Let us start multiple Harvests at the same time
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The point is it has a tedious aspect. I like the harvest mechanic but there is room to improve beyond double clicks. I play a lot of slow builds. I've largely played SSF HC and ruthless, at crawling pace. When the expedition changes were made I made some posts concerned that it was largely a softcore change was potentially wasted nodes on the atlas for other modes. I understand the argument people are trying to make, but suggesting this change would be the same as someone walking into a map, clicking win button and counting loot is crazy. Particularly when previous version of harvest were so rewarding they had to nerf it into the ground.
I don't think this would make a huge difference in farming efficiency anyway. It would save maybe 10s on builds that are one shotting everything. It might even save more time for slower tankier builds that can stack up and aoe multiple mobs. Its the tediousness of the process that can be improved. Standing, waiting, doing nothing. I don't think anyone is asking for it to be more rewarding, just smother in the mapping process. Exaggeration of what is being suggested and saying, because an improvement has been made people should thank the ggg gods, and it can not be further improved, is over the top. Fair enough if you like the way it is, but having unnecessary down time being a mechanic is not something I agree with. In the campaign, maybe, you can fix skill tree etc., while boss is spawning. Harvest is a different situation. There is much less decision making in harvest than expedition, unless you perhaps use crop rotation, it's basically a one second decision on color and maybe tier. Compared with expedition where you need to read the mods and select order/location, unless your build is able to handle all mods. I don't mind harvest being slow otherwise. I think it's a good mechanic, but you all must really hate the extreme archeology keystone if you don't like this suggestion? Why does harvest need to be slower than expedition? Which builds is this enabling and which builds would break if it was changed? I see where people are coming from with suggestion that certain content can be imbalanced for certain builds, but I don't think it relates to having tedious downtime in events. This sounds to me more to do with build balance, if explode builds are too strong. Certain content can be better for certain builds, I think that's good as well, but I don't think its a good reason to leave mundane or tedious mechanics in the game. For example, there is downtime in heist, waiting for members to complete jobs. I think this is fine, because it's part of the gameplay and there's potentially other things you can do or action happening. The harvest downtime is not the same, finding a harvest in your map should be worth leaving main map to encounter, not a decision of its not worth it to interact with. There use to be way more downtime in harvest, with the crafting, and it was over the top as well. Now that you just get the seeds auto looted there's no reason for this, it could be more seamless in the mapping process. Jump in, select crops, complete, continue mapping. Last edited by Belegur85#5784 on Jul 12, 2024, 10:16:27 PM
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