Suggestion: Dynamic Hunt difficulties
Greetings,
Problem: Hunts die too quickly from large partes, and from being rush-pulled by early-pullers, but are difficult/time consuming if tackled by a small party during early/late hours. I invite discussion on ways to make hunts more fun, more player-friendly, and more fair.
My Idea: With dynamic difficulty, a hunt gains bonus to damage dealt, damage-reduction, and ability strength/ frequency, even bonus savage-version abilities, when more players are attacking it. Vice versa for lower numbers of players attacking it, down to a preset minimum threshold. To compensate, having more players attacking it will give it a higher chance to rare drops such as minions, mounts, and materials with economic worth (similar to treasure maps). And a low-playercount killed hunt will gain a reduction to respawn time.
This will give an incentive to wait for more players before tackling a hunt, while making it more fun and rewarding to participate in a mega-hunt, but giving the option for a smaller party pull as well.
Discussion on further improvements, alternative solutions, and ways to address the flaws in this idea are welcome.