Then they shouldn't have instituted an achievement for a mount that required 3000 freaking kills of mobs that aren't always up and only appear during special circumstances.
That's Korea-esque style of game design.
real problem isn't even the hunts it's that the atherytes go on strike any more then 5 people try to teleport at once. Honestly whoever approved the nonsense the atherytes scribbled on a bar napkin after drinking to much one night as a union contract really dropped the ball
It's mostly the people who actually engage with the system by spawning/scouting for hunts who want change because right now they're at the biggest risk of missing out over the folks who just sit around by the aetherytes waiting for relays to go out (Who incidentally are the ones who keep parroting that the system is fine).
The truly entitled ones are the people who use the hunting apps and accuse the spawners of "gatekeeping" or otherwise being the bad guys because they were giving each other relay priority over the rest of the bunch until the apps made that virtually impossible.
It's this coupled with the sheer number of people trying to cram themselves into instances that's the problem.
It wasn't as bad back in Shadowbringers due to the hunt sniffers being more niche instead of mainstream, though I think the instance queues were also more lenient in terms of how often/how many they'd let in at a time.
Having a pre-defined grace period before a S rank spawns after its condition is fulfilled or before it can be attacked after spawning would largely remove any complaints about things being pulled "early" and make things more fair for the people actively involved in spawning hunts. Any arguments against such tend to just come across as selfish to me, honestly.
It seems like an easier solution then trying add some kind of dynamic scaling to hunts to keep them from dying too quickly, though I'd find that preferable because I like having an actual fight instead of a pinata that gets smashed before it can even do a single mechanic sometimes. The Bozja FATE bosses do exist as a pre-established example of how dynamic scaling on an already spawned enemy can work however, as they gain a damage taken debuff if the FATE scaling is high but there are way less players present then expected from the scaling (Though why haven't given this to FATEs in general is anyone's guess). The S rank HP pool seems tuned with 24 players in mind, so they could give it a defense buff that scales to 50% damage taken with 48 players present, 25% if there's 96, etc.
Well do I remember the Firmament nonsense - so enjoyable to be locked out of our own servers' Firmament while off-worlders taunted us./s
I refused to carry out the same act so missed a lot of events as a result.
On topic: I don't really engage with hunts because of the garbage involved, but I've said it before and I will say it 'til the cows come home: cross-world hunts were a mistake. Get rid of that or give a grace period of 5 minutes at least.
Lots of cool and interesting ideas people have here. But as of right now, the only thing we can do about the pullers is just not join in with them when they pull. Allow your fellow hunters more time to get to the hunts. :)
Where are you when you spawn a S rank in labyrinthos that you cant get there in time before the horde arrives? Players usually dont camp the atherytes when the spawn timer hits zero, they get a call from discord or other 3rd party programs and teleport.
If you were instance hopping or trying to spawn a hunt on another map then thats on you and no1 else for not getting there in time.
The only reason i missed out on hunts was because i was busy doing something else or the zone was congesteted, or i just didn't care for it.
I rly dont understand how ppl miss their own hunt that they spawned.
Old expansion hunts are different of course.
The only thing i want SE to change with hunts is a either dropdown menu or a new tab in timers where each zone + hunts are shown with a message next to it: spawned | can be spawned | up in 2 days and 21 hours