Harvest Implementation against Expansion Philosophy (10 Craft Cap)
All of this could be actually avoided by making items that you harvest crafted soul bound. We just cant have a lot of harvest encounters because people trade their crafts around rather than using them for their own items ( like it was actually intended ).
|
![]() |
" IF ITEM WEIGHT IS IMPORTANT to TencentGGG why the @%$* don't they actually MAKE THE BEST MODS DROP ONLY ON ITEMS AND MAKE THEM AVAILABLE ONLY FOR THE PLAYER THAT DROPPED THEM??? That would instantly address item "weight" and duping them an unlimited time for everyone and their dog to enjoy "perfect", non-personal, weightless items as they are - they could rework the Mirror of Kalandra to get an infused version via an epically difficult end game encounter that allows 1 and I do mean only 1 copy that would work for anyone else, while the regular mirror would work to duplicate rings and 1H for the initial owner (with the "epic" mods being activated, mirrors would still copy the item as they currently do)... Problem solved, especially if they actually make such "enhanced awaken T0 mods" available ONLY ON DROPPED RARES from the most difficult end game encounters - heck, everyone, AND I DO MEAN EVERYONE, will then PICK UP THEIR RARES and IDENTIFY THEM... A lot of problems would be then instantly solved. Then they could simply adjust Harvest interactions, preferably by making THE PERFECT VALUES RARER, and not keeping "walled" the useful mod combinations - they actually comprehend that and work on "improving loot" to have more "weight" and be more scarce... I'm confident their stats regarding the memeconomy and their undecided stance about it - if they want trade to be possible, it should be ENCOURAGED and FACILITATED FOR CONSUMABLES (as they decided to make content "consumable"), and it should be discouraged while also enjoyable for items - can't have the cake while you eat it aka either you regulate the economy IN A PROPER WAY, or you get THE CURRENT EXPERIENCE OF THE WORST MARKET "SIMULATOR"... Having mods LOCKED to initial item owner would resolve a large series of problems, by making items PERSONAL, and KEEPING PLAYERS INVESTED IN THEIR CHARACTERS, while also allowing trades to happen, but you would then have to forfeit "some" goodies as you're not "ENTITLED" to it - you didn't drop said item, you get most BUT NOT ALL THE BENEFITS... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on Feb 2, 2021, 9:50:46 PM
|
![]() |
" For this to be working they would need to overhaul the whole looting system from the ground up. (Which im not against, to state that in the first line) The issue without any overhaul would be even worse then what we complain about with the harvest implementation. The Player would be forced into a playstyle where he picks up and identifies so many rares, he would not be playing the actual game anymore. Now we complain that we are forced into engaging with Harvest. As the game forces it on us with the laughable low cap of 10 saveable crafts. If we would reduce it to only the hardest encounters, we would have extremly gated content. Way more then now. Content gating is a growing issue with poe too. And, in the current System, Soulbounding those Best in Slot Rares would remove all weight to top it of. As currently, without beeing able to sell there stuff, its not worth much. As in, you can boost about it on Reddit, but nobody will care cause they would need rng to happen opon such an item themself. While now, at least the sense of "i can achive that too! at least buy it maybe if i just farm enough" is given. Its a screwed sense, bend due to Harvest as it is right now even further, but still. Beeing able to encourage the playerbase to invest more time = more money for GGG. So not a bad thing for them. While I think the general idea is good, PoE would need to change a lot first in order for it to work. The worst part would be that the Player would be forced to pick up even more shit as he already is. Just imagining picking up even half the dropped rares per map make me wanna vomit. We would need an really good working looting system first before we can go even harder on the "pick it up, its good" mentality. If PoE would have arived in the present allready with an working Auction House/ trading system. With an Looting Pet / Radius looting / auto pickup (walkover) or anything similiar. It could have a chance. (It still needs those things regardless! Cumbersome DOES NOT equal worth items! Thats one of th emain points of this whole discussion) Funny and sad part: Current trading and missing Auction House boils down to "make it annoying and cumbersome! So people percive it as valuable! Make them pick it up themself! It give the drop weight!" Thats BS. In no other game who people have an auction house or auto looting are people complaining about loot beeing worthless cause it appeared in there inventory. OR cause they could buy it with ease in an auction house. The game would need adjusting, yes, but not much. The Economy would adjust too. We all would gain so much QoL and no longer hurting hands from to much clicking... It the same with Harvest. Its an false sense of balancing on shoulders of the wrong players/concepts. GGG would just need to get down to business and rework loot. Make the loot that drops worthy, not increase the Quantity and filter the few good stuff out. Could you imagine a PoE where a rolled map (not maxed in any form) would get you a chaos, a few augs and alts, an alc and 3-5 rares of which maybe 1 is worth keeping (or agument with crafting)? We currently only have this due to itembloat and quantity. Not because the looting system is working that way. The most rares I pick up are good bases to start with. Anything below that isnt worth the time 99.99%. And even those bases are mostly worthy to pick up only cause you can then craft wíth them. There should be a balance between Crafting and Looting. Both should be somewhere about 50/50 in power to gear a character. Or they should harmonize enough that you dont notice an big issue with it. I think I would love that. At least as an idea to start the overhaul. Cause kindy anything is better as the current version that accumilated cause of growthing content and added features. While the looting mechaninc stayed the same since what? Game launch? At least since I play (Legacy) it didnt change. Just recently Stash affinities was the first step into better looting. At least for the sorting/managing loot after the mapping. And this mechanic is still in its baby steps themself with the potential it could have. But GGG is reeeeeeeeeeal slow with this kinda thing. Its not the money maker. It would mainly benefit long term players, who play a lot and longer in to league then most. And the big money is in launching new leagues and content to sell new MTX with the hypewave. While I hate it beeing that way, I cant be to mad at them for it. It sucks for the long term playerbase, but money is money i guess... Anyways. That you can push maps to the point that you arent even remotly able to pick up all that dropped... And im not talking about even crazy juiced ones! THOSE are even crazier...! Is cool in videos and compilations to look and laught at. And running some of those maps yourself is fun too, yes! But looting them? Even just looting the "worthy" stuff takes long and is boring and cumbersome and the loop starts anew. (went a bit off topic there. Sorry.) Last edited by Teigo#1907 on Feb 2, 2021, 11:13:00 PM
|
![]() |