That might backfire. The devs intention is to not cap oils and sands. The only point of suggesting to add a cap is to decrease the numbers of people hunting latter in the week. The OP's suggestion is pretty good. It is orderly, paced, and repeatable, but without the pvp competitiveness.
Last edited by Bucy; 07-21-2014 at 08:41 AM.
Oh please no. Almost EVERYTHING in this game is instanced. People were asking for Outer world content, and this is it. Please, for the love of Bob down the street, don't ever make these instanced. Although Hunting is incredibly flawed, with tweaking it could be great. Making it instanced isn't one of them.
My solution would be to have a modified claiming system. Before the torches come out, here's the explanation:
Once a mark spawns, it has a set radius that tracks players that come within a certain distance of it. For B rank NM's, it could be like 5 people, A ranks would track the first 15 people in range, and S ranks could track the first 30 people in range (subject to change, of course).
Once engaged - or if it engages you - those first players within range of it are given a little icon indicating that you were there first/found the NM, and if you keep the icon throughout the whole fight until the NM is defeated, you get full credit. I chose an odd number because I know some people solo or go in smaller groups with friends, but would still like full credit.
The "full credit icon" would be lost if you went out of range of the NM, in which another person could take your spot. It's a claiming system, but since people die or move out of range, others could have a chance still. This could go two ways, by allowing people WITHOUT the icon to attack (effectively discouraging them from participating OR the fight may go faster, but they get no rewards), or by LOCKING OUT the people without the icon (such as "the max capacity of participants for this Hunt has been reached").
Pros:
*It keeps the intended party size originally created for the NMs, keeping them challenging.
*It keeps parties from splitting up and covering a whole zone or multiple zones (virtually nullifying a radar), as 1 or 2 people in a full party might spot an NM, but the rest could be potentially locked out if they don't show up before others.
*It gives solo players and smaller groups a chance for full credit by working with others by keeping them alive. Imagine ........ a hunt system ENCOURAGING healing and helping out randoms.
*Full credit!
Cons:
*Known spawn points could be packed and hard to determine who was in the area first.
*Lots of people getting locked out. Though there's a chance to rejoin the fight, there's no guarantee and could lead to many missed opportunities (like minimal credit rewards aren't bad enough already XD)
*Do chocobos count?
TL;DR: This keeps the system as it was intended - for a certain number of participants to get full rewards for bringing down on-the-spot NMs. Being at the right place at the right time is a matter of time-keeping and information, not looking at a radar, so limit who gets full rewards by who was there first and keeping the battle size as was intended.
Sure there's a lot more refining to do, but this seems pretty fair and favors people that actively keep info on hunts or people who randomly find one.
They don't have to instance hunts, turn them into the currency-gear farming alternative ppl asked for, just remove sand, oils and alex and halve myths, let the intanced crowd go back to the instanced content, and the open world crowd hunt in the open world, even if we have to progress at a slower pace.
Huts are seriously killing dungeons, making them easier (instancing them) mill make the situation even worse.
Player
OP did say instanced, but the main idea of the OP is really good and doesn't need to be instanced. It could be made a duty, like leves. Could be like; we go to the hunter scholar in an area, talk to him or her and that activates the leve. We use bait and or some witty thing discerned from a riddle.Oh please no. Almost EVERYTHING in this game is instanced. People were asking for Outer world content, and this is it. Please, for the love of Bob down the street, don't ever make these instanced. Although Hunting is incredibly flawed, with tweaking it could be great. Making it instanced isn't one of them.
1. Create a party.
2. Get the Hunt Mark.
3. Go to the spawn point.
4. Spawn the mob.
5. Kill the mob.
6. Get reward.
Can do only ONCE a week like all the rest of the shitty content. Problem solved.
Is 20 dmg for the hit like 30 dmg if a RNG shoots?
No DRG for party, camp spot site with 30 dmg, but is it for 20 like 30 dmg when you no hit be it for dd, for 30 dmg instead? or half is 10 for 20 dmg?How i mine for fish?
SE has a lot of suggestions on how to "fix" the system. Unfortunately most of them seem to be playing with how many seals someone gets from monsters or capping oils / sands. The problem is that the hunt system isn't much of a system at all. When people are zerging NMs, that isn't the hunt system: that is the players cashing in on the Notorious monsters giving a lot of currency. The hunt system is that job board that gives out papers targeting specific monsters for extermination. They have the rewards set too low on the normal papers and the elite mark is near impossible to get due to it requiring killing a specific rare spawn monster, which if Naul is any indication, is over farmed to the extreme. The best solution would be to make the elite mark more of a leve type quest that players can only pick up once a week, while buffing the rewards of the normal papers.
As for the NMs themselves, they are fine as is. The people grinding those hunting seals via NM farming are probably the same people who had no problem with doing Atma grinding. I think we all know how popular Atma grinding is on the forum.
Last edited by Colt47; 07-21-2014 at 01:01 PM.
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