but since the encounter rate will be much higher it ends up being roughly the same just with some ridiclous stupid rng events that will feel like an entire waste of time. Who is gonna bet we see day 1 of the next league screenshots popping up of a sacred grove with just 1-2 fields and the person got like 3 crafts total?! It actually feels like satire to adress the least severe issue. Yeah encountering harvest and it taking you totaly out of the "mapping" experience was not perfect, but as much as some on reddit cryed about it, alot didnt bother and were just happy to do stuff. Either way someone really has to explain to me how a more often occuring negative experience is not creating a new, worse problem?

Like this change is baffling. So I will open up a field with critical strike modifier seeds and will time and time again literally do not see any crit craft. HOW did anyone thing this is acceptable design?


"
Some mods that had overly-deterministic behaviour have been removed. These include all annulment mods (other than the ones that remove a mod that isn't of a specific type before adding one of that type), and all type-specific divine mods.


See THAT is actually something I can get behind. I always said the one thing that is to strong with harvest are target annuls. This mechnaic was basically WAY stronger then Eternal Orbs in most cases (some few cases Eternal orbs would be irreplaceable still to be "secure", but most of the time target annuls SHIT on the power of Eternal orbs) and that got removed for imho good reason. Not sure if the target divines were such a big issue, I am still using a decent amount of divine orbs and they are decently worthy, but whatever. Wont be the end of the world.

"


Crafts that add mods of specific types (like Physical Modifiers, for example) to items can now only be applied to non-influenced items, except for the existing mod that applies an influenced mod to an influenced item.


Yeah that goes way to far. What this actually reads as is:
a) You could now "perf craft" your random life/res gear that will be only a few C after 1 week without harvest even existing. It basically does barely anything meaningful but any build will get WAY stronger with subpar items with 1 influence mod then with perf 2014 items. It might be kinda nice to buy that ring phys phys, life and 2 good res and put on good chaos res now (which would still be a costly item for a while), but again you run into the same problem: Why bother if the way worse rolled ring with assasins mark on hit makes your char better in the end. The big problem is the timeframe in which harvest is useful here is very small for the average player. Early league you will not have the founds/crafts to bother with that super good non-influence item and by the time you progressed further and have more curency, you outgrow the use of those rares mostly (I mean hte life/res stygian vise will be nice, but honestly thats barely the only itemslot without common more impactful influnece mods).

b) The 1% is alowed to craft their super perf 1 influence mods itemm in some cases. Like I could craft that 5 t1 ring and put an warlord orb on it for..dunno flamabiity and use remove/add influence to get the mod, something only the top 1 will be able to afford. Lets look ahead for the R/A influence for 20 ex and the perfect curse on hit ring while the normal player will now have the same "okay ish" influenced rings they had with or without harvest.

While people were bitching about harvest being mostly for the top 1% and the discord users etc, the SOLUTION to that problem NERFS it into a BIGGER divide?!

It is not entire clear if the Reforge Keep Prefix/Suffix craft would still work on influended items (the description doesnt rule it out but we certainly dont have all the information), but if it works I already can predict the crafting meta: Awaken orb 2 suffix or prefix and use a ridiclous amount of those Reforges, which STILL will give all the power to the tft. I mean yeah ofc people organising themself will always have an advantage, but when you limit the usage of harvest that hard it basically reads as an invitation to gather up, so it doesnt become entirely useless.

I really looking foward having harvest be mostly useless and seeing remove/add infleunce for 20 ex on discord and Reforge Keep prefix for 2 ex a try because they will be basically the only impactful parts for crafting.


Getting harvest more often to...find what? Some Essence exchange (they are nice but ..nothing special) and like even getting alot of diffrent remove, augments etc crafts all will be useless to me outside of maybe selling them because after week 1 most items want to be uniques or influenced items. Like I could literally not use a singel craft now on my gear besides....4 jewels?

I mean I will see me crafting my perf belts and slamming some conq orbs and selling the "misses" over and over again because Remove/add infleunce will get so expensive it will be cheaper to craft an entire 5t1 affixes belt again, but is that really the solution?!
GGG seems to think so
"
his 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."

Well reality will be I will be just annoyed and the 99% of the other players will just buy my "left overs" and just hate how they still cannot craft for themself.



Also for a manifesto imho there are 2 very crucial infomation missing. The first is related to
"
The Heart of the Grove encounter is now a map fragment that sometimes drops from Tier 4 Harvest bosses, instead of randomly appearing in place of a normal Harvest grove. This allows you to trade the encounter if you don't feel up to it, and it means that finding The Heart of the Grove when you are in a map with difficult mods doesn't lead to an impossible encounter.


This addresses only half the concerns the playerbase has with the fight. HER REWARDS SUCK. Like are there some meaningful buffs to some or at least 1 of her uniques? Will she drop craft or anything? Because now she will end up more rare then before. Just imagine how the casual player, when he isnt unlucky on the fragment drops, will see 1 Oshabi per league and then she drops a 1c unique and 2 lures. GG!!!!!!!!!! fuck yeah that will make those people happy


And I even went for STRG+f to tripple check: Zero words about the Horticraft limit. Do you really have the audacity to cripple harvest AND keep this limit up to double down people have to use disord because I cannot ever spare space to save up some "exchange res" crafts or enchantments for Weapons etc?


This needs work. Your plan is not acceptable and I am in FAVOUR of a meaningful nerf. I am going along with removing targeted Annuls. Just fucking limit the outcome of augment and Remove/add crafts to T3 on influenced items. Maybe t4 is you want to be super save. Making harvest mostly unable to meaningful interact with influenced items is a joke of an idea and just as misguided as the implementation was in Ritual.





Last edited by xardas149 on Mar 10, 2021, 6:59:20 PM
Sadge

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