Harvest Highlights the Weakness in the Current Mod Tag System & Why We Need Ingame Tag Info

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I believe we need in game information on mod tags, be it through alt item info or an information page listing mods and tags.

It's likely that some of the tagging also needs cleaning up due to inconsistencies and examples of mod tags not making sense.

PoEDB has managed to carry the burden well enough through Fossil crafting but Harvest really highlights some of the shortcomings of the current mod tagging system.


Example A: Unobvious tagging.

You go to remove strength with "remove non-attack modifier" from an axe that seemingly only has attack modifiers. It removes Impale effect.

PoEDB Lists impale effect as physical with attack listed in blue text (which I've been told is for metamodding). I think most people would assume Impale is an attack mod. This example would be solved with alt-item-text mod tags.


Example B: Inconsistent & Confusing Tagging

What is a physical modifier?

Bleed? Nope

How about Physical Damage? Nope

Some like Bleed, fair enough maybe, though I do think it's confusing. The cullingstrike/physical damage not being physical seems like an inconsistency.



I think when this tagging system was only behind the scenes and we couldn't interact with it directly it wasn't a problem. But more and more mod tags are a player-facing system and will definitely need some attention.

An option to enable mod tags in the hold-alt-text for items would help a lot. Info page in game with a full list would be even better. It'll also likely need some cleaning up for inconsistencies and logic.

Freaking loving the Harvest crafting aside from this, harvested 30 gardens yesterday and had a blast with something like 5 augments and a dozen remove/adds. Never have I been more enthused to invent reasons to craft items. A few changes to the mod tagging and communication would make all the difference in avoiding horrible feelsbad moments like I had yesterday removing impale from my axe.


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It doesn't help the changes to mod tags are not listed in patch notes 95% of the time.

Crusader Explody chest prefix caster tag to physical tag in 3.10

Hunter Tailwind boots suffix no tag to speed tag in 3.10, then crit tag added in 3.11

Also there is a case of mid league change.

patch 3.9.2c

Fixed a bug where Conqueror's Exalted Orbs didn't respect the "Cannot roll Caster Modifiers" and "Cannot roll Attack Modifiers" modifiers.

They didn't mention anything about mod tag changes, but ~300 tags across the board were changed in this patch (click "Load diff" on RePoE/data/mod_types.json)

Some people lost a huge money over this.


Credit:- https://www.reddit.com/r/pathofexile/comments/hkv7z5/harvest_highlights_the_weakness_in_the_current/
Last bumped on Jul 4, 2020, 4:33:43 PM
Yea, it's not great. Harvest is really highlighting the weakness in basically every item system of PoE. It's just too random if 100+ targets rolls just yields basically nothing that a 1 alch unique couldn't do better.
Yes.

As A LOT of other stuff/things/information, this should absolutley be available in-game.
Bring me some coffee and I'll bring you a smile.
It is very obvious that Chris Wilson is absolutely sure that players love to discover things on their own and that having an efficient system is counter productive to his business model. And because D3 is a complete mess he IMO has lucked out into not being financially hurt releasing untested, undocumented broken shit.

We all know that if even one competent person had oversight for Harvest they would have figured out a way to display tags in a crafting league. Come on man.

And I have for 7 years heaped praise on GGG - letting the little things slide by because the game was awesome. Harvest is basically every possible aspect of the game that I hate - over tedious, complicated, undocumented and has lead to the 1% controlling the game like never before and scammers, price fixers and overall douchebags taking over trade. Oh, and it isn't fun.
Last edited by MrWonderful99#4612 on Jul 4, 2020, 4:37:53 PM

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