Quote Originally Posted by giantslayer View Post
You brought up a lot of great points that I had not considered. Ultimately, for hunts to function as intended, their reward level must be equal to or lower than other content. Raising rewards for other stuff will do that and also reduce or prevent that stratification. I think a comprehensive solution is to do both: reduce rewards of hunts and raise rewards / ease limits on other content. It shouldn't be as easy as hunts made it, but easier than it used to be, now that the cat is out of the bag, so to speak, with i110 equipment from hunts.
Coming back to it, really all S-E would need to do from a reward structure standpoint is give everyone a way to get n sands per week, and ensure that hunts give no more than n-1 sands per week so plays get off their butts and go do something else.

Quote Originally Posted by Waeksyn View Post
I think the Hunt system is working perfectly. I've not noticed any significant increase in Queue times for dungeons (I haven't reduced that part of my game play at all), I've earned 3 sands and 1 oil since it started and have accelerated my Alexandrite acquisition.
It's interesting to me that hunt apologists never talk about how engaging or fun the activity is, just how many more rewards they got out of it than doing other or previous content.