- Make every single zone instanced with 50 people limit
- Have S ranks spawn simultaneously on each instance, preferably different spawn locations.
- Automatic No Flying Zone until S rank is dead except for very few flying-only zone like Azys Lla.
- Number of instances depends on how fast they are killed, 5 instances for 30s kill ought to be enough.
Lots of things to fix to be sure. Those who wants achievements can still get it and without the burden of elite-this-or-that-expansion/server/discord-only trains. Trains can decide for themselves when/how many is enough, there's such a thing as being too greedy.
The whole games old ARR content is just in a massive need to get reworked completely, as its totally outdated by now in every point there is.
1. ARR maps and towns need to be made bigger and redesigned into full 3d maps so you can also fly in them, like in any other maps since Heavensward.
2. The Fate System of Shadowbringers has to replace the outdated old version in ARR, HW and SB Maps
3. The Hunt System needs a complete rebalance. Hunt should NOT be huntable by Wanders, Wanders shouldt be able to target Hunt, problem solved and the antisocial Hunt Stealing Griefing instantly stops.
Hunts MUST ALWAYS scale up with the playef so that they can't be killed solo, would easily solve the next issue that old cont becomes a joke over time. Whenver the Level Cap gets increased, need to have all hunts the same max level, even if that means that you will see then Level 80 monsters in Level 50 maps, but that is the only reliable way to instantly solve the problem forever, without that it will return.
Will this lockout ARR players from hunts? Yes it will, but thats a small sacrifice therefore that the largest portion of the huntng player community has not to suffer anymored on this antisocial toxic player behavior from server hoppers which play only for their own personal profit and dont care about it that they destroy the fun of the game with their actions for hundreds of other players.
4. A und S Hunts should be for like 10 minutes after spawn not attackable, so that players have enough time to gather together, before anyone can pull them early.
5. Rewards for Hunts, Fates, Boss Fates in general need to get reworked, fates aren't worth the time spending with them. 140 Gil a fate is laughable. Would it be 1500 Gil, then it would feel being appropiate. Also the exp is lousy,compare to doing a dungeon with trust. with dungeons you make millions of exp within say 25 mins, a boss fate give what? Like 700k or so? The rewards ect are still designed like as if still Lv 50 would be max cap
6. Fate content should dynamically scale up NOT down based on the level from the participating players, mean if i go as Lvl 80 player into a 50er map and do there solo a Fate, theb the Fate should scale up for me to 80, not me being forced to scale down. Wants a player at actual Level 50 to join me later, then this player should get its stats temporarely scaled up to the niveau of the 80er player, but unlocked skills remain at lvl 50 state. Thats just for it, so that the weaker player can participate and doesnt get instant killed. Scaling down players is just stupid, scaling content and players up, is much more fun for everyone.
Last edited by Kaiserdrache; 09-01-2019 at 08:20 PM.


You can find may topics on these forums complaining about the same thing since hunts were introduced.
lol
Hunts scaled up, wanderers can't attack them, 10 minutes of invincibility. Why go through all that trouble? Just ask SE to have rewards given to you upon logging in.
Hunts do need a redesign, but it should be done in a way that allows anyone regardless of schedule to participate in any size group, even solo. That would actually eliminate any toxicity and allow everyone to participate. However, that would mean players couldn't leech and get free rewards as easily as they do now.
Examples of fixes that could be used include a levequest type system or having rewards tied to bills while eliminating respawn times.
@Kaiserdrache, the second point in #3 is a horrible idea, and one of the main problems that the game "Destiny" is plagued with. Making a player's acquired strength seem meaningless is probably one of the worst things you can do in an RPG. It takes away from the sense of progression and it makes your level and time you spent grinding for it seem like a waste of time. We already have enough instances of level sync.
10 minutes to wait?! does everyone and their mother need time to log in to get there??? ridiculous.
Deag God, it was just an example lol * rolleyes*
And yes, until like 40 players plus get together, several minutes can pass by easily, especially on the big maps, when you have first to fly over the half map to reach the spawn point, because of no warp crystal being near enough.
If people can't nowadays just 10 minutes anymore, thats just pathetic, people also don't complain about it that the party finder for roulettes very oftenly is way much longer than 10 minutes and you know why? Because people just use this time to do something else meanwhile, like eat n drink something, hear music, go on toilet, chat with others ect pp.
As if a 10 minute spawn protection would be the end of the world, but it ensures that absolutely enough people have a stressless chance to join in the hunts without having the bad feeling to instantly have to rush as quickly you can to the spawn location in fear, that if you don't do so, that the hynt is already killed, before the most people even had the slightest chance to arrive there, before it is already to late, especially newer players that don't have movement speed maxed out on the maps for their companions, arriving significantly slower at spawn point than older veteran players that have this maxed out.
10 Minutes might be eventually a bit exaggerated, but SE is naturally free then to reduce that timer if neccessary to say 5 Minutes when Hunts get so crazy fast populated, that a too long spawn protection would feel to the player crowd more like a burden, than a protection that not many can get a chance to participate.
So I guess a dynamical timer based on server population might be a good solution perhaps.
@ Vnolan
There is no way to ensure that absolutely everybody can participate in Hunts, as long Hunts dont scale up together with playrrs, becaus if the system stays as outdated how it is now, then the sition gets quickly with each Cap Increase only worser and worser to the point that Max Level player potentially could in theory 1 hit kill somewhen hunts. This kind of player progression KILLS & BREAKS games like MMORPGs, and if you can't understand this, then I fear that people which think eventually the same way like you basically have never ever understood from begin on, wherefore MMORPG stands for to begin with.
Surely not to turn slowly enemies that should be killable only via teamwork into a stupid 1 man show of powercreep because of just having like 30-50 Levels more than your target to cheese kill everything while receiving basically no damage anymore, because of your regeneration outhealing all the damage you take.
Hunts, especially A and S Targets have to stay challenges, which is only possible if they scale up with players.
I don't know, have you ever played Guild Wars 2, this game has World Bosses, something similar to hunts here, which feel much more challening than Hunts here, because they scale up based on the amount of participating players.
Something similar to that could be otherwise a solution, where lvl 50 players would be able to participate ln Lvl 50er hunts upscaled to Lvl 80 niveau, if too many too strong players are there that the hunt would die in seconds otherwise.
Last edited by Kaiserdrache; 09-03-2019 at 03:20 AM.
I'll keep it real OP, concerning S ranks, unless you're helping to spawn them, you have absolutely no right to complain about spawners killing them without you. To me, that's a bit selfish actually. Please correct me if I misunderstood (and I really hope I did) but are you seriously upset that people who put in the time and effort to spawn it aren't waiting for you, a complete stranger, to just hop in and reap the rewards when you probably wouldn't even take a few seconds to thank each spawner?
If so, that's some pretty lousy character homie.
I am trying to spawn them, as are several others in at least 2 other linkshells. Often we'll discover Wanderers from a private CWLS (they kick out any Phoenix players btw) sniped whilst we were present at another or they snuck in the early hours of the morning and spawned our S ranks and didn't mark them as dead so we're oblivious to whether they're on timer or not. We've lost track of several usually Lampagula, The Garlok and Wulgaru, although this week we've also lost timers for Nandi, Brontes, and even one of the Forgiven Pedantry that they sniped in the very early hours a day ago which was swarmed by around 30+ Wanderers. They engage as soon as any players from Phoenix arrive and they don't mark down when and what they've killed so we can't keep up with them. It's a selfish game by people who just don't care who they upset and are perfectly fine with disrupting the game for everyone else. It's getting to a stage now where we're thinking of no longer announcing when our S ranks are up and keeping a private database of their timers because we can't trust anybody to go posting it in the private CWLS and having it sniped by Wanders the next time it's up. This will greatly inconvenience everyone else on Phoenix but if SE won't take action then we will have to take matters into our own hands to ensure we get a fair shot at S ranks.
Last edited by geekgirl101; 09-13-2019 at 02:23 AM.
Gaius van Baelsar: Nor is this unknown to your masters. Which prompts the question: what came first, the chicken or the egg?
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