Does anyone actually enjoy the harvest crafting mechanic?

I'm not talking about the power of the results you can get, I'm purely talking about the activity of reading the many, many various crafting options and rolling the dice.

I personally find killing monsters to be a lot more fun than sifting through menus and pulling a slot machine lever.


EDIT: Come on guys, I'm not talking about the rewards or the power given. I'm purely talking about the activity of reading through the crafting menus and spamming the craft button. Boring as heck.
Last edited by KZA#6416 on Dec 19, 2021, 12:56:37 AM
Last bumped on Dec 19, 2021, 5:51:36 PM
Which crafting option in PoE do you prefer over Harvest?

Even if you control for the power of the results, what is more fun? Spamming chaos?

If you dont have something better, then it sounds like you dont like crafting, not just Harvest?



For what its worth, I think if you got to build modifiers than influenced your drop pool (more phys mods, more defense mods, more resist mods), that would be more fun. Somehow if you could invest resources into influencing the type and quality of your own drops, that would be better.
Last edited by trixxar#2360 on Dec 6, 2021, 9:46:00 PM
I always found actually engaging with Harvest so clunky that I don't usually bother.
We tested it extensively
Any other method of crafting is far more enjoyable.

Using currency, using fossils, essences, heck... even using beasts is more fun than harvest. F**k that shit.

In saying that, Harvest WAS fun back when it was fully functional, because you could actually do cool things with it. But let's not go there for the millionth time.

The only time I actually go to the Sacred Grove now is when I need a resistance change on a piece of gear... but even then, simply paying someone on TFT is a far better experience than trying to farm for it.
Last edited by brunowa#6253 on Dec 6, 2021, 10:09:37 PM
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trixxar wrote:
For what its worth, I think if you got to build modifiers than influenced your drop pool (more phys mods, more defense mods, more resist mods), that would be more fun. Somehow if you could invest resources into influencing the type and quality of your own drops, that would be better.


Such a nice idea.
I doubt it. I think the whole point of enjoying Harvest was blowing through 4-6 super powerful phys rolls and just looking for the next one.

All the other cruft involved was a hard pass. If you took out those mods and just put them in the world and deleted the rest of Harvest nobody would care.

It's exactly the same with Heist. 90% cruft, 10% enjoyment.
After GGG nerfed it to the ground post 3.13. I never saw a T4 seed/boss
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not really, it slows down your mapping and has some of the worst mobs in the game. But I'll always go in there and do the ones I want to do. They were kind of dumb to get rid of such an addicting mechanic that keeps people playing all league, tbh.
Current Harvest experience
1/ Spawn Rate
Decent, consider how many craft it gives per harvest, the spawn rate is good. You probably at least have 15 Reforge X and many assorted craft

2/ Mapping experience
Terrible, you have to pause and lose all your timed buff just to deal with it. If you go in and out to buy material for crafting, you might run out of portal or risk server instance and not allow you to go back into the map.

3/ Monster in Harvest
Terrible, many Harvest monster are dangerous, and you cannot really tell which is which just from the look of the seed. It is especially bad for hardcore.

4/ Storage
Terrible, there are too many useful craft that are worth keeping, but storage is too limited even at 15 slot

5/ Managing
Terrible, craft that drops an item to the ground are not usable from hideout. It will take up a slot until you find the next harvest. I kind of wanted harvest to be a separated area like delve or Tane area

6/ Boss fight
Meh~~ the fight is alright, spawn rate is extremely low though

MY HOT TAKE
I want harvest to be like delve/Tane lab. You encounter the garden to gather juice. Then you visit a separated area for the garden, feed the juice to garden and it spawn two plant to choose from (just like right now). Choose one and the other wither, fight, craft. Feed juice again to spawn new plant.

Pro:
- During mapping, you only need to click the harvest pot for juice instead of stopping.
- A separated harvest area does not affect the current spawn rate, and you still have to interact with core POE mapping gameplay for harvest juice.
- Best part is that you get to craft when you want to craft instead of in the middle of mapping.
- We can create a separated harvest station in that separated garden to alter the harvest experience, such as "increase max juice storage", "improve harvest outcome", or other fun stuff like "higher chance for X related craft"

Con:
- Harvest juice distribution will be too amazing for party play if it works like sulphite.
- As going in and out of these separated area will be considered a new instance, meta crafting or going in and out to buy material will become more annoying.
- Harvest monster will become relatively weak as they do not have map mod in the separated area.
No. Worst part is your mapping at 100 MPH and gotta stop and cra6t. Total buzz kill. If they gave unlimited storage would be ok. I dont like these mechanics that interrupts high speed farming. This including berayl, expedition, and harvest. Only one I can boycott is expidition.
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