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  1. #25
    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.
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    Last edited by Dement; 07-03-2015 at 02:16 AM.