Quote Originally Posted by Xatsh View Post
Hunts are not intended to be like fates.

Bs are designed for 1-4 ppl
As are designed for full parties
Ss are designed for 2-3 full parties.

The whole mentality of they are server events is a creation of the players treating them like fates.

Hunts are not designed for 50-400 ppl to kill 1 mob. It is why hunts are not working too many people are trying to kill a single mob.
This is pretty much it.

Unfortunately, the design as intended clashes horribly with the reality of the game as it stands.

The rewards are too high, incentivizing EVERYONE to come as soon as a Hunt mob is called out. This means an entire server's worth of players rushing over to destroy something intended for only a small handful of people. This has resulted in a toxic community, a ridiculous amount of competition in what is supposed to be a highly cooperative game environment, and a ridiculously, ludicrously unbalanced rate of reward acquisition for those who can manage to get there on time.

As far as I'm concerned, the content is a failure. It needs to be designed with the understanding that this is how people will consume open world content, and thus either Hunt mobs must be made instanced in some way, or they must be made to account for the fact that entire servers will be going after them at any one point in time. OR they must absolutely destroy the value of the rewards, possibly by making Allied Seals drop from every possible activity in the game, or by making sands and oils drop from a myriad of sources to the point where they become worthless.

The worst possible scenario is for them to simply leave the issue unaddressed until 2.4... which I fear is exactly what's going to happen.