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  1. #1
    Player Bhuni's Avatar
    Join Date
    Aug 2013
    Posts
    198
    Character
    Hugo Fact
    World
    Odin
    Main Class
    Summoner Lv 90
    Just stop with the upgrade items being available through the most braindead way possible and make people earn their fully upgraded gear.
    (0)

  2. #2
    Player
    Raist's Avatar
    Join Date
    Aug 2013
    Posts
    2,457
    Character
    Raist Soulforge
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 60
    In Reference to the BS/KS BCNM idea...they could also take a cue from XI's eventual Abyssea and Land King changes. Farm rare drops from local targets and/or repeatable quests that you use to spawn an NM (either the stationary spawn point, randomn location, or an actual arena instance). This could also open the door to tiered spawns as well---lower tiered ones could drop the items to pop the higher tiered target.

    Just as an example, S rank could require a specific drop from an A, or maybe a set from any combination of A, B, and local mobs. Same could be done for A--need to farm drop(s) from B's and/or locals to pop the A's. This way people can farm some items solo and then team up to kill the NM's in a <hopefully> somewhat more organized fashion.
    (0)
    Last edited by Raist; 07-03-2015 at 01:33 AM. Reason: d@mnyouautocorrect

  3. #3
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,460
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Top level gear upgrades should be exclusive to desynth of untradeable big fish 30 ilvls above desynth cap.
    (0)

  4. #4
    Player
    Takfloyd's Avatar
    Join Date
    Jan 2015
    Posts
    141
    Character
    Takstein Floyd
    World
    Cerberus
    Main Class
    Arcanist Lv 90
    No need for such convoluted changes. Hunts can be very easily band-aid fixed by just scaling their HP with the number of players fighting them so the "early pull" hate is eliminated.
    (0)

  5. #5
    Player
    Dement's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Dement Drachte
    World
    Coeurl
    Main Class
    Warrior Lv 78
    Quote Originally Posted by KisaiTenshi View Post
    Forget that nonsense. The only thing you need to do to increase the toxicity of the hunts is make it so that there are rare drops that people complain about "hunting the mob 100 times and never getting it"
    The seals or whatever pop items would not drop off of the hunts themselves, they'd drop off of normal monsters. No competition, when you've farmed up enough seals you can pop a hunt, join a party where everyone can pop a hunt and you got 8 back to back guaranteed hunts with no competition.

    Quote Originally Posted by Takfloyd View Post
    No need for such convoluted changes. Hunts can be very easily band-aid fixed by just scaling their HP with the number of players fighting them so the "early pull" hate is eliminated.
    That is a solution and it would help to insure that everyone gets credit for a hunt mob but that doesn't change the other major problem with hunts - they're boring. At present the most exciting thing about hunts is the early pullers: can I make it before some ass pulls the thing. Their attacks are largely unnoticed unless they reflect damage and even then people barely pay attention, you zerg them down with little to no thought in under 20 seconds to a minute if they have increased HP. For being "elite" monsters, they're hardly a fight thanks to the sheer power of the zerg.

    Quote Originally Posted by Raist View Post
    In Reference to the BS/KS BCNM idea...they could also take a cue from XI's eventual Abyssea and Land King changes. Farm rare drops from local targets and/or repeatable quests that you use to spawn an NM (either the stationary spawn point, randomn location, or an actual arena instance). This could also open the door to tiered spawns as well---lower tiered ones could drop the items to pop the higher tiered target.

    Just as an example, S rank could require a specific drop from an A, or maybe a set from any combination of A, B, and local mobs. Same could be done for A--need to farm drop(s) from B's and/or locals to pop the A's. This way people can farm some items solo and then team up to kill the NM's in a <hopefully> somewhat more organized fashion.
    This is also a good idea, similar to the ZNMs, sky or sea. A lot of the pop tiers that FFXI had were really good systems when you were guaranteed a pop for the next tier.

    Quote Originally Posted by Kyomagi View Post
    how is pvp toxic? You think pvp is more toxic than hunts? Do you think pvp will have public shaming, name calling and "/ignore this user because blah blah blah"?

    PVP sucks in this game, this is make more people actually take the time and do it.

    HOWEVER, hunts are working as intended and nobody should ever be mad that they missed a hunt. Hunters are meant to be soloed by a small group or raid depending on rank, not the whole server. And dont give me the "but lets respect everyone else" crap either, if the devs wanted the whole server to show up, S ranks would have the same HP/mechanics and bemo and odin
    I'm not saying PVP is more toxic than hunts right now but if you put in seals as a reward for PVP, and there is even MORE competition than just getting to a mob before someone pulls it, the toxicity is going to shoot through the roof. Yes, if you put seals or something to upgrade PVE gear in hunts, you will absolutely have public shaming, name calling, /ignore user, people claiming others are cheating, and outright trolling/flamebaiting on a colossal scale. Especially factoring in that now people who don't like to PVP are going to be forced to PVP. PVP needs plenty of work and does need incentives to boost it but making the hunt rewards a part of PVP isn't going to do anything good for the toxicity of the community regarding the content.
    (1)
    Last edited by Dement; 07-03-2015 at 02:16 AM.

  6. #6
    Player
    Bamadeus's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    19
    Character
    Brandon Amadeus
    World
    Lich
    Main Class
    Conjurer Lv 70
    one thing I ask is why do the hunts even give 3 tiers of reward? it seems pointless and utterly unfair to the masses that struggle to get anything other than bottom reward-- if that at all.
    Why not just reward players who took the time to find or go to a hunt with the full amount if they get any aggro? Sure that'd mean there will be players who just hit once and walk away, but it also means that it'd cut down on the drama as you don't need to rush into a party and to the location.
    (0)

  7. #7
    Player
    Jon_00's Avatar
    Join Date
    Feb 2014
    Posts
    72
    Character
    Maki Roll
    World
    Phoenix
    Main Class
    Black Mage Lv 80
    Hunts are far better now they're completely optional.

    You need roughly 2500 seals to upgrade a job from i170 to i180 and you can earn 870 in a week. Three weeks and you can be fully geared.

    Considering that most A Ranks only give 15 Centurio Seals and 10 Law, they're not gearing up *that* much faster than you.

    Any fix I can think of would be to remove the tiered reward system. One hit = full reward. That stops the "inv pls" spam as groups become irrelevant and it should stop ninja pulling, as theoretically, the more people in a zone the less likely you are to get full rewards.
    (0)

  8. #8
    Player
    ShaneDawn's Avatar
    Join Date
    Jan 2015
    Location
    New Gridania
    Posts
    482
    Character
    Shannon Dawn
    World
    Moogle
    Main Class
    Bard Lv 90
    Just make

    A.) The hunts scale with the amount of people attending it, making sure that they can never be killed in 5s as it's ridiculous as it is. A HP buffer is a necessity.

    B.) Make the person to pull it get a debuff that lasts 24h. Getting more than a single stack will result in a hunt ban for a day. That way no single prick can always do the pre-pulling and it would never be an issue with the amount of people who can pull. Not sure if it's possible/easy to script it.

    Adapting these two changes would make hunts work.
    (0)

  9. #9
    Player
    Kyomagi's Avatar
    Join Date
    Aug 2011
    Posts
    265
    Character
    Niko Zimmershade
    World
    Hyperion
    Main Class
    Samurai Lv 80
    Quote Originally Posted by ShaneDawn View Post
    -snip-
    I can tell you why its wrong and hunts will never change

    SE has already said that hunts are designed as intended. They are meant to be killed by a small group for A ranks and a large group for S ranks. Not 100 players from across the server.

    And what if the person pulling the hunt actually sits and waits for people to show up? So you are going to punish him for waiting, even tho he is not required to do so?


    I dont get why people are suggesting these changes. its working as intended, if se wanted to change it, they would have changed it after the second peak hunts
    (0)

  10. #10
    Player
    Raist's Avatar
    Join Date
    Aug 2013
    Posts
    2,457
    Character
    Raist Soulforge
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 60
    On that note....they could add new hunt bills. A daily one that lists all the A's, and a weekly that lists all the S's. No rewards without a bill.

    May not have a major impact, but it could put the brakes on it a bit since you could only kill them once a day/week for credit.
    (0)

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