Crafting will be miserable again - Return Harvest

Here are a few points I want to make, and I feel like harvest is going away because some Reddit posts and streamers have complained that it makes the game too easy. Here are my points.


>Streamers and Reddit complaining should not be the reason to nerf/remove any piece of content. Normal players have hard enough time making it to end game content. I'm imagining the people who complain about harvest are also the ones playing 24/7. There were not any quick surveys in game asking me if I enjoyed the content or not.

>It's not like strong items are free. You still have to play a really long time to get those good weapons. It takes time to collect seeds, re-roll the correct things, etc. This was a rewarding experience.

>The rng crafting is the worst thing I've ever experienced. When I started I was wondering what people were talking about when they mentioned crafting in the game. I realized later they meant spamming chaos/alts and were calling that crafting. Now there is additional bloat with fossils/essences and whatever else I'm missing. Condensing this all into one system would be so much easier to understand and new player friendly.

>Accessibility of items needed for crafting is too time consuming. It takes so long to buy fossils or essences if you are trying to make something. You have to PM individual people who are typically only selling 1 to 2 things at a time. This already takes a long time, never mind the people who are afk.


My summary is that removing this crafting system will only be rewarding for those who are playing insane hours. The game is already complex enough, and having the simple harvest system would be better for new players. Maybe this will be addressed next week, but I hope the game takes a more friendly approach.
Last edited by Ass__#0048 on Sep 12, 2020, 1:57:47 PM
Last bumped on Sep 15, 2020, 3:47:52 PM
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Chris/GGG seems to think that players are all masochists who want to farm 40hrs for a specific item.

He wants to keep players ingame as long as possible because only active players buy mtx.

He looks at streamers who let hh rain like common players drop chaos and sees whats possible but doesnt think about time invested and creates the game around that 0,1%
When I don't get burnt out in a league, I play 24/7 and even I hate that Harvest is going to be dead.

Yes I know GGG said they'll bring it back sometime later, but they also said they're going to be balancing the crafts to be less powerful. I expect what we'll get back, at best, is a neutered equivalent of Betrayal bench crafting where the crafts are laughably weak compared to what they used to be, or at worse, absolutely gutted like Synthesis was.

I have no faith we'll get anything resembling Harvest's deterministic crafting back, and I'll have to go back to doing the same shit I've been doing since I started in 2012: Killing the same things over and over again hoping an exalt drops so I can buy better gear.

Fun, real fun. /s

I really enjoyed being able to create my own gear, progressing in power at my speed, on my terms rather than who is willing to trade or scam. In fact, I like any league mechanic that gives more power to players (as in reward agency and deterministic crafting). Cutting down the RNG and letting players enjoy the game as they see fit is sorely lacking.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Last edited by Pizzarugi#6258 on Sep 12, 2020, 6:15:47 PM
No thanks, Harvest is simply too powerful in its current state and should not be in the game at all. We can do all content with rares we find mostly, 2 mod Awakener's orbed items with a craft on top is already more than enough to clear everything in the game. Now, put dual crit and +1 curse on top of an already super strong chest and it becomes absolutely broken, which is the state of Harvest, absolutely broken and I am glad to see it removed.
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Tyrion2 wrote:
Chris/GGG seems to think that players are all masochists who want to farm 40hrs for a specific item.

He wants to keep players ingame as long as possible because only active players buy mtx.

He looks at streamers who let hh rain like common players drop chaos and sees whats possible but doesnt think about time invested and creates the game around that 0,1%



Streamers -- Chris also doesn't see that a lot of streamers get free shit. Hell, CuteDog was just banned permanently for being an hardcore RMT'er. He literally posted several VALID videos on farming and generating currency but couldn't even be bothered enough to do it for himself.


MTX -- I've had a lot of friends who play, none of them EVER buy MTX, because they are unsatisfied with the game... ONE time they loaded up on MTX because the felt the league was super generous. Legion.

You want us to buy shit? Make us fall in love, don't make us slave labor. The only time I ever literally supported buying MTX was during legion because you basically rewarded us outright.
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Rakie1337 wrote:
CuteDog was just banned permanently for being an hardcore RMT'er. He literally posted several VALID videos on farming and generating currency but couldn't even be bothered enough to do it for himself.


https://www.pathofexile.com/account/view-profile/CuteDog_ wut?
Last edited by Sixtysan#6617 on Sep 13, 2020, 4:00:11 AM
My best guess is they don't want the main crafting system in the game, (and that's what Harvest would certainly become) tied to gardening, and I agree. Another guess is that this was an experiment in how easy and how powerful could they make it without harming the game.

I don't think they're happy with the way the basic currency crafting works by default, as in - most players not even attempting it, so they're probably working on something that would replace it down the line and become a part of the core systems. I imagine it would certainly be more deterministic but not as powerful as Harvest, this was also supposed to be a carrot on a stick to make you play the league, after all.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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Vaskemaskinen wrote:
No thanks, Harvest is simply too powerful in its current state and should not be in the game at all. We can do all content with rares we find mostly, 2 mod Awakener's orbed items with a craft on top is already more than enough to clear everything in the game. Now, put dual crit and +1 curse on top of an already super strong chest and it becomes absolutely broken, which is the state of Harvest, absolutely broken and I am glad to see it removed.


If you dont like harvest, you dont have to use it. EZ. wont hurt your game play at all by not using it.
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raics wrote:
My best guess is they don't want the main crafting system in the game, (and that's what Harvest would certainly become) tied to gardening, and I agree. Another guess is that this was an experiment in how easy and how powerful could they make it without harming the game.

I don't think they're happy with the way the basic currency crafting works by default, as in - most players not even attempting it, so they're probably working on something that would replace it down the line and become a part of the core systems. I imagine it would certainly be more deterministic but not as powerful as Harvest, this was also supposed to be a carrot on a stick to make you play the league, after all.


This pretty much sums up a lot of the issues on here.
Simply refusing to accept what is right in front of your face.

It's been 10 years. They know exactly how bad the current system is for players.

Everything is stuck behind 10 layers of RNG for one reason, and one reason only; To make you play more, for longer.

That's it. That is their goal...

--

Even harvest, as much as people praise it, was just a grind-fest of multi-layered RNG.

> Get the right seeds
> Get the right mod from ~10 different ones to even show up
> Actually get it to roll the mod you want
Repeat 1000 times...

Sure it was miles better than alt spamming, but it was still just RNG on RNG on RNG.
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Chalace2 wrote:


Even harvest, as much as people praise it, was just a grind-fest of multi-layered RNG.

> Get the right seeds
> Get the right mod from ~10 different ones to even show up
> Actually get it to roll the mod you want
Repeat 1000 times...

Sure it was miles better than alt spamming, but it was still just RNG on RNG on RNG.


So how would you build a balanced and satisfying crafting system with a lighter and acceptable RNG component?

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