Harvest going core, how should it be designed ?

I absolutely loved Harvest league and played till the very last minute of the league. I wouldn't mind at all if it goes core as it was (even with the garden).
However, I do understand that some players have concern about Harvest crafting and how deterministic it was. If Harvest goes core, how would you guys implement it ?


My idea is that each item could only get a limited number of Harvest craft. Let's say, items start with a 100 craft points.
Regular currencies (chaos, exalt, annul...) would not cost any craft points. But when you use Harvest crafts, then you start consuming them.


Each harvest craft could have its own cost. For instance, rem/add would cost 5 points while a divine would only cost 1 point.
Scouring the item would reset the item back to 100 craft points.

Therefore, you can no longer target 6 T1 perfectly divined items. And if you're lucky enough to craft a perfect item, then it still has value on the market.

GGG could easily balanced their game adjusting how many craft points an item has and what is the cost for each craft.

We could also have some bases with an implicit that increase the number of craft points the item has. So you might prefer using theses bases rather than going for the BIS base item for the slot.

What you guys think ? Any other idea ?
Last bumped on Oct 12, 2020, 3:51:11 AM
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Make Harvest work on items with at most 4 affixes. Solves most problems and retains the stuff that was good about Harvest.

In any way, I expect (in the sense of, that is what I want to get out of it) Core Harvest to make acquiring decent (but not 6T1) items significantly easier. At the same time, I expect (in the sense of, anticipate) Core Harvest to be a completely crippled version of Harvest that sucks and doesn't solve my (and other players) itemization problems, unfortunately. I hope I am wrong.
Remove Horticrafting station storage limit.
I think Harvest Jewel Implcits like 10% chance to avoid being stunned/shocked are neccessary and need to go core. I dont wanna feel urged to pick Unwavering Stance and ruin my Evasion/Blind status as melee.

Other than that they should make weapons harder to craft than it was before with Harvest.
The only change I'd make to Harvest crafting is flag influenced mods with an exlusive flag, let's say "influence", and remove all other tags. This way influence mods cannot be forced via Harvest craft, so no one will ever complain "explody chest too easy, elusive/tailwind boots too easy".
"There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."

"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG
I loved harvest. Im a fairly new player and still learning the game, and the league helped me learn so much about crafting. Items and mods. And i loved creating insane items. It was fun to have crafting projects going, and little by little to gear up to the max my character.
I understand that the game does not require that big gear and you can beat the hardest bosses with way less.
But it was fun. Also liked the garden. I know many ppl didnt, but... i dont know it was fun for me to arrange it and optimize it. I was realy sad when i saw they will remove the entire system. Thats kinda the reason i could not realy get in to this league. Just the most fun part (for me) was taken away.
I realy hope we see it return in a good balanced way.
And i dont realy think it needs much rework. Just reduce the seed drops, the chance to get rare craft options. I was able to craft like 10-12 insane items durring the league. If the game limit me in a way so i can create only 2 or 3 durring the entire league.. i dont think will be a big problem.
The whole league mechanic to be just something you run on the side without relying on it 100%.
It was just fun, it took time to farm all the seeds and get the right crafts.. but i knew in some time eventually i will get the item i want.
Just leave it as it was and turn Oshabi into a master.
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jack_aubrey wrote:
Just leave it as it was and turn Oshabi into a master.
+1, agreed 100%, HOWEVER, they SHOULD put some limitations and balances for what crafts you are able to use to not harm the game's economy or well-being in terms of items. Also, I'm curious as to how they will implement acquiring seeds in 3.12. I think it would be fine to have a seed cache in each map but just at a lower quantity of seeds per cache, and have it maybe in the back of the map so you can't just acquire it too easily without getting to it. And the garden has to be back obviously, one of the best additions to the game since hideout decorating as it brings something creative and unique to the game for once.

Also, I 100% agree that Oshabi should be a master or just as a placable hideout NPC in general as well, I think it would be amazing to have Oshabi in our hideout. Would be similar to Alva's younger sibling :)
🔷🔶🔰🌀✨Standard>Leagues✨🌀🔰🔶🔷
🔷🔶🔰🌀✨Make trade like the Grand Exchange from RuneScape✨🌀🔰🔶🔷

Let us zoom out more. Bring back 32:9, Heist Alt Quality Gems, Gear Enchanting, Prophecy, Metamorph & Crucible. Stop removing content from the game. Stop nerfing everything. Stop making the game slow
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MLGonthorian wrote:
"
jack_aubrey wrote:
Just leave it as it was and turn Oshabi into a master.
+1, agreed 100%, HOWEVER, they SHOULD put some limitations and balances for what crafts you are able to use to not harm the game's economy or well-being in terms of items.

Being a master tied to one single daily (like the others) and randomly found in maps + the low chance of a boss kill granting the daily is what I had in mind. That is the balance. It will take you a long time to build up t3 seeds to craft any GG item.
For Harvest to stay in the game, targeted annuls and exalts need to be removed. Nothing else needs to be changed, and no other changes matter if those recipes are left intact. Targeted chaos/alch recipes are great, and expanded on the crafting types already available though essences and fossils.

The only thing that made Harvest broken was 100% risk free crafting on items which already had T1 rolls, so the recipes enabling that need to stay gone. There's a reason Eternal Orbs were removed from the game, after all.
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ARealLifeCaribbeanPirate wrote:
For Harvest to stay in the game, targeted annuls and exalts need to be removed.


I.e., just cripple it? Those need to stay in, both of them.
Remove Horticrafting station storage limit.

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