That's why scaling HP makes the most sense: when you get the call, you know you have ~2 mins to get there. If you didn't make it there in that time, it's your own damn fault.Honestly its not the game, its the players. They just need to learn to wait a minute, an extra 60secs is not going to kill them. Then I see people telling others to calm down when honestly I feel they have a right, the monster was just broadcasted, wasting gil and time and then insulting them cus they want the seals which you already got from the monster. We were at Melt and to my amazement, when it was pulled early they actually reset it, 3 times for everyone to get there. So I know it can be done...
They can be reported and punished for resetting the mob.Honestly its not the game, its the players. They just need to learn to wait a minute, an extra 60secs is not going to kill them. Then I see people telling others to calm down when honestly I feel they have a right, the monster was just broadcasted, wasting gil and time and then insulting them cus they want the seals which you already got from the monster. We were at Melt and to my amazement, when it was pulled early they actually reset it, 3 times for everyone to get there. So I know it can be done...
This IMO, is why the zone should just broadcast the fact that a Rank S has spawned and give it a small cooldown before it's vulnerable. The only reason not to is below...
Pretty much every case of an 'early' pull I've ever seen is actually just a case of people thinking the report they saw was the first call when in fact they got that report 3+ minutes after the actual first call. People need to stop assuming their linkshell is the only one and understand that other players may have been waiting at the taregt for a fair few minutes already. It's not their fault if you got the memo late.
Like in one game I won't name (I've played many) when the World Boss was introduced, there is no way at level 1 you'll get an award because you contribute ZERO overall damage. You get the booby prize, usually a pot or some non-rare material. On the other hand if you're the very first person to see it, the fact that you're the first person to touch it (eg the puller) gives you the best reward. So people would regularly leave "bots" or "mules" just standing in the areas waiting for the announcement, usually at all the known spawn points. (This is what I referred to as cheating in the first response in this thread, albeit I'm not certain people are wasting subs doing this, it's likely free trial accounts in this game, because none of the bosses are "vicious monsters.") Players figured out the spawn locations and timing so well that they could flip through every instance of the zone on the server and kill the world boss no less than 5 times before it despawned. Solo.
In the same game, the gear creep isn't quite awful (given all heavy armor had the same stats unless dropped from the world boss,) or at least it wasn't until "reforges" which was basically a cash shop RNG to add random bonuses to gear. The durabilty of gear however in that game was horrendous and shops would regularly destroy gear with RNG. Rage-quit inducing to say the least. Though it gave people incentive to keep doing the world boss fights to farm for rares.
So back to the topic itself:
It can be fixed three ways:
1. No BiS gear in hunts - devalues the hunt, but removes the stress of having the "50+ people camping the spawn point because it's due to pop"
2. Scale the HP - As long as it isn't an exponential rise. For example, the maximum HP could be 2.0 Tanks, 1.0 Healers, and 3.0 DPS, so if there is a full party of 8 only (eg 1-2-5 configuration) there is a 19 * (base scale) at pull time , if there are no parties, just a mess of random players, then each player is a 4 * (base scale) at pull time. Thereby favoring forming parties before pulling. Anyone late who arrives before the boss has 10% HP left would add 5 * (base scale) to the boss HP and still get a reward if they do a 1.0's worth of damage. Simply hitting it once and then running off gives you nothing. The main problem with any kind of HP scaling is that people are generally insufferable and will complain no matter what and think they are being griefed by random players or bots.
3. Announce the Boss appearance in the zone (thereby giving everyone, including those not in Hunting FC/LS) a chance to find it.
4. Turn the S-Rank bosses into a (levelsynced) FATE once pulled.
While I think there are problems with any solution, no MMO can truely solve a "more players than the developer anticipated" issue and not take all the fun out of it.
For example, multiplying the HP may make players "figure out" the best DPS configuration that will kill it the fastest with the least players. Announcing the boss may over-subscribe world bosses that have spawn points too close to each other (Nice thing about HW, is that the areas are large enough that even "FATE grinding" is something difficult to accomplish, let camping hunt spawning locations.)
Sure if you wanna be the jackass who gets mad cus there are people who are still coming.
I'm all for scaling hp, but more for the removal or at least nerfing of upgrade points from them. Tbh, I think it would be best if they nerfed the reward, so that there was still a profit to hunting, but not the "OMG! If i spam hunts for a few days, I'll be full 180!" zerg thats going on now. With a nerf to rewards, they should also offer an alternative means, other than hunts to recieve upgrade materials.
Then again, giving such a good reward could be genius, within a week or so, everyone who only intends to have one class will be fully geared and not hunting anymore, so it should slow down considerably.
But yeah, I really have to doubt anyone who says they've never seen an early pull. On Jenova, we have some sad folks who make a point of pulling every hunt as soon as they arrive and then sit back and let people rage. They aren't doing it because they want to do the hunts as intended they are simply doing it because they are sad enough that this make them happy.
I do understand that you do get a lot of linkshell leeches who never actually actively hunt, but cry everytime they miss one, regardless of the wait time.
Last edited by Whiteroom; 06-30-2015 at 12:16 AM.
That's the other thing: some people pull early just to grief.But yeah, I really have to doubt anyone who says they've never seen an early pull. On Jenova, we have some sad folks who make a point of pulling every hunt as soon as they arrive and then sit back and let people rage. They aren't doing it because they want to do the hunts as intended they are simply doing it because they are sad enough that this make them happy.
Scaling hunt mob HP just fixes all of these issues.
Also, I feel like the A ranks in HW have the same HP pool as the A ranks in ARR. Seriously, they just MELT after being pulled...
You can't reset the mobs. That isn't what this is about, well you can (probably) but its probably impossible on Balmung. They do so quick lol. =P
I dunno about the HW hunts, but in my case with Melt, it was a LONG distance for him to travel before he returned to his original spot.
Honestly, it needs a full immunity to be attacked for a bit.
To op. Im sure they are working on this. Fates had the same issue the first 6 months or so of release. Then they patched it to scale the amount of ppl in the zone. The prob is. These monsters spawn without any warning. So you cant scale it the moment it spawns. Cus it would scale to like 10 ppl. So they need a refresher like every 10 secs. That way when 100 ppl zone in it scales accordingly and ppl arnt abusing the fact that 1 person triggers the figgt and kites it for a minute and 100 ppl jump in the zone and kill it real fast.
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