Simple, it goes against the intended design of Hunts.
While on one hand it's awesome that the entire server is able to attempt to get together and coordinate their efforts to ensure maximum credit is shared amongst the many, it really isn't intended for the entire server to rush to and get a hit in on a mob that can be soloed or low manned to begin with (Rank A and B mobs). Don't get me wrong, it's an amazing effort put forth by the community and a large step in player organization to get this done, but lets not pretend its being done out of pure altruism.
In fact it's a much more selfish approach to feel the community claims some form of collective ownership over credit for hunt mobs when a small party of players are now basically robbed of the experience of what were designed to be and could have been fleshed out as an opportunity for some sort of challenging open world content, something this game is desperately lacking (and the request that led to hunts to begin with).
The current Excalibur system works for Hunts to a degree, but based on the description and the info given to us as to what the intended design for Hunts was it's very, very far from the mark from what they were promoted to be and systems like this are more detrimental to this sort of content being added in the long run. I've been to plenty of the Hunts myself as it becomes as server lag-fest of hundreds of names and effects going off on a mob that is constantly popping in and out of existence.
There is no functional game play experience when it comes to Hunts now, they have simply boiled down to: Wait for shout / TS call -> Run to X spot -> Pull at X time -> Flash the mark Piñata -> Receive Marks -> Repeat.
While effective in farming marks this sort of thing gets very old very quickly IMO.
On an added note lets not act like things are happy go lucky community effort on Excalibur either, I've still seen the /shout-box blow up with rage over early pulls, resets, etc on pretty much every S Rank pop.



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