Why the TFT black market is a problem costing GGG money and a solution to fix it.
Make option to save crafts similar as beasts in beastcrafting in form of orbs which you can apply on the gear. You can leave 10 crafts limit, the space opens up when you sell the craft if it is on the market and you have 10 crafts you cannot have more.
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" This will solve the Trading part of Harvest, but not the "restrict harvest crafting" that GGG wanted. GGG never think though when they implemented harvest. People are willing to go the extra mile to use TFT because its too good. If I am GGG, I will kill off harvest altogether, at least the meta ones (aug, add/rem). Craft like reroll numbers, reforge, change fire resist to lightning are okay imo as they are not loot game breaking |
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" Not a 'solution'... GGG clearly doesn't want harvest crafts to be traded at all... Expect further restrictions in 3.14. My guess is the station will disappear completely, or even account binding of harvest crafted items (something GGG has said they wouldn't do, but the benefits of Harvest to new players is just too great to let it be ruined by the top 0.01%)... |
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" I'd disagree... It is perfectly fine... as long as you can't trade the crafts. How to prevent trading though is a bit of a challenge... Removing the station would be the first step... Last edited by Cyzax#3287 on Mar 8, 2021, 10:43:20 AM
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In a spirit of ARPG, i would welcome Harvest crafting with some addition of monster fighting.
Currently harvest craft is still in a state of item editor. What about a chance of failing to get back the super 8link helmet after hitting the last mod, if it will be gated behind superboosted encounter like Oshabi on steroids, and you have only attempt before she kicks you from the garden? Maxing Ex/hour and then just spend 2 days on TFT to print out your items with meaningful interaction of a "hi", "confirmed", "thx" At this point GGG can either remove it completely or give it full trade support like beast crafting did. edit: altho adding trade support won't make TFT go away as the trade API is proved unreliable, unstable, easily manipulated and TFT channel might be better solution than GGG can add actually. I represent only myself, my own thought and believes. I am individual, not a representative of the community. I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. Last edited by Marxone#0650 on Mar 8, 2021, 7:17:00 AM
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here is the solution.
Make Harvest SSF only. Problem solved. |
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True new players don't have that many exalts to harvest craft anyway.
Overtuned story cost them much more money, I wonder how many players just left after current Brutus or Merveil. It was much better before Sirus patch, when Act1-3 felt like actual tutorial. |
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I'm more for option like with beasts - buy orb from Oshabi and put craft in it.
As for making the game to easy... Have you tried crafting? Exalts fly like leaves in autumn. I tried making minion wand and it goes something like this - buy base (2ex) reforge (3ex) and fail... new base (2ex) misscraft regal, exalt slam (1ex) reforge (1ex) fail... I think you get the picture, this is not for new players and not for the fain of heart. Crafting is for experienced players who know what they are doing and have tons of ex to throw around. I would like it to stay with option I mentioned (or any other that makes trading possible) |
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@ everyone suggesting a harvesting orb solution. Isn't that what they did with the original seed mechanic?
This is an idea that lets them continue to limit the number of crafts that can be farmed before using or selling them. Keeps the player interaction aspect of it, and adds security to the trades. As for new player budget. A new player works really hard to scrape together the 10ex or so it takes to craft their initial upgrades to gear, then a percentage of those new players have all that work stolen on TfT in a matter of seconds. It's something to quit the game over for sure. |
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I still think the solution to harvest crafting is integrating it into the core game (so it doesn't have to compete with other secondary contents) and tying it to killing monsters (similar to how incubators work).
Just making the harvest crafts work like incubators would already solve all the "trade " issues and "editing" items issues. You would still be able to create GG items, but it would take grinding to do so(which is fine). The objective is simple giving players two options that doesn't exclude each other, you can "rng craft" for a chance of quick progression or "deterministic craft" but it takes grinding (killing monsters). Something like: 1- Monsters drops seeds(which have the harvest crafts options), you can incubate the seed on the gear you want to modify, and as long that item is in your inventory it will gain "juice" from the monsters you slain. Reforges requires little juice, augments/annuls requires a lot of juice. 2- Once it collects enough juice the seed blooms and applies the craft to the item. 3- You can add as many further restrictions as you want: you can make so the seed must be of the same ilvl of the gear (so a ilvl 86 gear can only be incubated by a ilvl 86 seed), you can make so the seeds only get juice from monsters of the same or higher ilvl of it (so ilvl 86 seeds requires you to kill ilvl 86 monsters). And if people think this deterministic crafting is still too strong, just make so it cannot hit influenced affixes. Basically you will still be able to produce mirror tier items, but you will have to actually play the game to craft them instead of just flipping shit in TFT. |
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