Quote Originally Posted by Lycieus View Post
Let's begin with hunts. I think the principle problem with hunts is the potential for exploitation and griefing. I think the solution here is to make hunts function more similarly to how they do in FFXII/FFXV. Require that players have the bills for all hunts in their inventory to initiate these hunts. Rather than having these mobs spawn on a timer, players will spawn then by using the bill from their inventory. Mark the spawn locations of these mobs clearly in the world or on the map, so that uninterested players can avoid them. These mobs should be made hardier and more mechanically interesting, and the reward system should be far more generous. Basically, people are going to zerg them anyway, so encourage this behavior instead of allowing the playerbase to complain about early pulling, getting no credit, etc. Reward players for tackling these in larger groups, and make them unclearable without a lot of people. Coupled with greater rewards, I think this could make hunts viable endgame content.
If you don't like hunts, feel free to just not participate instead of trying to ruin them for everyone.