
Originally Posted by
Rowde
The issue is The Hunt itself, and the developers not taking action to address the content based on how players are interacting with it... completely optimizing the fun out of the activity. They continually fall back on the excuse of "the content was not designed for 300 ppl", but hey, that's how the community has been doing it now for nearly 3 expansions... so maybe that needs to be considered in the design process going forward.
Why even give Hunts mechanics anymore? a Training Dummy might as well spawn and players just have to click on it once for full rewards and leave.
IMO, The Hunt needs to be completely reworked
milestones for the Mount Achievements should be lowered to sift out ppl only doing the Hunt for them faster
overall rewards also need to be nerfed to for the amount of effort each individual player puts into trains, materia is so easy to get via spirit bonding and as dungeon drops... clusters honestly should probably just be removed along with Tomes, make it Seals/Nuts only and have that be it's own exclusive economy
Every Hunt, including the older hunts, should be given a handful of rare drops (a mixture of Non-tradable/and things that can be sold on Market), similar to Eureka/Bozja/Zadnor mobs with incredibly low drop rates so that there is an additional reason for SOMEONE to fight them. Whether it be a cosmetic, a furnishing, a Triple Triad card... it'll brainworm somebody and give them an incentive to track down and fight specific Hunts. and things 'anticipated' to be more desirable should be given to older hunts as a way to repopulate those zones with higher level players...
BUT they'll only be showing up when Windows are open... give Hunts interactivity with FATEs in each Zone. Keep the long windows, but make it to where each FATE completed in the zone knocks off a random amount of time from the spawn window. So you create a loop of Players doing FATEs for a bit, checking spawn conditions, back to FATEs, etc.