Quote Originally Posted by This_is_Seager View Post
TC here,
1) It was just a suggestion, I spammed hunts for an entire day and the amount of hate in the /shout was crazy, over people supposedly early pulling. I thought well we could remove that hate if it was a built in wait time instead of placing it in the players hands.

2) I have no issues personally with hunts other than feeling like the reward is too high. This was just an idea I had to stop other people being mad, Ironic how that worked out.

3) Someone in a previous post said they liked the idea of wait timer on A and S rank mobs but not B, that sounds pretty nice to me would stop a lot of /shout spam imo, this was the kind of feed back I was interested in bouncing ideas back and forth, another poster said it would still cause anger just delay it by 2-3 mins this is also a valid reply.

Anyway I'm out this topic got completely derailed and taken over by other people who want to be heard, I'll leave just saying I have no problems with people pulling when they want never did, just had a friendly idea to stop all the rage in /shout.

peace.
Again, 'making mobs immune on spawn for x amount of minutes' , even if limited to only A and S ranks, wouldn't actually solve anything. Because someone will STILL be late. Someone will STILL pull before the entire server gets there. Some group will still see it first, wait the needed time and pull it w/o announcing it to the world. The exact same things that are happening now that cause all the rage will still happen....just a couple minutes later.

If anything, 'making mobs immune' could make the situation worse.

For example:
People will adjust to 'more time' to get to mobs, and not rush out as fast (think things like 'I'll head out as soon as I finish this FATE etc)=they STILL are late, and still get pissy about it
Since now potentially more people will arrive to the mob, the mobs are even more likely not to appear on everyone's screen causing /facepulls to happen once mob is no longer immune (afterall, the 'pull time' still would need to be set for once the immunity wears, so people will be showing up/moving around up until the pull time)
Since the mob is 'immune' people will use attack skills on it, thinking it's cool...like tanks like to provoke them while people are gathering now. Some poor soul will do such an attack right as the 'immune' wears =pulled mob.

BTW: That 'provoke' thing tanks like to do while they wait I think causes many of the early pulls in general. It's not the tank who pulls it, but some other random player sees the 'attack' on the mob, thinks someone is pulling and actually uses a DD skill/spell on mob=pulled mob. So maybe if tanks could stop the whole 'look isn't this cool that I can provoke and it doesn't move' thing...maybe a couple pulls wouldn't happen too early. (Again, I know provoke doesn't engage the mob...but seeing the little 'hit' on the mob might make a player thing 'crap, it's engaged!/attack')

Quote Originally Posted by Giantbane View Post
Seal rewards aren't really the problem. It's the myth & SLD rewards. Hunts are the fastest way of collecting either of those, which leads to even greater participation in hunts, further bogging down the system.

Seals are a good enough reward on their own. Myth rewards should be reduced and SLD should be removed entirely from hunts.
Myth and Sold. tomes should be completely removed as rewards for hunts....or at least so nerfed down they'd be the least viable way to farm them vs. the most.