Crafting will be miserable again - Return Harvest

I would say Harvest should be kept, but ONLY for pre-map content! Just don't drop seeds in maps or any other higher level content.

It made such a difference to levelling that I really don't want to lose...
Last edited by Cyzax#3287 on Sep 13, 2020, 9:45:04 AM
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Agrante wrote:


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


There are lots of moderate changes they could make to significantly improve the player experience, but they won't. Essences are as close to deterministic crafting as you will ever get here. Which ofcourse requires trading and pure, undiluted RNG.

Mod pools are far too diluted for the average player to ever realistically utilize the current system for anything notable. Even mid-tier crafting costs hundreds of exalts.

--

Why are the iLvL tier limitations only one way? e.g why can an iLvL 85 chest piece still roll 13 different tiers of life? What possible use could '+3 maximum life' be to someone in that position...

That's the main issue, every time you hit that alt/regal/exalt, there are simply thousands of things it can land on. Fossils went in the right direction with being able to (weighted) block mod types for mid-tier crafting, but the pools are still far, far too large.
Last edited by Chalace2#1463 on Sep 13, 2020, 10:26:40 AM
maybe they should just block the tier 1 and 2 mods for harvest crafting,unless the mod only has 1 or 2 tiers.

everything with more than 1 tier would lose atleast the highest one.

edit* influence should be craftable,but only with the special influence craft.
so no target crafting for tailwind etc.
Last edited by ciel289#7228 on Sep 13, 2020, 10:37:06 AM
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Chalace2 wrote:
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Agrante wrote:


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


There are lots of moderate changes they could make to significantly improve the player experience, but they won't. Essences are as close to deterministic crafting as you will ever get here. Which ofcourse requires trading and pure, undiluted RNG.

Mod pools are far too diluted for the average player to ever realistically utilize the current system for anything notable. Even mid-tier crafting costs hundreds of exalts.

--

Why are the iLvL tier limitations only one way? e.g why can an iLvL 85 chest piece still roll 13 different tiers of life? What possible use could '+3 maximum life' be to someone in that position...

That's the main issue, every time you hit that alt/regal/exalt, there are simply thousands of things it can land on. Fossils went in the right direction with being able to (weighted) block mod types for mid-tier crafting, but the pools are still far, far too large.


I get what you're saying, but you're just ameliorating the RNG issue of rolling crappy mods. Is that enough in your opinion to achieve a "balanced and satisfying crafting system"?
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Agrante wrote:

I get what you're saying, but you're just ameliorating the RNG issue of rolling crappy mods. Is that enough in your opinion to achieve a "balanced and satisfying crafting system"?


Yes, I do.

I'm talking about average players here, the 99%; That has no business aiming for mirror tier 6xt1, targeted gear.

But just making usable gear including 'the right stats' with the current system is insane. The fact looting rares to ID is unanimously considered a noob-trap says it all about how mods currently roll.

--

As per my example, limiting the mod pool in favor of Ilvl means you have exponentially more chance of actually being able to use what you make. (Which is the whole point of this, letting average players actually able to make gear)

Let's say, each tier after 3 removed the potential for rolling the bottom tier. You are then in a position where the most useless rolls, that pretty much instantly brick the item, can no longer roll as your ilvl increases.

e.g
An iLvL 84 chest piece would never roll below
T4 90-99 maximum life
T4 30-35 resistance
etc...

Players are then in a position where that regal/exalt, whatever then hits Fire resistance; it's not the Phys damage they were hoping for, but its T2/3/4 Fire res, still useful. As opposed to the +1 energy shield that usually pops.

--

Combine that with the systems that are already in, essences/fossils, for targeting/blocking and its well on it's way to being a significant improvement.
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Chalace2 wrote:
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Agrante wrote:

I get what you're saying, but you're just ameliorating the RNG issue of rolling crappy mods. Is that enough in your opinion to achieve a "balanced and satisfying crafting system"?


Yes, I do.

I'm talking about average players here, the 99%; That has no business aiming for mirror tier 6xt1, targeted gear.

But just making usable gear including 'the right stats' with the current system is insane. The fact looting rares to ID is unanimously considered a noob-trap says it all about how mods currently roll.

--

As per my example, limiting the mod pool in favor of Ilvl means you have exponentially more chance of actually being able to use what you make. (Which is the whole point of this, letting average players actually able to make gear)

Let's say, each tier after 3 removed the potential for rolling the bottom tier. You are then in a position where the most useless rolls, that pretty much instantly brick the item, can no longer roll as your ilvl increases.

e.g
An iLvL 84 chest piece would never roll below
T4 90-99 maximum life
T4 30-35 resistance
etc...

Players are then in a position where that regal/exalt, whatever then hits Fire resistance; it's not the Phys damage they were hoping for, but its T2/3/4 Fire res, still useful. As opposed to the +1 energy shield that usually pops.

--

Combine that with the systems that are already in, essences/fossils, for targeting/blocking and its well on it's way to being a significant improvement.


sry but atleast 90 hp on an item just ebcause its level 84? this would make any ilvl 84 useable just with alcing
that would be like D3 level of itemisation,if not worse
Yes, in a game that glorifies gear and gear stats, I'd like to see items picked up off the ground to actually have a potential to be usable throughout the entire game.

It's not hard to weigh the tiers so that higher ilvl equips have a higher but not guaranteed chance of rolling higher tier mods.

Still, we're still talking about gambling, not crafting. Crafting in my mind implies that you can take directed steps towards a certain goal and you have a way to improve the outcome if you invest time and resources into it. Harvest in a certain way provides this.
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ciel289 wrote:


sry but atleast 90 hp on an item just ebcause its level 84? this would make any ilvl 84 useable just with alcing
that would be like D3 level of itemisation,if not worse


Firstly, it was an example... demonstrating tier limitations working both ways.

Secondly, so what?
As it stands now, everyone just repeats the process a dozen times until they get a half-usable roll, or outright buys one as it is.

The current system is a pile of **** (no other way to say it)
It's an ARPG in which picking up loot is literally a detriment to your progress, explain how that's good?

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If you have a better idea, I'm all ears.
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Ass__ wrote:

I'm imagining the people who complain about harvest are also the ones playing 24/7.


You're imagining wrong.

I got bored of this league in about 2 1/2 weeks, while working a normal full-time job, and it wasn't the only game I played in those 2 1/2 weeks. Most of my guild didn't even last that long. We're not streamers or racers or 24/7 players; we're all cranky old men with jobs and families. We've just been playing since before Atziri was in the game, which means we know a lot about item crafting.

If you knew what you were doing, Harvest crafting really did make the game too easy, because it was an item editor, and the endgame of POE is not balanced around players having access to an item editor. There simply is no content hard enough to challenge players able to easily make BIS-rares for every single equipment slot, short of 2000+ delves which I was unwilling to grind for when the entire game was already boring me to sleep.
Last edited by ARealLifeCaribbeanPirate#2605 on Sep 13, 2020, 1:41:39 PM
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ARealLifeCaribbeanPirate wrote:
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Ass__ wrote:

I'm imagining the people who complain about harvest are also the ones playing 24/7.


You're imaging wrong.

I got bored of this league in about 2 1/2 weeks, while working a normal full-time job, and it wasn't the only game I played in those 2 1/2 weeks. Most of my guild didn't even last that long. We're not streamers or racers or 24/7 players; we're all cranky old men with jobs and families. We've just been playing since before Atziri was in the game, which means we know a lot about item crafting.

If you knew what you were doing, Harvest crafting really did make the game too easy, because it was an item editor, and the endgame of POE is not balanced around players having access to an item editor. There simply is no content hard enough to challenge players able to easily make BIS-rares for every single equipment slot, short of 2000+ delves which I was unwilling to grind for when the entire game was already boring me to sleep.


Not an ITEM EDITOR :_;;;;;;
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr

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