Development Manifesto: Harvest Crafting
FINALLY! I was saying this week 1 of harvest. Took them half a year to figure it out lol.
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rip fun
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This changes nothing just use essences and fossil i look forward to the next league
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Wouldn't be surprised if we lost a lot of players on this..
But the players want deterministic crafting. Why not have more currency provided from harvest rather than the crafts themselves? |
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not playing next league, so sad
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Colossal joke. Not surprising it came from the out of touch developers to be honest.
ProbablyGettingNerfed - L100 Occultist
Vinktarded - L100 Pathfinder GoogleDiversityHire - L100 Necromancer 3.13 was the pinnacle of PoE. IVYS+1 Gang 4 Life. |
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holas a todos les deseo larga vida y prosperidad y a sus familias y mucha mucha salud .....
con la noticia de los nerfeos de harves me parece q si habia q nerfearlo pero creo q solo un poco por otra parte la liga de ahora a estado muy bien a mi parecer habia mas gente q ha seguido jugando yo llevo juegando desde 2019 y la verdad me falta artas cosas aun me considero un novato pero he visto los crafteos y me hace pensar q siempre hay mejores formas de sacar mejor equipo como los fociles por otra parte es cierto cada liga tiene nuevas formas de sacar currency o equipo yo recien me estoy metiendo en eso del crafteo es muy interesante y creo que habra mejores formas de craftear y mejor el equipo la idea es seguir adelante pero eso si seria bueno ver ya sacar objetos que no aportan nada y actualizar y ver como mejorar el comercio y lo mas importante ver el problema de optimización del juego yo siempre juego solo por que si entro con alguien me lagueo una barbaridad y solo pasa en este juego en otros nuca pasa eso espero q po2 acaba con esas inconsistencias del juego ya que solo eso le falta para ser un juego de primera linea una buena optimización. |
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This nerf was so far the worst decision you guys could have possibly make. Harvest is a powerful craft mechanic, absolutely. But it was an opportunity for people to create nice items that could not possibly exist as easy.
I myself used to play 2 weeks maximum per league, only played a single build and I was out after playing almost all the league content. I already played 5 different builds this league, and almost 2 months into the league I'm still motivated and happy to try new things out. So I can properly say that your success and the numbers you had this league are in part because of harvest. Good luck on 3.14.0 trying to retain players past second-third week as good as you did on Echoes of the Atlas, lets not forget the success you previously had with Heist league, that's why everybody loves it ;) Last edited by sanchez7952#3849 on Mar 10, 2021, 10:35:28 PM
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Ouch, this feels like a really really bad change for the majority of players.
Harvest was fun and it also enabled many builds, which imho is just adding another layer of fun and potential to the game which is now lost. Simply grinding currency to get/obtain what you want is not nearly as exciting as when you were grove hunting and found that specific seed and got lucky with the specific craft you needed. If they wanted to nerf it, they should simply make crafts not-tradeable, so people would only be able to supply themselves and still have fun crafting. |
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Hi,
I hope all is well. I understand the reasonings that you have brought up in this post, but I would appreciate it if your team would reconsider this change. For the first time in a long time, I've been enjoying playing the game and it's mainly because of harvest. Making these changes aren't going to stop powerful items from being crafted, it's just going to stop the newer /players with less crafting experience or knowledge form crafting better items. Even with this change, the best items are still going to be crafted, but only a small % of players are going to be able to make those items. I can see how nerfing the spawn rates of some crafts is desired, and I like the balance idea concept of only a partial percent of seeds are successful as a slight nerf (within reason), but I don't like the idea of losing the add and remove of a specific type. The crafts that you are removing are the crafts that are the most desirable. I like the idea of making harvest more common, but I do agree with some type of healthy balance. I know the numbers for the spawn rates have been messed with over the past week (or so), because some days I would average one harvest out of three, and other days I would average one out of eight (including Zana maps and main map). When you push changes like this and keep the player base in the dark, it really hurts players who invest into strategies that work around the things that you change. When I played for about a hour and didn't get a single harvest, I almost stopped playing because I invested into items to do this strategy. More transparency would be greatly appreciated. I really like the idea of making the boss spawn into a map fragment. It was unfortunate getting a boss when you only got a few harvests an hour. Great idea! To summarize, the community is really enjoying harvest craft. I understand the need to make adjustments, but please do not heavily nerf or remove the best mechanics of it. Those mechanics are what make it great and desirable to play. Last edited by oDIVINEWRAITHo#7734 on Mar 10, 2021, 10:36:27 PM
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