Why the TFT black market is a problem costing GGG money and a solution to fix it.

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DoctorKnotty wrote:
@ 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.


Not really. You could trade seeds, but you had to "grow them" and I believe there was no 100% certain outcome.
On the other hand you had ability to store the crafts in Horticraft station, which could be stored in a stash tab, with a custom note to be picked up by Trade API -> it got fairly easy to trade crafts that way (with connected PoE account to TFT account to accumulate karma).

There was never a risk free craft trading.
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.
Should be bound on account if touched by harvest. Should be ultimate reward to tag already way OP Counquers items with 4-5 ez influences mods harvest allows for. Not done in day 2 or 3 just because you got 15-30ex. But personally I'd just delete it for many reasons. Like drops don't matter once you got basic mapping gear up and running. Like not enough RNG in my game besides if you can find a Harvest this map or not. Like way OP.

Usually I play with a plan being SSF. My only plan is Harvest which means All-Hamlet-All-The-Time. But as boring as that is - it's nothing compared to traders who get thier items ripped off. So just delete it. Would be better for game.
Git R Dun!
Last edited by Aim_Deep#3474 on Mar 8, 2021, 1:31:02 PM
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dzasur wrote:
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.


It already way too OP with TFT. Making it easier wont solve player drop off week 2. Will make it week 1 instead.
Git R Dun!
Solution: Harvest and Beast modified items become account bound. Problem solved. Next.
"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
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frostzor27 wrote:
Solution: Harvest and Beast modified items become account bound. Problem solved. Next.


This goes a lot against the itemization rng aka "one man's trash is other man's treasure".
I don't think account / char bound items are a solution to anything anymore. At that point you can just add offline mode.
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.
With things like harvest you have to consider the weighting of the ideal outcomes. from a design perspective I would imagine weightings intrinsically have to be tied to availability.

If you assume that Harvest is intended to be exclusively for the player that owns the atlas upon which the grove spawned then you can assume for more likely ideal outcomes... but when you cater to the trade economy then you assume a level of availability that is actually considerably higher than the purely SSF assumption, which then should have outcome weightings that reflect that greater level of availability.

so it becomes an availability VS potency argument... Make the storage capacity unlimited and easy to trade on the API but make the craft outcomes just abysmally unlikely thus driving the price for good outcomes to completely impossible values OR continue to assume they are intended for the individual atlas owner and make them as difficult to trade as possible so they can retain their potency.

What you like is their potency... you like harvest because it works much more often than it fails.
I have never felt further from what I know and love
Hear me out...

Rather than learning how to trade the actual Harvest Fruit (The craft itself) how about you learn to craft the insane items that players will want to buy? In doing so you will... Create hilariously powerful items for your own build regularly... you will also inevitably craft unbelievable items that you actually don't need that you can thus sell for values far exceeding the price of the individual craft.
I have never felt further from what I know and love
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Aim_Deep wrote:

It already way too OP with TFT. Making it easier wont solve player drop off week 2. Will make it week 1 instead.


Previous league without Harvest had worse drop off tho, and this league multiple players reporting to play a lot more because of Harvest and new OP Atlas passives. Guess it's more interesting to play when you actually can make currency outside of highest tier content (when you don't actually need currency anymore), like Atoll/Canyon grind.
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Marxone wrote:
This goes a lot against the itemization rng aka "one man's trash is other man's treasure".
I don't think account / char bound items are a solution to anything anymore. At that point you can just add offline mode.


SSF mode already exists.
Why do people wants to force it on others so much but refuse to start with themselves is beyond my comprehension. Trade league is for those who enjoy that everything could be traded, and there are plenty of those who do.
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TheSaltPrincess wrote:
unpopular opinion. harvest makes the game too easy.


TFT and trading Harvest crafts make game too easy.

If GGG doubles down on enforcing not being able to trade harvest crafts, such as making items crafted account bound, then crafts become super rare again.
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!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley

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