Will Harvest Become Core Path of Exile Content?

Have deterministic Harvest mechanic in future POE but with a catch. You know what you get ( ie remove/add or aug or reforge etc ) but put RNG in for it to occur. So it is not guaranteed it will work but if it does work, you get the mechanic you want. Since harvesting may be difficult with rare occurence of event, then we can have a cost attached to "try" the above. Let the other less popular currency put in use ie aug orb, chance orb, transmutation or even blessed or silver coin. This way, it will still put these currency in demand in the economy.

Yes it will still looks like RNG "gambling" but it is no difference to drops from fights. By doing this, it can differ to the traditional crafting such as delve, essense, bestial but it compliments them and also it makes use of "unused" currency to make the economy contained.
agree that it should not stay, but that some craft should be added to the craftin table

if you're scared that players get items too powerful, why don't you implement some 'regular' craft:
- one resistance into another
- one socket color into another

those don't break the game, they just help players a little bit, and prevent rellying too much on RNG

ty
I am very disappointed that with 138h in game gameplay I am unable to even get near to T16 maps as a casual player.

Since I can't enjoy the full content (story) without "working" an extra job in this game, I have started to play less and less. If you believe that the future of this game is with streamers and how they play the game as their JOB 8h a day, then I am totally fine with it, good luck...
Last edited by krikus62#5149 on Aug 13, 2020, 8:39:30 AM
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Kairuto2020 wrote:
Have deterministic Harvest mechanic in future POE but with a catch. You know what you get ( ie remove/add or aug or reforge etc ) but put RNG in for it to occur. So it is not guaranteed it will work but if it does work, you get the mechanic you want. Since harvesting may be difficult with rare occurence of event, then we can have a cost attached to "try" the above. Let the other less popular currency put in use ie aug orb, chance orb, transmutation or even blessed or silver coin. This way, it will still put these currency in demand in the economy.

Yes it will still looks like RNG "gambling" but it is no difference to drops from fights. By doing this, it can differ to the traditional crafting such as delve, essense, bestial but it compliments them and also it makes use of "unused" currency to make the economy contained.


Loots are 99.9% crap. RNG gives what you want in 1/1 000 000 chance, we don't need deterministic crafting with 0.001% of being successfull, cause if we go that route, this is what GGG will do...
Path of Exile is a Casino for gambling addicts.
Gambling is not fun nor a game mechanic...
I have to agree with the posters that think Harvest is a good equalizer.

Because it made it possible for players to obtain gear that allowed them to proggress where they coulnd't before - by themselves and in a deterministic way - it made the huge gap between those who fully engage in trading and those that don't, feel smaller.

Players that did well before Harvest, are doing just as fine now. But
for those who struggled, I feel like this league helped a lot.
I would let the garden stay outside of maps - like it is with Einhar and his pens, I would just gather seeds in maps (it was interrupting to being forced to leave map and enter garden every time anyway and also it was confusing - I wish it would be the same garden with the same progress). The seeds could be guarded in maps by plant mobs maybe? And in the static garden the progress wouldn't be tied to how many times you entered from a different map, but something else. maybe 1-4per day ticks.
Good.
This doesn't feel right for PoE at all, imo.
you just told ppl to buy items like they did previously. gj
Really happy with this decision, this was my first proper league and I finished all most all end game 3 weeks in. I played a week of metamoprh and maybe a few days of another league didn't like this game at first and 2/3rds of last league. Last league I would get excited at rare drops and so on, this league i didn't id anything without an influence. This took away alot of the fun for me and maps felt like me rushing to end and progress rather than me looking at what i could drop.

To the people complaining that they are casual and not earning enough to afford items required for late game, this is really weird to me as a casual who killed most end game bosses last league and managing 20/20 wave on less than 20 exalts. I kept one league starter build and kept slowly understanding my building and making it better myself. There are casuals who farm end game bosses in solo self found most leagues. This game isn't difficult enough for you to need top tier items for end game.

Furthermore, i made it to level 95 with over 200 exalts made in first month and 1/2 of league. I did this by taking a few hours and reading/watching information about the mechanics of this game, most end game bosses have very specific attacks which can be easily dodged. Not flexing just getting annoyed at people who are casuals getting annoyed that they have to spend time learning and understanding the game rather than plant seeds get a specific mod and now you have op items. Really happy ggg didn't cave to the pressure as a lot of games have and made their game really easy with low replay-ability values.
Last edited by Reaperzrain#0903 on Aug 13, 2020, 8:59:42 AM
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nikola061 wrote:
Btw u could add special crafting bench that gives u ability to slam specific mods with rly hefty price. Smth like add remove life modifier 5-10 exalts. Only problem with that is inflation of exalt price. But if u remove chaos recipe thats fixed instantly. Just and idea.


Again though, this really only helps the top 1% that swim in exalts. For your average player that earns maybe 50Ex per league, it would feel bad to spend 10-20% of that ona single re-roll that might be trash.

This approach just helps the top 1% get further ahead. The good thing about harvest crafting, was giving power back to the 99%, and it's mainly the top1 %ers that don't like this, as they can;t charge 50Ex for something worth 5 in this league....

It's fairly common the Harvest mechanic is unpopular, but the crafts are wanted by the majority. The player numbers were not poor this league because everybody got the max gear they want early, it was because the Harvest mechanic was terrible. I play an hour or so a day, and don't have full T1 rolls on everything, not by a long shot.
Last edited by IcedInferno007#3962 on Aug 13, 2020, 8:59:29 AM

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