That could work quite nicely... Even some potential for some Witcher-esque style hunting with a system like that... Was always disappointed they never did anything at the cap with Levequests, seeing Temple Levequests in Heavenswards early patch notes was such a tease...
One thing I perhaps should have said sooner, is that force popped Hunts don't necessarily mean the removal of the existing ones... I just can't imagine a scenario in which people will still bother with the existing Kaiser Behemoth when they can force pop their own... If you add any form of force popped Hunts alongside the existing ones, the existing ones will just be completely neglected, because force pops are just superior in every single way... They're more convenient for the player, since you can effectively just log on and work towards it, rather than waiting for an S Rank to spawn. They're generally just more enjoyable, since the encounters would be balanced and have no server drama... It's just a better system...
I'd imagine people would still kill the world spawn Kaiser Behemoth, but with any type of force pops as well, I can't see the demand being particularly great, even if the seals were as valuable as they were at 3.0... Overall that's an improvement to the world spawn ones too, at least IMO, since like I've said, I don't mind doing them when they're mostly ignored. They a fun little diversion when you stumble upon one, still not really a hunt though.
Last edited by Nalien; 11-07-2015 at 03:59 AM.
You only need to complete a savage turn once and you're good to go for the week. Hunts will come and go while the windows are up. If you can clear the particular alex savage floor in very little time, it makes sense to join in on a hunt that you'll be able to do repeatedly to get more overall.
It's like ok, ditch alex savage for a min get, 500 seals, or whatever, come back get savage clear for the week. The other option is not ditch savage, but get savage clear for the week.
Anyway, with hunts being an uncapped thing, this all looks like a priority checklist rather than a list of options. A system that encourages you to do everything rather than anything.
yes, and it's an improvement over the current system that's a large benefit with very little work.
the world isn't 1s and 0s. everything has a development cost but some things cost more than others. and some suggestions have greater benefit than others.
it's one thing to suggest
- add Twines and Coats to be purchased by Wolf Marks so that more people PVP (this is reasonable, the PVP content is already there, the items are already there, you just add an item to a menu, and a large playerbase that hasn't touched a section of content will be tempted to try it)
and another to suggest
- add new levels of Alexander every patch so that the game has more content (of course we want more content, but this is unreasonable, the dev cost is too high).
there's no reason to shutdown the forums if more people give sensible suggestions. when people give ridiculous suggestions, they should be told they are being ridiculous.
can you really not see my suggestion is a lot less work than yours? trying to get "the ideal" is not worth it, if it takes too much time. most of the times you try to get good enough.
i'm not apathetic at all, i just curtail my expectations. when i ask for Red Mage to be added in the next expansion, i think of how it fits in the current game, i don't ask for them to design a new Support Role which the game doesn't have and i don't ask for them to add in a job that can be super overpowered that switch to all 3 roles like i've seen other people do. being realistic isn't being apathetic.
Last edited by Odett; 11-07-2015 at 04:09 AM.
One way to make the world hunts stay relevant would be that you can only do so many 'personal' hunts per day/week (costs x amount of allowance). This way there would be x turns of Force Pop hunts, while for the rest of the time there would be world hunts. Which you would have to wait for them to pop, like it's now.
You're not really comparing adding force pops to Alexander, are you? The development cost that would go into taking existing assets and restructuring them in a way that is more convenient and enjoyable to the player is no where near the cost of producing entirely new maps and bosses for Alexander... Taking existing Hunts and just adjusting them to completely remove server drama, and effectively let people just log on and work towards a S Rank, should by no means be considered a massive undertaking... I'd imagine more work went into Lord of Verminion, than would potentially go into adjusting Hunts so they're not terrible... Even new dungeons require more effort...
I have no problem with your suggestion, I just don't think it entirely solves the problem... I also don't really get what you think would be so difficult about making force pops... Your initial argument was that force pops defeats the purpose of Hunts, now you're saying force pops would have some massive development cost... I completely disagree with both of those arguments for reasons I've stated... Hunts should be content first and foremost, and everyone should get to enjoy them how they want. World spawns mean you will miss spawns, and you're potentially at the whim of the server. Force pops means you can work towards spawns at your own pace. The purpose of Hunts was just to be "endgame" level open world content, and force spawns retain that purpose. Development cost? Making the encounters is the main hurdle there, and it's already been done, the Hunts already exist... It's just a matter of changing how they're encountered to better suit multiple types of players... It isn't something which should requires a lot of resources...
Provided they strike the right balance, yeah. Other than Mark Bills just simply being lame, the main problem with them was how pathetic the rewards were in comparison to following the swarm for A Ranks...
Another thing to perhaps consider is drops... Hunts were meant to be XIVs answer to XI style NMs, but they missed the most important aspect; actual drops. Why? Because they were world spawns that the entire server could get credit for... Shift towards a more structured design for Hunts and there is potential for some actual drops to be involved... Proof? The Diadem... OK the drops are random aetherial stuff, but it's a step in the right direction IMO. Why is that possible? Because the Diadem isn't just some open world zone with random spawns, it's an actual structured event.
That's perhaps what Hunts is lacking, structure. Heck, XI didn't even have NMs like this... Sure, some NM were on timed spawns, but most of the ones I remember were force popped... Heck, eventually SE even realized how terrible timed spawns were, and started offering different means to get the rewards... Granted, Hunts are only worth it for the upgrade items these days, not really a lot of diversity in their use... Kind of a shame actually, as much as I hated 2.#s Hunts, at least it had plenty of rewards to offer... Why not throw some Temple Knight themed gear in for the new seals?
Last edited by Nalien; 11-07-2015 at 04:32 AM.
I knew this was going to happen. Glad I capped out on seals prior to 3.1.
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