Results 1 to 6 of 6
  1. #1
    Player
    Kisik's Avatar
    Join Date
    Oct 2011
    Location
    Uldah
    Posts
    123
    Character
    Kisik Merneith
    World
    Sargatanas
    Main Class
    Conjurer Lv 80

    Suggestion to Devs for the Hunt

    Add like a 3-5 minute invulnerability timer to the hunt mobs from the time they spawn. You've shifted so much focus onto the hunt that zones are crawling with players, they get found near instantly. It would help eliminate some of the turmoil caused by the way this system is set up.
    (3)

  2. #2
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    Quote Originally Posted by Kisik View Post
    Add like a 3-5 minute invulnerability timer to the hunt mobs from the time they spawn. You've shifted so much focus onto the hunt that zones are crawling with players, they get found near instantly. It would help eliminate some of the turmoil caused by the way this system is set up.
    I don't have problems while hunting with getting there in time but I believe this would help people with ps3 and slower PCs etc..
    Also I belive that after implementing this people would really have no right to shame early pullers.
    Got my support.
    (1)

  3. #3
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    So now the mob stops rendering well before the invul is off, dies in 1-2 GCD and hardly anyone gets full credit, what's your next suggestion?
    (1)

  4. #4
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I think if they did that it would be better to have some sort of tell-tale signs, whether neat like ever growing weather, weird change in spawn or spawn types or simply a radius circle on the ground showing the monster will spawn. Just having an invulnerable monster walking around sounds kinda of meh, but I get your reasoning - if too many people get into the area the monster is going to die hilariously fast though...

    Personally with minimal attempt to derail, BCNM/FFXII Hunt system please. Currently hunts are akin to FATEs with big rewards, poor scaling structure that is generally challenge-less, with high social stress, and are laggy or at least visually defunct.
    (1)

  5. #5
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Remove non-glamour rewards and put them somewhere else (World of Darkness). Hunts are fixed!

    Personally with minimal attempt to derail, BCNM/FFXII Hunt system please. Currently hunts are akin to FATEs with big rewards, poor scaling structure that is generally challenge-less, with high social stress, and are laggy or at least visually defunct.
    or this. Give out hunts as levequest-style things where you go to a zone with your group, pop the guy, and go hunt him down and kill him within the time limit. Killing a monster with 200 guys is stupid and brainless.
    (0)

  6. #6
    Player
    Kisik's Avatar
    Join Date
    Oct 2011
    Location
    Uldah
    Posts
    123
    Character
    Kisik Merneith
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by SarcasmMisser View Post
    So now the mob stops rendering well before the invul is off, dies in 1-2 GCD and hardly anyone gets full credit, what's your next suggestion?
    I think Shougun and Brannigan have offered some excellent suggestions, I was just trying to come up with something that SE could do with minimal amount of structural change.
    (0)