It can't even be called "harvest crafting" any more.

"
SunsetVista wrote:
I miss the old harvest. The new harvest is boring.


I don't find it boring. I find it none existent. For the amount of times and risk that takes to clean those monsters you get maybe 1 roll. Usually you need 20 or 30 rolls to craft something useful.

It is just not worthly the time. The shop is closed. Enjoy essences and delve.
"
Cchris07 wrote:

as much as harvest was loved, you gotta remember, there was a time where harvest did not exist and nobody was even talking about anything of the sort.


This is quite false. Players have been talking about the need for more deterministic crafting since the beta. They may not have explicitly mentioned Harvest since it did not exist, but it was talked about ALL THE TIME.
"
jsuslak313 wrote:
"
Cchris07 wrote:

as much as harvest was loved, you gotta remember, there was a time where harvest did not exist and nobody was even talking about anything of the sort.


This is quite false. Players have been talking about the need for more deterministic crafting since the beta. They may not have explicitly mentioned Harvest since it did not exist, but it was talked about ALL THE TIME.


+1
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
I believe this is just a bug. Maybe they should drop 400 + random number, but now it only drops the random number. The fact that I get zero from one of them, I refuse to believe that this is an intentional design.
"
Kulze wrote:

Nah, that's sadly not how it goes.
Formerly a crafter sat down in front of PoE, had a goal of 'This is my dream item' and made a plan. Then that crafter began their work.

He writes it down step by step to find the best solution to the problem.
After thinking he found it he goes to work.
10-20 bases of the same type are bought, the initial preparation done, could be creating the respective influenced mods, could be fossil spamming to get the proper starting mods, could be essences, doesn't matter.

A good 5-15 of those bases land on the market as the outcome is good but a 'failed' product of the first steps already, higher valued then the initial investment to buy more bases in the future.

It goes on to the intermediary steps, getting suffixes/prefixes done properly, meta-modding it in the end most of the times. This is supposed to be a save-spot, which is gone now.

Then you go along to finally do the actual craft, maybe you got 1 base at worst, maybe you got 5, one way or the other, along the line you might get a reaaaaally reaaaally good outcome but not what you wanted. Those go onto the market as well! Would be a waste of resources otherwise as you got more projects. That's... gone too now as you'll rather brick the item before this even happens.

Heck, and in the end you're starting from scratch over... and over... and over...

So the end result is that a crafter has no aspirational content anymore, it's a slot-machine now, rather then a situation where you know it'll hit it with a hefty investment it's now unlikely you'll hit your result even when playing for months non-stop to create a single item which formerly was costing 100 ex. Now that one is actually valued 10000 ex (Edit: Oh right, Divines! Forgot for a moment, old habits coming through, as if that change isn't exactly as dumb from a crafting standpoint as everything else made this league in that regard!) as it just takes that much effort to make.

So after a week of playing, being determined to bring your item to the next 'stage' of crafting... instead you might end up with '0'.

Tell me, is this what you think is great? The right way to go forward? Because for me it rather looks like the behavior of addicts playing a lottery in hopes to earn the jackpot. I'm not here to play a lottery, I'm here to upgrade my character step by step and work my ass off for it if needed.


I eventually came to the conclusion that the people who were bitching about harvest crafting being "too easy" are the people who never bothered to do it. It was a HUGE investment in time, effort, currency, patience, research, and planning at a time when you would know next to nothing about it without data miners. Even then there were ZERO guaranteed outcomes, the system just made great things POSSIBLE, and that was enough to go through the trouble over and over again.

It was endlessly fun because it gave you more hopeful odds. In this game you start out with no hope, and insurmountable odds. ...But isn't that supposed to change at some point? Aren't you supposed to have better, more hopeful odds at some point? ...Isn't that supposed to be the reward for all of your blood & sweat? If not, then what is the point?

There is no reward for me any more.

"
B00b wrote:
I believe this is just a bug. Maybe they should drop 400 + random number, but now it only drops the random number. The fact that I get zero from one of them, I refuse to believe that this is an intentional design.


I've just been farming harvests to gauge how long it would take to amass a decent stack of lifeforces, just so I'd know. I have very little use for it as it currently stands. I just encountered a map with 4 plots in it. TWO of them gave me zero life force, one gave me a tiny amount, the last gave me about 2-3x more than it felt like it should have. Trying to farm for specific types is nearly impossible this way. The one I needed I didn't get at all, the ones I got I don't care about.

I can't even stand to experiment with this any more.
Last edited by Obright#1785 on Aug 28, 2022, 11:04:35 AM

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