Development Manifesto: Harvest Crafting

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zifcozif wrote:
I think a lot of people would like to see a constructive reaction from Jonathan and Chris to the Path of Matth video (https://www.youtube.com/watch?v=pdpA_xHXhEA) isn't he right?


I would also like a constructive reaction from community reacting this nuke of harvest.
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arapera wrote:
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zifcozif wrote:
I think a lot of people would like to see a constructive reaction from Jonathan and Chris to the Path of Matth video (https://www.youtube.com/watch?v=pdpA_xHXhEA) isn't he right?


I would also like a constructive reaction from community reacting this nuke of harvest.

I disagree. I think there have been plenty of alternatives that would've been sufficient to solve the issues named in this thread alone.
News flash: Pain is not enjoyable, nor is it fun.
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arapera wrote:
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zifcozif wrote:
I think a lot of people would like to see a constructive reaction from Jonathan and Chris to the Path of Matth video (https://www.youtube.com/watch?v=pdpA_xHXhEA) isn't he right?


I would also like a constructive reaction from community reacting this nuke of harvest.


I believe that community should stop watching Twich streams for one month. Ideas of making a game content accessible for pro-players only come to Chris mostly from top streamers. They can afford the most expensive items because for them the game is not an entertainment - it is their everyday, full-time job. Chris is convinced that placing more and more content and RNG people will play more. He thinks that only 8-hours daily grind should be rewarded. Well... Why people should do that? This is then not a fun - this is a job. Somebody who spends 8 hours daily at work (school, university etc.) does not want to come home and to start another work.
See if you can hire this guy.

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EvilPayaso wrote:
Nerfing harvest crafting in this way doesn't look good. It will most likely kill it for average player while making a external community trading forums/tools mandatory to craft a desired item.

Imho better way of handling it would be to make most powerful crafts non tradable.

The idea I came up with is to:

1. It should not be possible to store most powerful crafts (targeted exalt, annul, divine, reforge) in the horticrafting station.

2. Horticrafting station should have a storage space, where you would place items for crafting. The most powerful crafts can only be used on items that ware placed in that storage before the map with sacred groove was opened.

3. the most powerful crafting options can only be used in sacred groove.

That will eliminate trading for crafting options. It will also allow GGG control on how rare these crafts should be. It will ensure that every player will get access to these crafting options at roughly the same pace.
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Tygerlilly wrote:
News flash: Pain is not enjoyable, nor is it fun.


Indeed, so sad to see this mess getting thrown at us. I have fun with deterministic crafting and have to manage my sparse time carefully on this game. I dislike gambling and have no ambition to blindly throw chaos or exalts on anything.
GGG you see these supporter titles? Yeah, its staying that way, forever. Im done supporting your game.
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Anointedone wrote:
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Harvest should not allow targetable influence crafting. DON'T remove the tags and add tags to those influence mods that had them removed but prevent harvest from rolling influence mods with augment and remove/add crafts.
This fixes the issues GGG has with the system. Fossils would be required for initially targeting one or multiple influence mods on an item including for the purpose of maven orb crafting. Exalts would be required for attempting to 'fix' maven orbs removing one of the desirable influence mods on an item in high end crafting.
The more 'basic' mod pool should be targetable with harvest crafting while retaining the risk of targeting influence mods with annuls or remove/add crafts. This gives a greater layer of difficulty when crafting top tier items but allows players to craft their basic non-influence stats to make their build function on a basic level.


Maven orb has a function? Check
High end items are more difficult to craft? Check
Basic leveling and early endgame items can be crafted? Check
Harvest remains relevant and powerful? Check
Exalts have a function? Check
Fossils have a function? Check
Fun? Check


Oh and of course:
REMOVE SPLIT BEASTS!
The only thing that isn't accurate about your post is "High end items are more difficult to craft".

What most people, including GGG don't seem to understand is: even with Harvest crafting, high end items WERE extremely difficult to craft. Harvest just made them a bit more reasonable down from downright impossible. I encourage everyone INCLUDING GGG to watch Pathofmaths video on the statistics of making items before and after. Sadly, GGG is so disconnected from their player base, they probably don't even know who he his.


The issue is that 'perfect' items ARE too common. Sure, the chances are low as the guy says in the video but the whole point of the game is not to have 'perfect' gear but to have items that are functional but not quite perfect except for some very rare and lucky occasions. This means that 'mirror tier' actually means what it used to mean. Insane luck or insane investment.
Years ago, mirror prices stayed stable throughout the league as mirror tier items were so rare whereas now, demand creeps up as perfect gear is more easily crafted while mirrors continue to be as rare as previously. Sure, you can obtain mirrors from more sources now than ever before but the same is exponentially true for mirror tier items.

PathofMath goes and shows mirror tier items on the trade site in huge quantities and makes the point that they are rare... but items which exist in such large quantities just are not rare.
If these items were REQUIRED to make a build work, you might have a point but they are just a way to push a few % more damage out of a build that is ALREADY destroying bosses before boss mechanics can take place. That's really not something most people are interested in in reality.
Last edited by Incarcerated#2029 on Mar 14, 2021, 6:46:32 PM
GGG, you created "Community Designed Divination Card - Poll"

It would be amazing if you had created like 10 Polls for Harvest Mechanics, so you could have real data about what the PoE players think.

Even if you didn't use the data after the poll was over, you, at least would have the data available to make decisions, instead of just assume that you know what everyone feel is fun and exciting.

It is your game and you do what you want to do. But, are you creating the game for you to play or for us to play it?
“There are only two ways to live your life. One is as though nothing is a miracle. The other is as though everything is a miracle.”
― Albert Einstein
The best of harvest is that you can make a plan for your build and make many builds viable. I had so much fun making multiple characters and finally changing from the same meta each league. Bought many mtx for every character because was fun to play. Now i regreat it.

I don't want POE to turn into another "full time job" to get enough currency for crafting and then let me down because it's another "casino".

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