I'm also dissapointed with the hunts. They are just fates. Nothing more. The only thing different is the reward.

I was hoping they would be locked to the party like treasure hunt enemies and leves. I was curious also what kind of gameplay would differentiate hunts from treasure hunts, fates and dailys (like a tracking skill maybe where you could sense the distance and direction of a roaming enemy, perhaps even with decoy enemies, or easily startled enemies that the group must surround or use traps to capture. Perhaps you would receive clues and figure out the conditions to make an enemy appear, like clearing mobs in an area, using emotes, time / weather conditions etc). Sadly the implementation doesn't give any new kind of gameplay, just fates with new rewards. I'm confused why the hunt board itself actually exists since it seems people can claim the reward without the marks anyway? I'm a player that appreciates new gameplay mechanics over simply new rewards from the existing fates system, so this is a big disappointment to me. I'm dissapointed with the lack of creativity in the hunts design.

That said, there are many aspects of the new patch I'm enjoying including the moogle mail quests which give interesting backstory to some NPCs, and the dungeons which i feel are well designed and fun. I look forward to playing in frontlines when the queue works and seeing what the chocobo training is like.