


Part of the problem IS that they are track-able, thus allowing them to be camped. In addition to the random spawn area, SE should have made all of the respawn timers random as well. That way you'd never know if an A rank was going to pop in 2 minutes or 2 days.That waiting game is almost completely nullified with a tracking system.





On one side, I agree with you. On the other side, I think it would lead to even more hurt feelings.
People get way more bent over S ranks than they do A's, for example.
B-ranks work well now that they're not subject to the zerg. Since they respawn 5 seconds after they're killed, they're always somewhere in the zone. In fact hunting them is more like hunting due to the multiple spawn locations than the FATEs in the dailies. Ideally, I'd do it like this:
B-ranks work the way they currently do, but replace the FATEs on the daily hunts. That means 2 B-rank hunts per day, with a 10-seal reward.
A-ranks become the new weekly hunt. They're scaled to 8-man parties with a 5-minute respawn, and give a reward of 30 seals to the mark holder. In addition, everyone else in the mark-holder's party gets 5 seals. As a result, people would form hunting parties at the start of each week to down 8 weeklies, getting 65 seals each in total, with additional parties formed by people who didn't get there at the start of the week possibly supplementing that. This would make hunting a social activity, and a way of getting to know your server community a bit better.
S-ranks work as they do now: spawn window opens after 72 hours, followed by a hunting alliance performing the spawn trigger to make it pop, and finally downing it for up to 50 seals to everyone who participates (depending on their contribution). This'll give the zergers something productive to do, since they're actually useful for an S-rank.
Last edited by Jacost; 08-31-2014 at 05:54 AM. Reason: 1000 char
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