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  1. #1
    Player
    Soleless's Avatar
    Join Date
    Jan 2014
    Posts
    62
    Character
    Rho Bhigs
    World
    Malboro
    Main Class
    Pugilist Lv 50
    Base hp of all ranks definitely needs a boost. People will show up to kill these mobs if the rewards are good enough (and they are), so not being able to solo a B rank shouldn't be an issue. Maybe implement whatever they did to the behemoth/odin fates that made getting gold rank easier, assuming that's something they can do for hunt mobs.

    I'd hate to see Hunts being capped off or limited in some way. I love being able to take a break from dungeons, get a party going and chase down these suckers down. It's a great change of pace.
    (0)

  2. #2
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    I posted the brunt of this in another thread, but it would seem to apply here as well. Here's some views on some currently suggested solutions, as well as a couple I've thought of myself.

    Quote Originally Posted by Donjo View Post
    1. Implement an aura that increases monster defense/HP in real time proportional to the current number of players attacking it. Alternately, just make them all beefier across the board.
    An okay idea, to be sure. However, if SE was actually capable of doing this, FATEs would already be doing it. I'm not sure if this would ever happen. An alternate solution would be to institute the current system of FATE scaling: scale Mark HP proportional to the number of players who participated in the last kill. However, with the mobs of players we're dealing with, this would leave B Ranks un-soloable, which goes against the explicitly stated ideal of B Ranks being soloable.

    2. Remove Sands/Oils from the possible rewards. Alternately, increase their price dramatically.

    This is probably good. A possible compromise would be to just remove the Blood Splattered Logs from being buyable, attach them solely to S Rank Marks, and slightly increase their drop rate. This may reduce Zerging on A's and limit the mobbing on S Ranks only to those who are persistent enough to fight through low drop rates from low spawn rated monsters. I know we hate RNG, but if skill isn't going to be necessary, we need some RNG to reduce access to the highest tier of gear outside of obtaining them in raids.

    3. One hit on the Mark = Full Credit. No in betweens.

    A great idea in theory, but also quite abusable. There'd be no end to people popping all around the world, hitting every mark exactly once, and then sitting back and reaping all of the rewards.

    4. (My own suggestion) Lower Myth and Soldiery Amounts, massively. Possibly do the same with Allied Marks themselves.

    This one's about ratios. I can waltz around a zone, find a lonely B Rank Mark, and destroy it. I get 30 Myth and 10 Soldiery for this. For 3 minutes of work I performed alone, I obtained more Myth than the highest tier 8 man Extreme Primal fights, all of which take much longer... and don't even get me started on A and S ranks. They simply give far, far, far too much of these currencies for the amount of work necessary to kill the monsters. I'm not sure if the Allied Seals should be reduced, but perhaps they should at least be limited(Maybe 75-100 a day, or 750 a week?) when one considers that some people have managed to accrue enough for a Sands of Time in a single day.

    5. (My own suggestion, deux) If you were not in the zone when a mark spawned there, you can not get credit!

    Here's a controversial one. It'll kick Hunting LS's right where it hurts, but it will ensure that those who actually, well, hunted for a mark get their due credit. B's and A's would be just fine. S Ranks, being the creatures of "solve a riddle, do this specific thing, and then kill the monster" that they are, would simply need the coordination to get enough people into the zone before attempting the trigger. As for those poor LS', they'd go from a tool for zerging every hunt around the world to tools for communicating and coordinating the triggering of S Rank Marks.
    (5)

  3. #3
    Player
    Mattiux's Avatar
    Join Date
    Dec 2013
    Posts
    88
    Character
    Mattiux Black
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Donjo View Post
    1. Implement an aura that increases monster defense/HP in real time proportional to the current number of players attacking it. Alternately, just make them all beefier across the board.
    An okay idea, to be sure. However, if SE was actually capable of doing this, FATEs would already be doing it. I'm not sure if this would ever happen. An alternate solution would be to institute the current system of FATE scaling: scale Mark HP proportional to the number of players who participated in the last kill. However, with the mobs of players we're dealing with, this would leave B Ranks un-soloable, which goes against the explicitly stated ideal of B Ranks being soloable..
    This solve part of the issue in an easy way ^^

    May you can introduce something like a Footprint which spawn BEFORE and Near the next spawn of the Marks, in that way in evrything more like an hunt following and tracking down the monster.
    (0)

  4. #4
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Donjo View Post
    I posted the brunt of this in another thread, but it would seem to apply here as well. Here's some views on some currently suggested solutions, as well as a couple I've thought of myself.
    Liked on both threads. (Though I'm a little weary on that last one) Personally I think the marks for the daily hunts should be increased to compensate (in addition to the cap idea)
    (0)