Development Manifesto: Harvest Crafting
I decide - to stop playing in a new League, for few weeks or for all season.
No buy stash, no buy support pack. It's just only way to show my protest. |
![]() |
The Tencent question is an interesting one.
Does anyone know if these planned changes are coming to the Chinese client aswell? |
![]() |
The changes are missing the mark, the causes and just about purely contradicted by the treatment of every other crafting content implementation.
What got removed from Delve? Mods that had similar attributions to other content, like Additional Curse (which made Queen's Hunger useless). NOT DETERMINISTIC CONTENT Nearly all Deterministic content actually comes from: Delve crafting weapons (only about 4 outcomes at most left in most delve crafting for the most desired mods) Creating two items with 2 influences, Maven Orbing, and then using an Awakener's Orb to merge them. Most of these Armour tops that are creating alarm don't even have non-influence mods. They are literally full Influence, so the changes that GGG is trying to implement don't actually do anything to address that issue. The Most Deterministic Content has been: Delve Crafting Awakener's Orbs Maven Orbs. Beast Crafting Harvest doesn't hold a candle, and the sole role has become to simply make getting an influence onto an item easier, or min max the post Awakener's mods. --------------------------------------------------------------- Furthermore, it's not Harvest itself that is a problem with crafting determinism. It's the ABUNDANCE caused by another feature you, GGG, Introduced. That's Uncharted Realms Ascendancies. Realistically, without Uncharted Realms, Harvest procs are few and far between in Maps, to the point it's REALLY HARD to finish items with it. But once you gain Zana's Uncharted Realms ascends in the form of Master of the Atlas, and Paths no Followed, the rate of Harvest significantly goes up, because far more Zana Encounters are determined to have at least 1 quest for a Sacred Grove. -------------------------------------------------------------- In other words, this is another 1% problem GGG has integrated and wants to ignore, rather than going after what really is the problem; The fact that racers who can 1 shot content, literally are just farming Harvest and Maven Orbs and Awakener's orbs to build surplus gear they don't even need. Meanwhile, those who are almost uber (but not quite) are struggling just to finish their own first set. -------------------------------------------------------------- You're making a wrong choice from a business perspective by enforcing a guidance which is aimed at limiting your top 10% rather than your top 1%; This can of worms you opened with Harvest and all these new functions is something which empowered players and made more of them want to play. It gave them hope of being able to do what they have failed for over 5-7 years of playing. The fact you're taking it away - again - is signaling to them you don't want them to feel empowered. And that is the biggest reason itself that your solution is wrong. People don't stick around for 1%er games. They do stick around for 10%er games, because they have "hope." |
![]() |
" kk, will do. |
![]() |
If the most problematic scenery is the ability to sell crafts why dont u make something like bounding the instance to the player and no other account can access it? like the hideout mechanic that u can control who can enter (only friend, guild mates or party memebers) but then u make a rule that none else can enter. Then to make getting extremely strong items a little harder u can make the t1 mods a little harder. Or even easyer just make an npc to open consumable portals like zana but it only opens one portal! I am not a fan of crafting but i think that removing so many diversity as u guys are is a big mistake.
Oh and its already time to remove those pathetic mods that none want like mana gain on kill, reduced attributes requirements, stun and block recovery, etc. And buff that damn flat life regen! 1-10 life regen isnt a thing, make it 10-50 and people will meaby start making use of it! Last edited by NumberUno#6045 on Mar 24, 2021, 9:48:21 AM
|
![]() |
" I like the idea, too much deterministic and powerful. Imagine having mirror tier item 10s after making the first character. Too bad, must nerf! |
![]() |
" Just ban all who owns mirror tier gear as poe craft abusers. Its literally small % of playerbase. Who cares. Problem solved. Why nerf game, if can just do this. 99.9% will be happy anyway xD |
![]() |
" GGG haven't listed to their playerbase in years, they just do whatever Chris wants. I've had a comment removed too, lovely to see censorship deployed by GGG. I've been playing last epoch since the manifesto, and have been speaking to a developer about some tweaks, such a breath of fresh air! Last edited by IcedInferno007#3962 on Mar 24, 2021, 1:48:53 PM
|
![]() |
Played years already, always liked make own builds rather than google and try 1:1 copy some of them most strongest builds that exist at the very moment. This is almost each time limited by the need of one or few insanely much more expensive item, than rest of gear.
Or was, before garden crafts, but such is soon to be flushed down the toilet again. During harvest league, I agree it got out of hands, but I think it was more about the seed system, than craft mods available. It messed up the market, could get rich sick fast selling seeds, also for those who bought and farmed specific seeds only, got item mods too easy. Way it works now, fixed that, which was good. In current form, garden gives a possibility for bit more casual players, to create some specific items needed for random tryout builds. Is just stupid if some item costs like 70ex+, while others are 1c-1ex, and the item is such that divides if the whole skill can work at all or not. In 3.14 garden will be trashed pretty much totally again, when it comes to item crafts. So again them random tryouts will straight end up on trash bin. So is again just less diversity in builds, as usual when nerf hammer hits the table, is not good. The way garden works atm, and how rare it still is if not farm it 110% of time, still makes item crafting kinda slow, and a rare treat to get even 1 needed item fully done. For bit more casual players, it's simply the only way for accessing some specific modded items. In current form, garden does not give mirrors or item worth of them, for everyone in few weeks, as some here think. It gives more options for more casual players, this is the bad thing in trashing it again. For the top few % of players, upcoming garden changes won't anyways really change much... Them will surely still get their sick expensive gear fast, for their best of few current op builds, no matter what. Will go as usual: some finds a way again to be immortal and 1-hit everyone, posts it on some forum, people copy it in few days... while more and more items and skills become obsolete by nerfs, or even at best, it greatly narrows the amount of items and char classes, that can use. Majority of skills already are just simply bad choices, far over 90% of them, and have been a long time already. Garden was a nice push to other way. Last edited by ForciblyBaptized#6066 on Mar 24, 2021, 1:59:50 PM
|
![]() |
from my point of view.. that harvest crafting gave me a reason to play again, like some new surge of energy with "i can make some nice items for my character" in mind.. it is sad that it is goin to change. rly sad.. - now i have to "rush" and do as much as i can before change.. i hate to play like that and yet im doin it..
Last edited by Uzdro#0623 on Mar 24, 2021, 4:40:27 PM
|
![]() |