A nerd who recently appeared in Path of Exile has almost completely canceled a production system that is widely loved by fans, that is, harvest production. With the introduction of the Harvest League last year, players can collect seed seeds, plant them, and kill monsters derived from the seeds to make items. The most beloved feature of the Path of Exile Harvest League is that it helps deterministic production. Players who want to search for specific modifiers can do this. The result is that the Harvest League provides players with a relatively cheap and low-cost way to make high-end Poe Currency items. With the nerd in the recent Path of Exile, everything has been reversed.
How to execute the legion
To grow a syndicate, you need to be able to produce it. This can happen in the following situations:
Tasks from the map device. This is the easiest way, and please remember that there are two ways to get a new Atlas task. The first one is to perform 5 additional tasks every day—each task for each master. You will receive this task during the daily game reset (UTC midnight). The second task for clearing the map-after killing the leader on the map is to get a random master task (this chance can be increased by Awakening Completion Reward-every 15 awakenings can get an additional 1% of Ah Terra's mission bonus).
Sextants (Prime and Awakened) may have a modifier-area contains Jun. The main thing to remember is that in this case, you should not use missions or scarabs because they can replace Jun so that they will spawn other masters.
Prophecy a master seeks help. The encounter between this prophecy and the Immortal Group is significant because the other four masters (Zana, Alva have prophecies of the same name, Einar and Niko).
Random encounters during card planting. Although the chances are not very high (the possibility of encountering various conflicts in the game is very high), you can still find Jun by chance.
The process of creating a farm board and understanding the mechanism of the betrayal alliance is not easy. Therefore, be prepared for difficulties. A perfect board of directors with the right owners and relationships will need to perform Jun (execute) a hundred (or more) tasks, but the result of doing so is worth it!
Find the best farming strategy.
One of them is to buy large amounts of silver coins and then predict spam and seals. What is the essence of this strategy? You use the most common predictions to close six prediction periods and then look for forecasts in the last period. It all depends on your luck-it can also trigger the most expensive things, such as the trash can, the queen's sacrifice, or the ending. But the most likely is cheap 3-5 Chaos Balls and predictions that can be sold to other players. I suggest you use PoE Trade Macro to check the cost to save time.
The second option is to predict and sell unique products. The main thing is to check whether these special features are at least worth some chaos with the help of PoE Trade. Let me give you an example. You predicted "The Illusion of Ice and Fire." To kill the leader in the Sartre on the estuary map, you can upgrade Heather Schiffer to Frost Fano. The predicted average cost is 3 Chaos Balls, and Heather Schaefer's average cost is 0.5 Chaos Balls. However, based on the size, Frost Fino's position will cost 20 Chaos Balls. As I said before, although this is not the most profitable profession, it is also good to clear the map to get a dozen other chaotic areas.
Why the harvest will still be profitable
This restriction will also plague the manual service market. When I need to perform a particular process, I usually look for someone who can provide me with batch services. The craft service does not have a secured transaction, so naturally, if I have to buy every handicraft from another person, the chances of encountering scammers and losing my belongings will significantly increase.
As a service provider, I will not be able to conduct specialized crafting meetings, and all I have to do is sell my crafts to others. Every time I run out of storage space, I have to have a short conversation. Imagine deep drilling using the upper limit of 5000 sulfites. It will feel the same.
Of course, there is also SSF. Those who need these manual options the most will be hit hardest by this restriction.
The supply of handicrafts is not even a tiny part of the harvest because it will be limited after its chance to appear on the map and limit each instance to only 1-2 random plants. Creating a mirror layer project will require more investment than in the Harvest Alliance, so I think there is no need for storage restrictions at all.
One possible solution is to provide a tradable container for unique handicrafts, similar to the boxes used to hold and sell these beasts. Of course, these should come with a price, perhaps more expensive containers for higher-grade crafts. This will also make buying handicrafts safer and more convenient.
Recap of Entire Strategy
When designing Harvest, we wanted to try a more deterministic production system that would allow players to access powerful items in the early stages of character development. In this sense, we believe that the production system is very successful. However, at the highest end of the game, Harvest makes it too easy to obtain compelling items that previously required a lot of work and investment to get. For the Temporary Challenge Alliance, this is acceptable, but if allowed to remain in its current state, it will cause problems for Exile Road's goods economy's long-term health.
Therefore, Harvest will need a lot of rebalancing to make the core game gain healthy power. We will re-evaluate the craftsmanship to determine how much crafts we are willing to keep and how much of the remaining craftsmanship needs to be rebalanced.
The standard way to add mechanics to the core game is to have a 10% chance of appearing on the map. This also does not work for Harvest because it means you will only grow in the holy bushes every ten maps. This is unsatisfactory and slow. We plan to consider an alternative method of accessing Harvest technicians that do not strictly rely on RNG, but it will take a long time to implement such operations, so it is not instant.
Harvest mechanics also created some database problems based on the amount of data stored. This is an extraordinary technical problem, and we need to solve it before allowing it to exist for a long time.
All these changes are time-consuming and cannot be implemented immediately. We hope Harvest will be the core of the future, but we are unsure what it will be like. All in all, if you enjoy Harvest in its current form, make sure to make the most of it when you can!
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