Will Harvest Become Core Path of Exile Content?

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In short, Harvest will not immediately become a core gameplay mechanic but may be reintroduced in the future.


We'll see in under a month. It's already set to go core come 3.12.00
:>
Imagine thinking every player should play 12+ hrs a day to have an item they most likely still settled for buying through trade.

Imagine a player wanting explode and never trying for it because when uses the awakener orb or rolls it in 50000000 alterations he has it with +10 dex is healthy.

Imagine having a garbage tier trade interaction system that always relies on 3rd parties to make things easier but saying Harvest crafts arent healthy for the game long term hahahahaha.
I don't think Harvest would be bad at all if you guys decided to have the mechanic just be the seeds. What I mean by that is if you had the garden have a default layout, with no need for pylons, dispersers, storage, etc. A more automatic system would've worked much better for the more casual players, in my opinion.

I do love the idea of it, though, but it was a little needlessly complicated.
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KinJin91 wrote:
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Vandrafon wrote:
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KinJin91 wrote:
Remove Harvest completely. Ty. I like you GGG but this league was a fail for me personally the first time ever. I even liked Synthesis a lot more.

Majority of players are just low IQ'ed, not realizing how Harvest league is/was destroying the core game completely:
Hunting for the good items by actually slaying monsters and not by rerolling 100 times some random items.




Slaying monsters will not yield gear sufficient for most of the game, you still have to craft... well now we're back to orb gambling, instead of being able to target something specific like phys on a weapon.



Tell me where is the point in slaying any of the end-game content when all the items that you can craft are far superior than all of the items you can get from the end-game bosses. This is so completely stupid, I cannot even find words for it.

Rares were always superior, but it was really hard to craft them. Now every redneck can craft OP items. Either make end-game at least 10 times more difficult or just remove this easy-peasy crafting. It's so obnoxious.

If this way of crafting stays PoE will turn into a 2nd Diablo 3 where you are done with endgame after 2 days even as a complete casual.



I think you should stop calling fellow players Low-IQ/rednecks or other unfitting descriptions. Voice your opinion by all means, but just refrain from being toxic.
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Armegogeladdon wrote:
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KinJin91 wrote:
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60x7 wrote:
Harvest provides ZERO entertainment value. It's convoluted, tedious and puerile. Let it die.


You can do end-game with super budget, but the ultra casuals and rednecks need their mirror tier items in order to being able to defeat tier 10 bosses.

That's why they are complaining.

Gear progression is a very important part of this game, and being stuck behind "just be unrealistically lucky bro" until the league ends is neither fun, nor does it inspire the player to keep playing. It's not about skill, and you really don't want to take it to personal insults, because you're wide open on that front.


We already have deterministic crafting with fossils. Harvest league is just so dull in its design, allowing every single suffix and prefix precisely being rerolled as much as you want. Just wtf, nothing else to say.

Why should you ever pick up any other items ever again besides influenced bases? Remove Harvest. It does harm so much the game, people do not recognize it.

This game in it's core is a hack n slay and not a farming/crafting simulator. I want back the excitement slaying monsters and getting rewarded for that like in Delirium league.
Very bad. =(
Again shitty RNG with RNG on top of RNG instead of the system where you understanding how it goes and how you can do what you wish.
Aww, bummer, I love deterministic crafting! It's so great for solo self-found and people who can't game 20 hours a week.

What if the garden just got WAY simplified? Maybe remove the deterministic crafting but increase the availability of crafting resources to engage existing crafting mechanics? Like Delve nodes, Blight chests, Legion monsters, Metamorph body parts, etc -- Like Primal seeds drop Essences and Harbinger stuff; Wild Seeds drop Jewellery and Influenced gear, etc.

Still have 3 colors of seeds, with 4 tiers each, which all spawn monsters to kill. With difficulty ramping up along with generated Life-force and rarity of possible drops.

But no pylons or storage tanks or hortifrafting stations or flowers -- the garden is pre-set with a plot that can hold all colors and tiers of seeds, automatically feeding life-fore to the Heart of the Grove in the middle. It'd be more like The safehouse intelligence and mastermind intelligence: complete encounter, get progress toward a bossfight with rewarding drops.

To grow the seeds, maybe in the main campaign, it is every time you level. Then in maps, it's every time you complete a map with a bosskill. Maybe in the campaign, seeds under lvl 69 will just mature each time you level; but then in maps, maybe like, every 3 map completions. Or maybe you can get a growth cycle by completing master missions, too. The seeds would just grow as you play the rest of the game.

There's so much to do in PoE these days; I love it! I've been doing more Harvest and Syndicate stuff this league than my usual Delve and Atzoatl focused content. I really like the diversity. And it gives a lot of different builds the ability to shine in one kind of content if they suffer in another.

Dang... it was a godsend for SSF.
I really enjoyed the crafting this league! I learned more about the itemization and how to tune and tweak my gear and tree during Harvest than I have in any other previous league. I hope that we will get more opportunities to have deterministic crafting options in the VERY near future.

It will be hard to go back to spamming currency and praying for the right mods when adding or removing prefixes and suffixes. Especially in SSF where you are reliant on your own drops.

I did not mind the Harvest setup or maintenance. Once I got my initial set up put together it really was not difficult to manage minor expansions for storage.

I do appreciate that the Harvest set up really worked against botting accounts as it took a few hours to set up and shifted the crafting aspect of currency behind a well thought out captcha system, activities that are anathema to a bot farmer. Anything that slows or thwarts bot progression is a step in the right direction in my book.

Please keep up the great work creating new content and adapting existing game mechanics. I look forward to what 3.12 will bring.

Thanks for reading!
Thank every diety both common and rare, either holy or unholy. First league i have quit on on my first character.

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