Harvest Implementation against Expansion Philosophy (10 Craft Cap)

5% chance to encounter a Growth (10% buffed in one Region only).
3x Choices between 2 Seed Types aka Crafting Pools (unbuffed).
RNG hell to begin with, hoping for good crafts.
Only 10 crafts saveable.
If Lifeforce is spent with saving them, no "low" crafting stays left.

Result:

You save the rare crafts from your rare Encounters and sell them via TFT to the "1%".


Just like "using" exalts is rarely going to benefit the average player, selling (now more then ever) crafting options will be more profitable and save for the most players.
Totally killing any approach on a better crafting experience for everybody.

So basically, GGG, you gutted Harvest crafts only for those needing an easier entry into crafting. And added it into the Game for those who allready got there GG Items without it in the first place (but now even more OP and cheaper).

On another Note:
With only 10 saveable crafts, you force Players to spent there crafts ASAP, even when they dont wont to craft or interact with Trading.
Just like it was back then with Incursions. Encountering an Alva but having a completed Temple (full Cap). Feeled like shit, got adressed.
Or like Delve got a massivly bigger Cap cause Players feeled pressured to use there Sulphite and not waste it when encountering a Niko whilst mapping.
Or how choosable Mastermissions further fixed this "pressure" on the Player to do content they didnt wanted to do (right now).
Harvest Crafts are so valuable that ignoring them when the Cap is full will just not be a thing. Increasing Pressure even more.

So, in an EXPANSION (not League!) about letting the Player choose what to run and finetune his favored playstyle, you created a System working absolutly against that philosophy. GG GGG



Possible Fixes:
- Increase saveable Cap (eg 50+)
- Dont make finding Growths so rare, make finding the good crafts rarer. So the average player can benefit from better crafting, GG Crafts have a market still, way less pressure applied tho
- Spend life force (or specific crafts!) to increase the Cap to save more.
- Make Oshabi a Master. Like Jun has unveils to craft, Oshabi has crafts themself


---



2 Quotes from Announcements back in Harvst:

"
Changes to Harvest Crafting
[...] The goal of this hotfix was to make Harvest crafting more accessible and better for players all-round.

Posted by Bex_GGG
on Jul 2, 2020, 5:57:19 AM

How is changing it to "rare AF" and cumbersome to use/keep an "for all players all-around" approach?

"

When we designed Harvest, we wanted to experiment with a more deterministic crafting system that would enable players to access powerful items earlier in their character progression. In this sense, we feel that the crafting system has been very successful. However, at the top end of gameplay, Harvest has made it too easy to gain very powerful items that previously required a lot more work and investment to acquire. This was acceptable for a temporary challenge league but poses problems for the long-term health of Path of Exile's item economy if allowed to remain in its current state.

Posted by Bex_GGG
on Aug 13, 2020, 12:11:22 AM

"Earlier in there character progression"? Where is it now? Late endgame
"Top end of gameplay, Harvest has made it too easy" That changed how exactly now? For those "1%", nothing changed. Just where they get those crafts compared to Harvest (buying instead of every 3rd map farming them themself).



Kind regards,
Teigo

Last edited by Teigo#1907 on Jan 17, 2021, 5:10:05 PM
Last bumped on Feb 2, 2021, 9:52:49 PM
This thread has been automatically archived. Replies are disabled.
*bump*

Cause people start to recognize the issue now while playing...

Edit.: Changes Title for more clearity
Last edited by Teigo#1907 on Jan 17, 2021, 5:11:34 PM
+1
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!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
Do you think ggg cares ?
Very cool mirror Service: https://www.pathofexile.com/forum/view-thread/3227915
"
impulze3 wrote:
Do you think ggg cares ?


I hope they do.
What more can we do as tell them and hope they care about us and what we think/feel about their game.
The change still allows players to craft good equipment. Imagine complaining about having access to targeted exalts and annuls, targeted divines and practically a bunch of fossil crafts. These are absurdly powerful crafts, even more so with the smarter loot we are now getting from both Heist and Ritual.

The ten craft limit prevents players from hoarding crafts / easy trading which allows them to craft 6 x T1 items in a matter of minutes. As an example, these two crafts took me 30 minutes each.



The limitation does not prevent the creation of these items, just means that you can't sit there and create such items so quickly with minimal risk / downsides. Quotes from harvest league have no value whatsoever, they were made within the context of the harvest league being an experimental league which they had already stated would be far too powerful for the game. Making the harvest mechanics more accessible during the league, has no relevance on its implementation in core.

I don't even understand why anyone would actually need harvest crafting in early game now anyway. By act 8-9 you get life + triple res gear (or open affix for life or res craft) constantly from ritual rewards.
Last edited by BrettLee#6388 on Jan 17, 2021, 7:12:13 PM
"
BrettLee wrote:
The change still allows players to craft good equipment. Imagine complaining about having access to targeted exalts and annuls, targeted divines and practically a bunch of fossil crafts. These are absurdly powerful crafts, even more so with the smarter loot we are now getting from both Heist and Ritual.

The ten craft limit prevents players from hoarding crafts / easy trading which allows them to craft 6 x T1 items in a matter of minutes. As an example, these two crafts took me 30 minutes each.



The limitation does not prevent the creation of these items, just means that you can't sit there and create such items so quickly with minimal risk / downsides. Quotes from harvest league have no value whatsoever, they were made within the context of the harvest league being an experimental league which they had already stated would be far too powerful for the game. Making the harvest mechanics more accessible during the league, has no relevance on its implementation in core.

I don't even understand why anyone would actually need harvest crafting in early game now anyway. By act 8-9 you get life + triple res gear (or open affix for life or res craft) constantly from ritual rewards.


I have no intentions of offending with thise statement, please keep this in mind.
The whole Comment of yours kinda doubles down on my second quote from Harvest.
There implementation fixed nothing from the "to quick to strong" aspect if you got them in 30 minutes. All they did was gut the QoL of aquiering those crafts and total shitting on lower level players who never crafted before.

And having a bigger Horti Station to save crafts would have reduced your crafting time by what, 15 mins? 25 even?
So, thats not a big deal for someone knowing allready how to use it.
For a new crafter this higher storing limit would allow for more mistakes.
And the player would still need to farm those crafts to begin with.

There implementation is contrary to there newest expansion in terms of "let the player choose how he wants to do things".
It further "fixed" absolutly nothing in the top end of the game like they wanted to.

Its just all backwards all over again.

"
When we designed Harvest, we wanted to experiment with a more deterministic crafting system that would enable players to access powerful items earlier in their character progression. In this sense, we feel that the crafting system has been very successful. However, at the top end of gameplay, Harvest has made it too easy to gain very powerful items that previously required a lot more work and investment to acquire. This was acceptable for a temporary challenge league but poses problems for the long-term health of Path of Exile's item economy if allowed to remain in its current state.


Posted by Bex_GGG
on Aug 13, 2020, 12:11:22 AM

This Quote is more relevant than ever now.
As they had a vision of harvest in mind, back then and the one they wanted to implement into core, which they absolutly failed at.
Last edited by Teigo#1907 on Jan 17, 2021, 8:33:25 PM
+1
10 limit is retarded. You do the work you should own them forever until used.

This idea of forcing use on maybe crap items just to free space is dumb.
Git R Dun!
Last edited by Aim_Deep#3474 on Jan 17, 2021, 11:44:05 PM
I really don't get the current Harvest implementation either. You can, as far as I can tell, still make 6T1 items, but it isn't accessible or user-friendly. Top 1% will still make those items. What the thought process was behind this is a miracle to me.

Or maybe there is something I am not quite getting.
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Jan 18, 2021, 5:54:55 AM

Report Forum Post

Report Account:

Report Type

Additional Info