2 possible ways to 'balance' Harvest by rarity - would you prefer these or GGG's 'solution'?
Let me just start off by noting that both of those ideas are quite harsh, but then what they're trying to constrain is also quite hard (GGG isn't wrong when they claim we've got some pretty broken items floating around). They're also not mutually exclusive i.e. you can implement both, although I think just one or the other is good enough. And note that I'm not pretending ya'll will like them - instead think of it as a comparison: Would you prefer these changes, or the one that GGG has decided to pursue? So don't bother complaining that Harvest should stay as is, cos it isn't. These are just alternative changes.
Both of these ideas involve no change to Harvest itself - you'll have all the same crafting options as now. Rather I think what's got GGG on edge is TFT i.e. the Harvest trade economy and what it enables (never mind what proportion of players actually engage with TFT - cos apparently it's too many in their view). So that's what I'm targeting. Harvest already features more common and rarer crafting options. Option 1: Bind on account. Item can't be traded or even picked up off the ground by anyone but the one who Harvest crafted it. There's a hard and soft way to do this. The hard way is to simply make all items that've been Harvest crafted account bound - this would immediately nuke TFT, but would also kill people crafting items for sale themselves as well (or even selling their own gear later). The softer way is to put a timer to this, so it's not usable by anyone else for a certain period. This would still kill TFT, but people can still try to sell their own self-crafted gear. Option 2: Craft-limiting. Items have a set maximum number of times they can be Harvest crafted, after which they either become corrupted (the hard way) or simply can't be crafted by Harvest anymore (but can be by other methods). This is doable even with Harvest trading still allowed. What this means is that people will only Harvest craft on already good items, and also that they won't use Harvest to endlessly re-roll mod tiers until they get all T1 items. So Harvest becomes a way to finish or clean up items, rather than brute force your way to OP gear (assuming money is no issue for you). So which of these would ya'll be willing to accept? Or would you rather just have GGG's solution than either of them? Once again, please note that this isn't a contest between these and current crafting. Last edited by Exile009#1139 on Mar 12, 2021, 3:54:08 PM Last bumped on Mar 16, 2021, 5:25:40 AM
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If I had to pick between your two options, I would prefer option 2. Bind on account would change a lot of things, not sure if good or bad yet.
My preferred option would be about the level of nerfs they made (except the one where they give you less crafts overall, which doesnt even address mirror tier items), but also make a way to 'seal' harvest crafts so you can sell them like prophecies or beasts. That would make TFT irrelevant. |
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Would be willing to accept either, and both options would suit me a lot better than GGG's option. But as this game doesn't revolve, nor evolve around me, I understand the route they've taken.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Doesn't matter a lick what we prefer. I'd prefer they just come out and tell us that. Giving in to what one group would prefer is exactly what caused this problem.
Last edited by Shagsbeard#3964 on Mar 12, 2021, 3:47:19 PM
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" An online forum would be an even more useless place without people's preferences. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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option 1 any day
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" I would be in favor of these or other mechanics that limits the overall impact of Harvest League crafting. "Overall Impact" meaning how it effects all players in the game, not just the ones directly engaging with it. ie: Overall economic impact, progression profiteering, currency bloat, item glut, prioritizing end-game play, and some other issues that are starting to crop up..."u cant afford it, scrub, git gud." (Exclusive Elite) :) |
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Option 2 but with blind and random maximum craft times that have higher and higher chance of corrupting the item based on how powerful the craft is and how many times they are used.
Let players decide how much risk they are willing to take. |
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i prefer what ggg is planning to do. i would be extremely unhappy with either of those changes.
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The general consensus who is opposing GGG nerf will oppose both your options as well.
Option 1 is not easy to implement as you will have to accound bound millions of items. Option 2 is also not easy as you will not know how many times that item has been Harvest crafted esp those sold in the trade market. |
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