Since the advent of 2.3, the world of Eorzea has become enraptured with Hunts... And subsequently grown to hate both them, and each other in the process.
The reasons for this have already been stated and discussed. Here, I wish to propose a solution to some of the general problems that have arisen due to the implementation of Hunts, in order to encourage participation and competition for the entire playerbase.
As a foreword, as people have repeatedly and blatantly pointed out, the reason why Hunts are such a heated topic are that rewards are good and the fights are WAY too easy.
But honestly even with the sheer amount of rage, angst, and just bitching that this has created among the playerbase... we're actually being rather nice to eachother... for the moment.
Imagine if people DIDNT make LS's for hunts, they just made 8 man groups from their friends or FC, and mindlessly wandered around 1-2 zones, maybe just Coerthas since its so massive, and "hoped" that they'd eventually walk into a Mark like it was some damn streetpost.
Then as soon as someone finds it, they tag it FIRST, have their party come over, and kill it. No announcements in FC, LS, Shout, no waiting 2-3-5 minutes or until some douchebag pulls... No, EVERYONE would be the douchebag in a true free-for-all-screw-the-rest Hunting Extravaganza!
It seems that THIS is what a lot of people think of when they hear "Open World Content". You find it, you kill it. You can't kill it? Wait for your friends. Someone else brought their friends first? Sucks to be you... This kind of TRUE competitive hunting spirit would effectively lock 95-99% of the playerbase out of Hunts... CAUSE THEY'D ALL BE DEAD AS SOON AS THEY ARE FOUND!!!
When I thought about Hunts, I pictured someone similar to the Levequests where you go around a set of destinations, get ambushed by mobs, and eventually track down your target.
Why not do that, but scale it up to group content difficulty.
So I propose the following structure:
Rank B Hunts
No longer open world. These would be an INSTANCED group daily quest. To access this quest, you need to buy "Information on the recent whereabouts of X" using GC seals. Using this information, you basically have a levequest style scenario where you go to various destinations, fight mobs (which give 1 Allied Mark per encounter), and eventually find your target, which would be scaled to 4 man difficulty.
Each person is limited to "killing" 6 of these per day... Not just buying 6 sets of info, 6 kills, per person, per day... But you get to participate.
Rank A Hunts
Remain Open World. 1 Hour Respawn. Zone-Wide Announcement for when it spawns. Once it is engaged, it appears on the map for all to see.
A Rank A Elite Mark should take 5 minutes to kill.
To enforce this, create an encounter area around the Mark, with a 50y radius. Every player (and chocobo) will give a stacking buff to the Mark. This buff will decrease the amount of incoming damage based on the # of people there, I will explain this later.
Rank A and S Hunts are immune to CC, and Provoke.
Finally, IF YOU ARE ON THE MOB'S HATE LIST WHEN IT DIES, YOU GET FULL CREDIT. So if you are just healing people, full credit. Tagged the mark to begin with, full credit. Got there 10 seconds before it died and landed a Scathe, full credit... ya lazy bum.
And to make it "fair" - the person/group which tags it, gets 2x Allied Seals and a 2x chance at a Bloody Log... so be in a group and go HUNTING!
Rank S Hunts
Pretty much the same as A. Roughly 4 Hour Respawn, with CLEAR AND UNAMBIGUOUS SUMMONING CONDITIONS...
*Originally proposed 18 hour, but I agree that would limit people based on timezone. 4 hour with a LIMIT on the # of BOOKS obtainable per day off S ranks would work better. Say 1 book per day, but keep killing them for AS.*
Same type of damage reducing mechanism to control fight duration.
Same reward structure and tagging bonus as A.
Now for this damage reducing mechanism.
Its simple. Make a 50y radius circle around the Mark. Any player or chocobo companion in that circle counts as a stack, lets just call it N.
Then a simple line of code...
Damage = 1 / (1+0.95*(N-1))
So 1 person fighting the boss, 1/(1+.95*(1-1) = 1x damage, from 1 person = 1x damage.
10 people, 1/(1+.95*(10-1) = .1047x damage, from 10 people = 1.047x damage.
50 people, 1/(1+.95*(50-1) = .02103x damage, from 50 people = 1.052x damage.
100 people, 1/(1+.95*(100-1) = .0105x damage, from 100 people = 1.052x damage...
Basically SE would pick how much "mitigation" the mob gains per player, and as the # of players increases, the total damage approaches 1/"mitigation increase"... so .95 -> 1.053x, .8 -> 1.25x, .5 -> 2x... etc.
Of course Rank A and S HP would have to be adjusted to suit the desired fight time... But the player->mitigation mechanic would ensure that if they want a Rank S to take 15 minutes to beat, it WILL take ~15 minutes to beat, whether there are 8 people, or 400 people fighting it... And EVERYONE gets credit... even the lazy bums. Still, the more people that come to help, the faster the mob goes down, to a point.
This, combined with a zone-wide announcement and BIG ASS indicator on the map saying "HEY! I'm Open World Content! Participate!" Would help to keep the competitive nature of Hunts, while letting more people participate freely, without any douchebag pulls, and just the general nastiness that seems to follow Hunts lately.