No. Put hunts into the treasure map system so you have your own personal/party hunts instead.

No. Put hunts into the treasure map system so you have your own personal/party hunts instead.



First good thing I've heard on this thread.
To answer the question the OP title poses. What's wrong with a little competition?
It rarely stays 'a little'. Escalation becomes the name of the game and whomever will do whatever to get a constant leg-up on others. Including downright cheating.
Competition should be kept somewhere where it can be better controlled, like instances. Open World competition tends to lend itself to horrid abuse. Goodness knows the whole rushing to a Zerg before it gets pulled becomes its own competition and already has its own problems.
No, see I love Maps & I think they should be expanded upon (open-world, full party bosses; open-world, three-alliance raid bosses; hardcore, solo-only fights)...
But I see merit in keeping Hunts separate from Maps, just fixing them (and their rewards).
It's fun to have a server-collaboration (or would be, if they were implemented properly).
It can be fun happening upon an A in the open-world or assisting in spawning an S Rank.
Hunts just need their design improved.
Also, Hunts should be Seasonally implemented (new set of Marks every, or every other, major Patch), just throwing that out there.
The rewards need to be rebalanced/tweaked too...
I totally agree with you. I think it's problematic SE implemented them as the one & only existent, uncapped alternative to Poetics Upgrades (spare the Carbontwine from CT but that's capped to one/week)... having Allied Seals be uncapped with such a reward wasn't the best idea IMO.
As far as S Ranks dying too fast: Hunt Mob Defense/HP needs to either a) scale with average end-game ilvl or b) scale with in-combat participant count.
Last edited by BigPapaSmurf; 01-30-2015 at 07:51 PM.


Hunts were fine before 2.5. People did them for easy soldiery or seals for glamour/soldiery items/alexandrite/etc. They just weren't flooded with as many people because they weren't the BEST source of upgrade items in the game (only source outside of coil and it has no lockout). Hunts are just a bad place to be the best (and only outside of coil) source for these items. Hunts can't support the number of people that want to do them very well. This leads to the actual kill becoming extremely trivial (S ranks die faster than FATE bosses, wtf?!?!) and a lot of arguments.No, see I love Maps & I think they should be expanded upon (open-world, full party bosses; open-world, three-alliance raid bosses; hardcore, solo-only fights)...
But I see merit in keeping Hunts separate from Maps, just fixing them.
It's fun to have a server-collaboration (or would be, if they were implemented properly).
It can be fun happening upon an A in the open-world or assisting in spawning an S Rank.
Hunts just need their design improved.
Also, Hunts should be Seasonally implemented (new set of Marks every, or every other, major Patch), just throwing that out there.
Oh, don't worry, I totally agree with you. I think it's problematic SE implemented them as the one & only existent, uncapped alternative to Poetics Upgrades (spare the Carbontwine from CT but that's capped to one/week)... having Allied Seals be uncapped with such a reward wasn't the best idea IMO.
As far as S Ranks dying too fast: Hunt Mob Defense/HP needs to either a) scale with average end-game ilvl or b) scale with in-combat participant count.
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