Keysofgaruda wrote:
FilthMcNasty wrote:
Raylo wrote:
Theonehio wrote:
Well..they are the Hunt currency lol, so yeah we should be forced into it. .
They're only the hunt currency because that's all they are now. There's no reason this can't change, and it should. I'd like to spend my game time doing a little more than just running from zone to zone trying to get a hit or two in on each mark before they are zerged to death, and I doubt I'm the only one.
I don't think people like the hunts and that's the main issue. I get the feeling that if you took a poll, the majority would say they only participate because they want the seals and not because they enjoy it. That's the underlying issue here. If SE allowed people to receive the seals by participating in other activities, hunts would die off.
I had high hopes for this event and I think it could still be something worthwhile with more adjustments, but it's going to take more than just buffing mob health and adjusting requirements to get contribution credit.
The main issue is that s rank mobs have very large spawn windows meaning some people wont see many of these because they will pop outside peoples play time. Rank a and b mobs still die extremely quick. Instead of 10 seconds they last 12 now lol.
What they should have done is taken the a and b mobs out of the open world. Instead, have them act like a leve quest so only the light or full party can fight them. The monsters would spawn anywhere in the zone and the party would have to find them (so hunting as the name implies). The mobs could be done once per day for a reasonable amount of seals. They should also be somewhat challenging to make it interesting. Not super punishing with all kinds of one shot mechanics, but not easy enough to faceroll. Rank s mobs are fine where hey are now.
If SE did this i think interest would pick up and it would be fun for everyone. I know people wanted open world content but not like this. Everyone After the same mobs is causing too many problems.
How about leaving everything open world, spawns and all with a twist?
An allied seal purchasable pheromone
The pheromone rules:
A)Purchasable with allied seals
B)Required for mark to spawn, claims mark to party or alliance
C)Each individual pheromone vial is tied to a character.
D)Once that mark is engaged, that pheromone for that particular mark is depleted and can't be refilled for one week.
E)You can still assist killing the same mark that week but payout is halved or null(Half or null better?) for that particular mark.
F)Pheromone triggers spawns can be happen at anytime provided an active pheromone is unused by one member.
The open world natural spawn rules remain. If you happen to kill a mark in it's natural spawn.The seal payout is slightly higher than a pheromone triggered mark. Thus keeping the competitive aspect alive. The pheromone is basically the"Make sure everyone can partake in hunt content card". So the players who couldn't claim the natural spawn still get to have fun. It's like an extra spawn per mark.
If too many members are in the claiming party upon pheromone trigger, the mark will flee. Your pheromone is not consumed unless the monster does not flee and is engaged.
I was unsure what option was better for E. I would like to see encouragement to help even if one's pheromone is used but don't want it being potentially abused. This idea sound decent or bad?