Let us start multiple Harvests at the same time

When you open the map you should have the option to have every monster in the map 1 screen away from the portal so you can kill them all in 1 hit so your maps are faster. Then once their dead all the loot on your loot filter will instantly go to your stash.

Less clicks, better on carpal tunnel
Last edited by Lonnie455Rich#2087 on Jul 8, 2024, 6:19:58 PM
This guy couldn't answer my question and now starts posting nonsense, classic
"
nn313 wrote:
This guy couldn't answer my question and now starts posting nonsense, classic


They just added Qol and you want more, this is a never ending snowball effect that you can't win if you're the one providing the "thing".
Humans do this in every aspect of their lives.

My example is just obvious satire pointing out that I think what you want is just as ridiculous.

Why does heist have to have doors that need opened? That is a lot more annoying than harvest.

IF they made harvest this way. They would adjust it in a way to where you wouldn't actually be gaining anything. i.e. less monsters, xp, harvest juice. Most likely you would still get the same amount of juice/hr. Making things faster and easier just for the sake of doing so requires balance or its "power creep" in another form.

Harvest is getting an update, be happy. Don't sit there asking for more. I bet if you're a dev this kind of thing gets old. This kind of stuff is probably why they make things objectively worse when people beg for it.

The only thing good that came from harvest being itemized was nobody has to listen to PoM complain that he couldn't make a mirror item in the first week.

I don't think many people enjoyed the veiled orb/aisling changes either. It took me something ridiculous like 33 lvl 83 catarinas to get a single veiled orb.
What Lonnie is illustrating is pretty much the quintessential MAIN issue with PoE today: speed domination.

PoE 1 is irreparably damaged because so many mechanics, skills, and design have catered to max speed, explodey builds. And BECAUSE so much of the game has been led in that direction, slower builds simply don't exist at a certain point in character development.

If you hope to succeed in PoE at a certain high level, it is basically impossible to do so as a slow build because too many mechanics and farming tools rely on speed and explosions. At least in a self-contained environment like current Harvest (and things like expedition, bossing, etc.), slower builds stand a decent chance at being mildly successful.

You say its as simple as giving people the OPTION to pop them all or not, but it is NOT that simple. When zoomer builds can clear a harvest in a fraction of the time that other builds can, there is no reason to play the other builds. ESPECIALLY in your case, as SSF, where harvest is mandatory for progression. At least in trade, you can simply bypass harvest altogether if your build isn't optimized for it.


Now, if there was a tradeoff: "All harvests are started upon entering The Sacred Grove / x% less life force found in area", at least that would keep things partially balanced.


QoL, as it relates to monster clearing, is NEVER simple. There are hundreds of outcomes that short-sighted ideas don't even consider.


**I'd also add: if Harvest is mundane and boring because of clicks....what about basically every other mechanic in the game? Running a map requires clicks. Sorting inventory requires clicks. Picking up loot requires clicks. Why can't we just enter an endless map where we keep killing things and moving in a straight line, while all the currency and items get vacuumed and sold automatically so we never have to stop for anything? Heck, Harvest is a crafting mechanic, which requires clicks. Why do we even need harvest in the first place?
Last edited by jsuslak313#7615 on Jul 8, 2024, 7:36:08 PM
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Lonnie455Rich wrote:

Harvest is getting an update, be happy. Don't sit there asking for more.


I hate this notion, just because they threw us a bone we need to shut up? It's just terrible for the game as well, we as players need to keep giving feedback and try to make the game better, and I'm sure they're glad to get feedback as well because I'm sure they're trying to make the game better.
Regarding the game becoming too fast - I think harvest with this change is still gonna be mild and slow compared to an actual juiced mapping experience, and it's not even close.
You may think you're providing feedback but they have a wall the size of texas of stuff people are suggesting and 8 devs on poe1 right now. I'm sure to them it feels like a toddler they can't please, no matter how hard they're trying. Even if that's not your intention.

I just don't think that the suggestion would be in my top 100 of most annoying problems in poe right now.

My .02
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jsuslak313 wrote:

You say its as simple as giving people the OPTION to pop them all or not, but it is NOT that simple. When zoomer builds can clear a harvest in a fraction of the time that other builds can, there is no reason to play the other builds. ESPECIALLY in your case, as SSF, where harvest is mandatory for progression. At least in trade, you can simply bypass harvest altogether if your build isn't optimized for it.


People are already playing fast builds, nothing's gonna change. This is a grinding game so of course fast builds are kings.

The main reason I want this change is because the harvest mechanic is boring compared to the regular mapping. Because when doing harvest there is nothing to look forward to. You know the outcome - you get your lifeforce and that's it, there is no twist, it is the same every time. So it becomes mundane and these slow spawning waves become more and more annoying.

I also don't understand the notion of bottlenecking so "bad players can keep up". Like, what is this shit? We gotta reward being bad and playing a bad build? If my build is good I wanna be rewarded for it. How about we add 30s pauses between waves - so every build is slow, players with bad builds don't need to feel bad anymore.

I'm not saying the game needs to be slowed down, but if you wanna slow down the game - it shouldn't be done by adding these artificial pauses into mechanics, because no one likes to wait, especially in a grinding game. If you wanna slow down the game it should be done through bringing down the damage and speed ceilings of the game, you also should go case by case through skills - bring down good fast clearing abilities. Again, I'm not saying this should be done, I frankly don't care about that. I just want the mechanics I'm doing to be fun.
That attitude is what has led to the downfall of a lot of melee builds.

"Lets build the game to be optimized for tornado shot deadeye with hh and 2 additional arrows bow because its faster and more fun."

Harvest is fun if you are crafting your own gear. You have to farm 5k of each juice to make enchants if you use them, you have to farm a lot of harvest to get oshabi if you need an aug or a synth, etc. If you hate alt spamming clusters you have that to look forward to. All mechanics don't have to be deli.
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nn313 wrote:
People are already playing fast builds, nothing's gonna change.

I don't know even why are you arguing with someone posting this.
On Probation Any%
"Good vs. Bad" is not equal to "Fast vs. Slow": that is your primary issue right there.

And so what if its a farming game? Speed is NOT the only way to farm, except in a game like PoE that is constantly shooting itself in the foot. There are plenty of ways to balance farming: one is bossing (which has been gutted). Another is target farming (which has been gutted). Another is balancing clear speed with power with difficulty/rewards (which is the primary issue with PoE; no balance).

There is supposed to be at least some sort of balance between speed and power. You can get more clear speed by sacrificing power, and vice versa. HOWEVER, PoE has buffed bows and spells over and over and over and over again to the point where the fastest builds also happen to be the most powerful. Additionally, more and more and more and more monster density to the point where there are so many monsters on the screen that the entire computer crashes....is a problem.

These are design flaws, not "good vs. bad" players.


There can be things that speed is the best for. But there should ALSO be things that speed is NOT the best for.


"People are already playing fast builds": YES they are....because of what I wrote in my post which you ignored. They play fast builds because the game loop essentially forces you to play fast builds. 10+ years of degradation in the game environment has caused this, and PoE 2 will likely reset it (for a time). Having everything based around speed is what gets us the grindy, ridiculous lottery we currently have. Drop rates of certain items is so so so so low because it has to be balanced against players killing millions of monsters a minute. And what does that accomplish? It makes builds that CAN'T accomplish that totally obsolete, no matter how good the build. I can make a build that is effectively immortal and deals hundreds of millions of damage....but if it doesn't clear a map in under 5 minutes, (or really, under a minute) it is complete garbage.
Last edited by jsuslak313#7615 on Jul 9, 2024, 2:31:37 PM

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