
Ahhhh I see, that does sound interesting!Levequests are somehow this, but the system I'm describing is more complex. Levequests are a mean for adventurers to explore and train offered by the adventurer's guild, the Hunting Guild would focus on the "farming" and "exploring" aspect of it, maybe like I said in a post above, tying it with the GC's and the other guilds, like Ninten pointed out.


That's why I wanted to share it.
I doubt Yoshi would decide to include something this big in ARR at launch because the list they have to cram in for the release date looks endless, but I think as a future patch/expansion it could be really feasible and would add another fun element to the game.



This sounds better than camping waiting for a NM to pop so I welcome this!



Isn't this what guild leves are?I do not recall seeing this suggestion made, but it has probably been made before.
So the questing discussions initiated by the 5th alpha video got me thinking... why not including the FFXII hunting guild in FFXIV? That way the go kill X amount of Y mobs would be enveloped on a system that makes sense, aside from the "we need resources/the balance is in danger/ourvillage is being attacked by crazed bears" excuse quests, so that could be like "oh, you killed the X I told you? now go to the hunting guild and tell them to level your rank" or something like that, at the starting levels.
Then, the higher inside rank you get, just make it like FFXII but expanded, hunting NM, rare mobs and so on... doing it in a way that at higher level you'll need parties or even alliances to complete the requests. For some hunting feats those could be made retroactively in a way tat "oh, I see you already killed 1000 cactuars, here your rank", or as quests "go kill Daddy Longlegs", even could be used for challenge modes "go kill longlegs with this level/class restrictions."
I think it could wrap around all the game's content, be it FATE, instances or just grinding quests, an it would give it a lot more of depth and meaning inside the game universe.
If it worked well in FFXII, an offline game, I think it would make a lot more sense in a MMO, where hunting is one of the main activities the characters are performing.


Yoshi-P and the DEVs seem to have a goal of delivering some aspect of past FF games in XIV:ARR. Even the zones-lines and introduction of zones seem to be reminiscent of FFXII so I hardly doubt they passed up this notion. If they do a hunt guild, it would probably have nothing to do with the rest of the game and be totally independent as a side-quest[s].
Hunt-registries like in FFxi might exist but I would suggest making it a bulletin-board like how originally FFXII presents hunts. It can be part of a hunters guild location where you even unlock the a new Hunter job! Cross-bows and all!
~'\[[_LEGACY_]]/'~TENTs because solo-friendly content forces me to want one!
(HP + Instantly logout anywhere)
*Excalibur* Nation: Limsa Laminsahttp://na.finalfantasyxiv.com/lodestone/my/



A hunting guild seems like even more hollow a reason than 'crazed bears'. At least crazed bears is a reason to go kill stuff, rather than 'go kill stuff 'cause we said so...now go kill other stuff 'cause we said so' repeat to infinity.
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