Harvest Implementation against Expansion Philosophy (10 Craft Cap)

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Snorkle_uk wrote:
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TorsteinTheFallen wrote:
-1

Harvest is super powerful mechanic and from what i've experienced it mostly benefits mid tier players, like me. Not to make gg items but to make things easier to craft good gear, and it's still everything but cheap.
Crafting gg is expensive and ceiling for mirror tier is raised.

Total newbie will have to learn how to use it, and when he does, he can either use it or sell it for profit. Like everyone does.

Crafting entry items its easy anyway and league provides enough.

Don't advocate for to nerf best thing that happened to item crafting.
It's rare enough. 10 slots are fine and they are serving the purpose well.

Making stock of 50 crafts will only push the elite further. If you need 50 slots of Harvest for entry level gear then simple solution is just to learn about the game in the first place.

What could be done, is that they cap slots for more powerful crafts and expand for the lower tier crafts.
Making 50 slots for everything would enable spamming augs, rem/adds....

Harvest league is over and this implementation is meant to make endgame crafting easier not to be all that is.



yeah I got to agree.


i think harvest needs some tweaks here and there but allowing you to store more and making crafting easier with it are definitely not things they should be doing. if anything itll probably get slightly toned down, im not with the scaremongers who want it removed, i think its awesome, but its definitely at the limit of ok, push this thing forward even a few steps and youre entering unreasonably powerful.


ive been running around doing crafting self found, ive not sold any crafts nor bought any crafts and im making good items with it. i cant do it in half an hour, ive got about 40 items on the go and ive finished maybe 2 lol, but 2 is still a lot when theyre good items.

forget the high trade guys, theyve always been making perfect gear, even back when you had to spend 600 exalts in currency eternal exalting from a regaled base they were still pumping them out and then their peers were mirroring them. they dont matter, its not about them, you dont make it any more powerful because of us, because of what more down to earth players will do with it.


Look at my posted replie above. It applies here to. =)
Last edited by Teigo#1907 on Jan 31, 2021, 8:03:38 PM
i just dont agree, i think the 10 cap stops you maximising ur crafting potential, i think the more you can store the more unreasonable this mechanic becomes at every level of player using it.


it does need some tweaks, i think theres too many crafts in the groves, just chop out a load of the alch and chaos type ones, like 50% of them gone. then if it were me you wouldnt enter the groves in the maps, youd click the thing and maybe it can store say 3 groves max to run by talking to the woman in ur hideout, she can open it like a map for you. you wont know whats in the groves until she opens them. this way it doesnt jar your gameplay loop but like the crafts themselves you cant store up a ton of it and then break the item game completely, you use it or lose it for the most.

maybe the way that works is the grove things u find drop a quest item when clicked, and you give that to the woman in ur hideout or town and she stores up to 3 of them, when 3 are either stored by her or being held by you in your inventory the groves cant spawn in your maps any more till you use at least one of them.


for me the problems are the time spent crafting (its too long) and the way they force themselves into ur gameplay loop, which im happy to do atm but its obviously going to be a problem long term. thing is you need to fix those without buffing how useful it is, if anything you want to slightly nerf it at the same time. giving us 50 slots is a massive buff, itll be crazy.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
10 craft is not the main reason

I got enchant way more easily than any add/remove (mod tag) craft....WTF
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Having a cap on crafts more importantly completely halts gameplay.

The number is irrelevant to me. Having to stop what I'm doing and sit at a bench is a problem.

Harvest is also the only league gone core where you cannot get any meaningful gains unless you craft. Trade Currency and Item value have always had a bond which is broken for Harvest.
"Never trust floating women." -Officer Kirac
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Snorkle_uk wrote:

for me the problems are the time spent crafting (its too long) and the way they force themselves into ur gameplay loop, which im happy to do atm but its obviously going to be a problem long term. thing is you need to fix those without buffing how useful it is, if anything you want to slightly nerf it at the same time. giving us 50 slots is a massive buff, itll be crazy.


This would be 100% fixed with increased storage caps.^^
The Reddit Post explains in detail (even more then my first post here) why a cap (and cumbersome way of optaining) isnt doing anything good. And not stopping the OP crafts we see on reddit (as people just mass buy them, ignoring the limit at all aka the limit only affects those for who it isnt made in the first place).
The only good thing about limits is, that it forces you from time to time into other content. Like, Endless Sulphite = endless Delve would neglect the whole rest of the game. A cap of eg 1000 saved crafts would force you to do something else then crafting every now and then. But it would be far less restricting and a whole lot less cutting down the gameplay flow.

But the (small) Limit isnt fixing it even if it would be forced on everybody (eg non-tradable crafts).
Cause you still need to farm the crafts you would save.
If you save eg all crafts you farmed (and craft/sell later) or craft/sell as you encounter them, the result is 100% the same.
The only thing that different is the Gameplay style and loop people are forced to engange with.

The Reddit Post by u/ecstatic1 explains it so good. I can only scratch the surface again and again without just coping allready posted posts.

https://www.reddit.com/r/pathofexile/comments/l9fugs/the_sacred_grove_and_grods_law_how_path_of_exiles/
Last edited by Teigo#1907 on Jan 31, 2021, 10:32:45 PM
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Xzorn wrote:
Having a cap on crafts more importantly completely halts gameplay.

The number is irrelevant to me. Having to stop what I'm doing and sit at a bench is a problem.


+1
This.
Darn, that Reddit post was spot on.
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LowBudget780 wrote:
Harvest is a really bad system. All it does is screw over casuals since more adept players have unlimited access to whatever crafts they need through Discord. Making seeds tradeable like beasts would fix this problem though to an extent


I think the way crafting works in general needs adressing. Harvest only highlights its flaws.
So far crafting was mainly based on rng and luck. With more and more targeted crafts you more and more often hit the jackpot which before was hard to archive.

And since its easier then ever to hit the Jackpot GGG decieded to gate it behind the here explained cumbersome ways and caps.
https://www.reddit.com/r/pathofexile/comments/l9fugs/the_sacred_grove_and_grods_law_how_path_of_exiles/
Which obviously didnt fix anything in regards of those allready knowing how to play the lottery.

PoE, put simply, needs still a lot of work.
+1

10 is way too limiting for ppl who didn't even play harvest and have to learn what the good crafts are.

i do appreciate the complexity of it tho, ty.
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Snorkle_uk wrote:
i just dont agree, i think the 10 cap stops you maximising ur crafting potential, i think the more you can store the more unreasonable this mechanic becomes at every level of player using it.


It doesn't. Your storage is effectively infinite if you trade via TFT. The limit, at that point, simply doesn't apply to you any longer.

So GGG decided that the limit should apply to people who don't want to trade, don't want to risk getting scammed, or play SSF. That is what I don't get. They claim it is there to stop you maximising the Harvest potential, but it absolutely doesn't do that, and they must know that.

Question: Do you, personally, use TFT for Harvest craft selling or buying?
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Feb 1, 2021, 2:47:26 AM

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