Wonder how feasible it would be to setup local instances multiple times over.
Short explanation:
FATE systems, as have been demonstrated in other games and this, have a hard time balancing new content- however they are great to find new people and also just to casual wander the world without a decked out party (don't need to have a hardcore group at your beck and call to possibly succeed). An idea to mix the two systems is to allow players to jump into squadrons by an automated system and fight the boss at known limits, if you know the max amount of players and you can plan around classes a little then you can greatly control the experience vs FATEs of the unknown. This would prevent* new content zerging as it could not actually happen anymore, it would ensure proper challenge, allow more dedicated boss mechanics, still allow players not to be hardcore party hunters, and not have a hardcore claim system. *creating many instances could cause the servers to crash depending on how the server instancing system was set up.
Just wadding out the new content time in a FATE system will help, but this will always be a problem in the systems currently in place- a change must be made or just expect this always.. for a few weeks or so.
Long explanation:
Basically when you go to fight one of the large hunts it would instance you with a number of other people attempting to do the hunt. In this way the top amount of players fighting the monster is maxed and monster is thus easier to control in terms of balance and fun.
How would you make it not look lame to drop a bunch of players from your screen when crossing into an phase/instance? I think this would be awesome, use one of the classic final fantasy battle screen changes like the whorl or screen shatters we see in games like FF7 or FF10 (I know the effects are in other games but I imagine those two are the most known). So at the same time you get the screen transition effect you will be fighting along side other players in a given instance.
Few problems I foresee with this is that you could have someone just attack, get loaded into a slot of that local instance, and then just hang around doing nothing. I recommend a point activity system for that. Some sort of classic devil may cry bar for doing actions, the higher you get the activity the more points you can get (to gold or something). Bar would be balanced to particular classes, so no worry about being a tank vs healer. Also you could just transfer this system to other FATEs so people can see the likely hood of getting a bronze vs gold. Now the purpose of the above system would be to ensure a minimum level of activity or else you fade out of the local instance.
Parties would join as units of course (no separation). There would be a class counter to ensure a phase is not all one class type. I imagine a party finder tool would be useful, just a flag you can set up once you've spotted the monster- will quickly put other players looking for a party together and then you can join the phase together.
I imagine allowing players to join another on going phase until the monster is 65% hp wouldn't be too bad. Also very importantly you must not allow players to rejoin another instance after their monster has died, or at least cannot double the credit- but can still help (otherwise you could abuse the system). After you kill the monster there could be some sort of special astral effect put on the monster or area of ground he is on to show that there is a monster there still for other players but defeated, or just not show the monster anymore but the mass of players going towards an invisible spot would be weird..
This would take care of all the claim issues, the balancing issues*, but would also lessen the hunt aspect unless they added more traveling to them- they'd be more of an assured weekly so long as you could get a group or shout for one once you found them.. To increase the hunting aspect you could set a timer after the monster is first killed that after that time they will find a new location to be hunted at (like 30 minutes after first being killed the monster will accept more phases to be made).
*FATEs and FATE like systems will always have balancing issues impossible to make akin to a boss you'd be used to (what I see most players complain about, that mostly they are 1 hit kill mechanics and zerging). You must have known limits otherwise it is unlikely to see the perfect scenario.