What's wrong with deterministic crafting?

I disagree, there is a clear cut right and wrong here based on the objective facts of the subject. Its pretty clear to me there are fake, bad actors advocating for crafting power creep (more than there already is), selfish individuals who care about nothing more than indulging in themselves and their wants but then will turn around and wonder why the game is shit and soo boring. Parasites that ruin games, great example is World of Warcraft. This exact scenario has already played out in multiple games to know where it leads to when you cater to these people.

An action RPG where the majority of time is spent farming fucking eggs isnt fun. Why ? Because Harvest literally offers the best of everything, thats an objective fact. Theres no reason to complain about its current existence, in fact theres more negative connotations associated with it than positives.

Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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Tin_Foil_Hat wrote:


>Harvest is 100% free.
>No entry or exit cost.
>All craft usages are free.


Just like, I don't know, every other league, you have to kill mobs to receive your reward. For Blight it's oils, for Metamorph it's catalysts, etc. For Harvest, it's crafts. It's no more free for Harvest, than it is for every league.

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Tin_Foil_Hat wrote:

>Allows you to deterministically craft mods


Some few could be obtained deterministically. But most are weighted chances (AKA, RNG).

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Tin_Foil_Hat wrote:

>Has similar power to an Eternal Orb which was removed from the game for making crafting too easy


I wasn't playing by the time that was around, so I'll take your word for it.

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Tin_Foil_Hat wrote:

>Literally saves you money and is the most efficient means of obtaining gear in the game BY FAR.


The most efficient way of obtaining gear is trade. You just have to whisper someone and buy what you want. There's no process involved, no game mechanic interaction, no effort.
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QuiquePoE wrote:
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Tin_Foil_Hat wrote:


>Harvest is 100% free.
>No entry or exit cost.
>All craft usages are free.


Just like, I don't know, every other league, you have to kill mobs to receive your reward. For Blight it's oils, for Metamorph it's catalysts, etc. For Harvest, it's crafts. It's no more free for Harvest, than it is for every league.
No its not, thats a garbage comparison. No league mod does what harvest does, not even remotely close.

Look at all the mod roll weighting when using standard currency crafting. Depending on the mod you can be, on average, looking at 400-4k alterations. Thats not including augment orbs or regal orbs.

Look at the currency rates. I literally just broken this down a few pages ago but based off alterations alone youre looking at 400+ to see a specific roll, this value goes up depending on the modifier (like T1 Physical %). At a rate of around 4.5 Alterations PER CHAOS ORB, youre looking at an average of 88~ Chaos orbs in order to see that modifier roll (this goes up obviously based on the modifier. If it was T1 Physical youd be looking at an absurd rate comparatively). THATS NOT COUNTING the fact that in ideal situations you want a good augment AND a good regal, however in the correct scenario a good regal is good enough because you can scrub it.

Harvest cuts out a MASSIVE amount of RNG. By deterministically allow you to pick most modifiers, at NO COST OF CURRENCY TO YOU.

On top of this, you generally get anywhere from 3-5 potential rolls per seed, up to four total seeds. Thats 15-20 deterministic rolls with NO CURRENCY COST TO YOU.

Are you really going to sit here and use such shit logic when you can mathematically figure out the value of harvest by taking weightings, currency prices and comparing them ? I was being OVERLY generous when i said 30 chaos in value of Harvest crafts in a previous post just to be a little nice, in actuality, its potentially thousands of Chaos orbs in value per Harvest.

So riddle me this, youre saying its the "same" when it clearly isnt, then saying "it isnt the best way to get gear", when it VERY clearly is if you know how to craft ? Let me be very clear when saying this, MOST influence mods share mod pools with other influence mods which is why it is easy to deterministically craft them.

Hunter for example is life based on its prefixes. EVERY SINGLE INFLUENCE that you would want on a Hunters chest piece for a prefix can be used rolling the same Harvest life Modifier, just like EVERY SINGLE INFLUENCE suffix youd want can be rolled with a crit modifier Harvest.

Now, take into consideration once again the currency values, mod pool weights, etc i just gave you. The pure amount of currency you save by utilizing harvest correctly. Are we really going to sit here and pretend that "its the same as other leagues" and "the crafting cost is too expensive for meta crafting perfect pieces" when you save that kind of currency by using it ?

TLDR - You guys dont understand how strong Harvest actually is and the amount of pure currency saved by comparison of traditional methods you save by utilizing a free deterministic crafting method cutting out the large majority of RNG, while also complaining that its too expensive.

Its laughable.

Spoiler
I didnt even go into crafting Clusters/Abyssal or Jewels either.


Edit - They should remove harvest for a league and let people try to craft their items the traditional way. Maybe thatll put things into a better perspective for those complaining about the current state of harvest.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
Last edited by Tin_Foil_Hat#0111 on Jun 30, 2021, 7:58:31 PM
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csebal wrote:
I am wondering why some people feel the need to go around in circles. You all said your piece, what is the point in repeating it over and over again? It's not like you will convince the other party.

What most of you arguing here fail to realize is that there is no right or wrong answer to this question. Right or wrong here depends on the preferences of the one answering the question and as such it always will be subjective.

Which is why this is the ideal topic for the developers to tackle instead of the players to pointlessly mull about on.

- edit: ofc everyone should feel free to voice their opinion. What I find to be pointless is arguing with each other on who is right and who is wrong :)

With that said and since you all seem to be so fond of giving communication advice, here are a few tidbits of my own to chew on:

- We tend to attribute negative motivation/intent to those who suggest things that we do not like. After all, they suggested something that would harm us, so they surely must want to harm us.

Wrong. People are very rarely outright malicious. Most people are simply selfish, but even then their motives are usually pure, its just that the solution they see as the right one will inherently be one that fits their needs.

So when you respond to someone, keep in mind that they are not just out there to ruin your game. They want to improve it just as much as you do, its just that you see different solutions as good or right. Their intentions are nonetheless good. It is very easy to be condescending or hostile to someone who you assume is out there to harm you. Be careful to not respond with violence to someone who is just trying to help in their own way.

- When we feel strongly about something, it is hard to accept that the other party is not seeing it the same way. We want to convince them and we want to do so at all costs.

Wrong. You cannot always convince people. When you find yourself using the same arguments over and over in different variations, you must realize, that the discussion has reached its end point and there is nothing more to gain by repeating yourself.

It might sting to leave the argument undecided, you might even feel that you allow the other party "win" the argument by not responding, but in reality it is you who is winning, simply be saving yourself some time to devote to more meaningful things instead of running around in circles.

That's it for today.


Very good post :)

I'll take your advice. Thank you!
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csebal wrote:
What I find to be pointless is arguing with each other on who is right and who is wrong :)


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csebal wrote:
Wrong. You cannot always...


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csebal wrote:
Wrong. People are very rarely...


OK, dude.

Bring me some coffee and I'll bring you a smile.
Is there any reason why harvest crafts cannot be converted to drops.

Given the fact that there are complaints about bosses not dropping anything worthwhile, why not add crafts as drop to the end game boss pool. Gating them behind high level content makes farming bosses viable again and negates a lot of the arguments that have been made about harvest being broken.

I recognise that some may say that this will just further exacerbate the power imbalance between top end players and others, but if you are someone farming maven and the feared as opposed to alching and going yellow maps it doesn’t feel unreasonable to expect a power differential. Personally I am an alch and go person but I understand why top percentile players are pissed.
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csebal wrote:
I am wondering why some people feel the need to go around in circles. You all said your piece, what is the point in repeating it over and over again? It's not like you will convince the other party.


Hmm sometimes thats true, but earlier in the thread I learned a lot from Veennto's point of view, even though it was opposite of mine. In that instance, I was convinced that for their gameplay, the recent changes were a significant benefit.

All it takes is two rational people who can communicate clearly.

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Onecardtoomany wrote:
Is there any reason why harvest crafts cannot be converted to drops.

Given the fact that there are complaints about bosses not dropping anything worthwhile, why not add crafts as drop to the end game boss pool. Gating them behind high level content makes farming bosses viable again and negates a lot of the arguments that have been made about harvest being broken.

I recognise that some may say that this will just further exacerbate the power imbalance between top end players and others, but if you are someone farming maven and the feared as opposed to alching and going yellow maps it doesn’t feel unreasonable to expect a power differential. Personally I am an alch and go person but I understand why top percentile players are pissed.
Wouldnt be the worst idea but at the same time it is. A big reason why they cant create awesome, powerful, niche uniques these days is likely due to the fact of Harvest and Influence modifiers existing. It become very difficult to justify dropping rare slots these days due to them. Arguably this applies to Aisling unveil crafting as well, her unveils have insane power.

In order for GGG to introduce better uniques they either need to... Nerf Harvest/Influences, or buff monsters AGAIN. If they buff monsters again soo many builds which are already struggling are going to be dead in this DPS EHP Meta. That or they will gate those uniques by ridiculous drop rates or gating, which isnt ideal whatsoever. Chase uniques are fine but generally its an expectation that they add in cool new ones every league. That gets hard to do when crafting is as good as it is.

Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
Last edited by Tin_Foil_Hat#0111 on Jun 30, 2021, 8:08:23 PM
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Tin_Foil_Hat wrote:
Spoiler
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sofocle10000 wrote:


Those are hardly full of T1 affixes.

Some relevant items can be made "easier" (if you spam Harvest and go focused on that mainly), yet multiple T1 take both a lot more time and more investment.

You can say 50 EX is "pebbles" for an "experienced PoE player" that employs all tactics to amass those, yet somehow, all of the players "blaming" Harvest as an "all too powerful item editor" miss those 10 T1 ONLY items on their characters, heck, most even missed them during 3.13 or even initial Harvest.

TencentGGG simply have to GIVE A DAMN REASON TO RUN >T16 Delirious content with Aw 8/9, and that should be "deterministic crafting" as in running a damn T19 at Aw9 Harvest should reward you with those asininely rare mods like augments MORE OFTEN than seeing them on T5s or T10s.

You would instantly have a reason to run "high end game" content for "proper itemization"...

Heck, they could introduce even HIGHER TIERS by going +2 on watchstones for, gasp, T22, or heck, even higher like +3 for up to T25, if T19 became "too easy"...

The "PROPER ANSWER" to uncontrollable scaling for multipliers regarding damage would be "PROPER SCALING OF IN GAME DIFFICULTY VIA CONTENT"... Every "proper" game does that.

Why can't PoE do the same???

And still, the current iteration of Harvest completely misses the REAL PROBLEM of the community pulling resources together for "crafting" those "perfect" items, while making the experience excruciatingly painful for solo players - making the Harvest patches provide a couple of mods should be balanced by actual having the random 10 effects appear more often AT LEAST, if not outright ensure that those cool xxx% are linked with the amount of various outcomes you get - 120% should provide AT MIN 3 outcomes; 140% AT MIN 4, and so on...

And as I said, move the damn "rarer and more powerful" options to the ACTUALLY DIFFICULT CONTENT as A PROPER INCENTIVE for players TO RUN THAT CONTENT while also tightening the ilvl interval to craft mod interaction to 5 instead of 10...

And if trading those "Harvest crafts" is such a problem, just ADD THAT DAMN NEW AFFIX TO ITEMS TO PREVENT ANYONE, EXCEPT THE ORIGINAL OWNER/FIRST PLAYER THAT USED HARVEST ON AN ITEM, TO ADD FURTHER HARVEST MODS...

Mind blowing, right? /s

We all know "the technology isn't here yet"... /s
Thats the point, you dont need full T1 to make a retardedly good piece of gear so why do you guys think youre entitled to crafting 6T1 deterministically ?

You guys seem to forgetting that most of new T2 is old T1 and T0 is the step above that by elevating your influence mods which is also not needed. Also you seem to be completely ignoring the power of having 1) no mana cost, 2) Physical conversion )3 Phys Reduction 4) Fortify effect. You literally cannot build a beefier chest piece than those rolls. You dont have a chance in hell of getting a double aisling or even a single aisling with -mana cost. in a temp league. The only possible way this chest piece could be better is if i didnt whiff on the flat armour, but frankly thats irrelevant because of the other defense properties and T1 life.

The evasion chest piece has one of the most broken regen mods on it which has an incredibly rare weighting, especially dual or tri life. Again, highly unlikely to make in a temporary league but certainly possible but also not needed whatsoever. That mod stacks with the cluster jewel roll, giving an absolutely retarded amount of burst regen.

The items ive generated arent perfect gear, but theyre well past good enough. Ive created much better and have sold them.

Could i have two rolled influenced based that were elevated and awakened orbed ? Yeah, but why would i do that in a temporary league with time and currency constraints and an exponential cost increase ? Theres no reason to which is you individuals arguing about harvest dont know efficiency or how to craft.

Go on POE trade and find me a similar chest piece for either in ultimatum, look at how much a chest with near similar stats sells for, then compare it to the cost i spent to make it for free with harvest plus the prefix lock cost. Just the assassins garb alone with those two prefix rolls is multiple exalts because how rare it can be which setups it up for a %crit chance roll.

You guys literally have zero arguments against mine. Mirror worthy rares dont belong in temp leagues unless you play a stupid amount of time, period.

TLDR - Certain community members have "give me" syndrome.


OK, so talking about min-maxing devolved to "good enough". Will remember that...

It's not a question of the quality of the "good enough" items that can be hit in 50 EX, or 150 EX if you really are unlucky and RNG "HATES YOU"...

It's actually the problem that PoE has regarding properly implementing ANY mechanic and balancing it.

We all remember GGG's stance back in the day that level 100 "would be hit in years"... They overvalued their difficulty and implementation and were dazzled when it was hit in merely MONTHS. They went and conceded their stance, but didn't address the problem properly, and instead of MAKING 100 a LEGIT CHASE GOAL that can be obtained via HIGH END GAME content in a "timely manner" or having it obtainable via easier content in years, they lost confidence in their capacity to balance and provided more and more "cheat ways" that overly reward "easier than intended content"...

Just like their "sublime", yet inexistent capability regarding balancing multipliers, no other game has the same system of additive and multiplicative PITAs, and while "FUN" in PoE, it also keeps the game in a "broken state" BECAUSE OF TENCENTGGG'S INABILITY TO ALSO IMPLEMENT PROPER DIMINISHING RETURNS PAST A SOFT POINT.

Why would we expect "deterministic crafting" to be different???

Harvest was, and still is OP. It's not about that. It's about making the Harvest system more convoluted and time consuming than it should have been in a PROPER IMPLEMENTATION where TencentGGG should have simply INTERLINKED DIFFICULTY AND REWARD RATIOS, like any sane game does...

That is the main aspect ANY OTHER GAME DOES BETTER, it pushes it's players to EVOLVE AND IMPROVE OVER TIME. That's missing in PoE, due to TencentGGG stubbornness and "know it better" attitude...

Harvest could, and should be improved, but they're afraid of doing just that, because they didn't made their mind about the best way to acquisition an "end game" item.

Ideally, you should grind for that base, grab and improve it to the point where you either use it yourself versus said "high end game" content or simply trade it for a different or even a more powerful item (via converting it to raw currency)...

But that should always start with you PLAYING THE DAMN GAME VERSUS THE END GAME CONTENT, not simply bypassing it ALL with the help of TRADE AND/OR CRAFTING...

THAT IS THE CORE PROBLEM TO BE ADDRESSED...

Afterwards, they can set the limits of the "deterministic crafting" systems in the game. Remember, bench crafts don't apply above T3 mods for that reason => they are GUARANTEED CERTAIN OUTCOMES, compared to the RNG GAMBLING CRAFTS OF HARVEST that require you to lock and reroll until satisfied with an outcome...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on Jul 1, 2021, 1:46:56 PM
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Tin_Foil_Hat wrote:
I disagree, there is a clear cut right and wrong here based on the objective facts of the subject.


That's also a communication strategy in an argument: Be so far out on one side of the argument that any "agreement" must be lopsided to your side of the argument.

In any case, can you tell me just one thing:

In what way, if any, is using Harvest crafts (that you have to find) for crafting more or less "free" than using Exalted Orbs (that you have to find) for crafting?
Remove Horticrafting station storage limit.

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