As currently designed, you have to kill dozens of regular mobs in order to spawn the "special" mob which has a very small probability
of actually dropping a lure component. What I am seeing is that are very few hunters who actually participate in the clearing phase, but
many are the first to jump in the moment one of the special mobs spawns.
It makes it very frustrating to put all that work in, to see someone else benefit from your work, with zero effort on their part. I can't tell you how many times I've seen people either standing off to the side watching you work until the mob spawns - or "cruisers" who cruise the zone looking
at multiple areas of the map for the special mobs. Doubly frustrating to see someone else killing the special mob, and you can't
get there in time.
My suggestion for the Devs:
Provide a limited number of instanced hunt quests each week, with a special mob somewhere on the map, and a somewhat higher probability
of dropping the component. It gives an alternative way of getting lure components that is poach free, and much less frustrating. It would also provide a secondary benefit of reducing the overall population in Omu, helping with lag.
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Comments
I have been in instances where someone 'claims' the entire bear peninsula, and told me to move on. They can, of course, pound sand.
> As currently designed, you have to kill dozens of regular mobs in order to spawn the "special" mob which has a very small probability
> of actually dropping a lure component. What I am seeing is that are very few hunters who actually participate in the clearing phase, but
> many are the first to jump in the moment one of the special mobs spawns.
>
> It makes it very frustrating to put all that work in, to see someone else benefit from your work, with zero effort on their part. I can't tell you how many times I've seen people either standing off to the side watching you work until the mob spawns - or "cruisers" who cruise the zone looking
> at multiple areas of the map for the special mobs. Doubly frustrating to see someone else killing the special mob, and you can't
> get there in time.
>
> My suggestion for the Devs:
> Provide a limited number of instanced hunt quests each week, with a special mob somewhere on the map, and a somewhat higher probability
> of dropping the component. It gives an alternative way of getting lure components that is poach free, and much less frustrating. It would also provide a secondary benefit of reducing the overall population in Omu, helping with lag.
Or maybe you get some type of buff for clearing normal.mobs that allows you to see and hit special mobs..... problem solved
> Just a thought, if you are 'clearing' an area that is too large to monitor, how can you 'claim' it? Either you stay close to the spawn (or two) you consistently clear, or you clear a large area, and take your chances.
>
> I have been in instances where someone 'claims' the entire bear peninsula, and told me to move on. They can, of course, pound sand.
The monsters spawn at a specific rate.. you can hit all spawns before they respond and continue in order.. the zone is not too large.....
Do you really think that is cool? It's stealing someone elses work. If you haven't cleared the mobs, you don't deserve the rare spawn.
There are also some threads about only 1 lure dropping per kill, so if 2 or 3 people jump in even while you are killing the hunt mob, you may still end up with squat.
To put it mildly, it's a very poorly thought out methodology. The way the rex and Razor work would be far more suitable for the hunt mobs. Let it be a 100% drop chance for anyone killing it.
Leave the crappy rng to the real hunts where you use a lure. Otherwise they are just trolling us.
Someone already told me I took his "hard work" when that particular "hard work" was actually done by me (I happened to aggro the bear when I passed by) a while ago before he was there.
I'm trying not to be too snide or demeaning, but this sort of thing is part and parcel to MMO's. If you're new to MMO player behavior consider yourself enlightened, if your not new to MMO player behavior you should know this already.
Just as an aside i think the omu hunts might be a step too far. The Sohenstar hunts held an attraction as the +5 rings were bis and the 480 il gear that dropped was great for alts, it was worth farming.
But the omu stuff is no better by and large and has been released at the same time as the masterwork level v stuff. + the rng on trophy drops feels significantly worse. Why the devs think im going to waste my time actively farming for a miniscule chance of success when nothing i find will be as good as what i already have slotted is beyond me.
Yours is only one way to farm. And it messes with other ways.
I believe that there is a finite number of marks allowed on the map at a time. By killing a mark, it allows another to spawn. I don't 'know' that this is how it works, but I base my farming around this theory.
With this in mind, I do a circuit of the overland areas and kill any marks I see.
If I need a particular one, bears for example. I make sure there are a few dead bears before I do my circuit. Then, whenever I find a mark, I race back to the bears and see if one has spawned.
Now, this brings me to the issue of poaching. I'm tired of being called poacher or more crudely insulted in game for farming the way I do. If someone clears an area repeatedly, the only way they see a spawn is if one of us evil poachers kills a mark elsewhere. And, if I kill a rex expressly to pop a spawn elsewhere, I'm going back to bears to get 'my spawn'.
According to my theory, clear-cutting can be an effective strategy, but it relies on other people using another strategy. And you just need to accept that sometimes, they're going to get what you 'worked' for first because they're working for it too, just using a different approach.
I farm mainly around the 2am eastern time frame. The zones are dead at that time and you can find a instance with only 1 person in them often. One of my farm routes allows me to kill 7 packs of lizards, 9 YanTi packs and the 4 Spider packs and with 0 server lag the starting pack spaws as im getting to their location. I am an HR that 1 hits any pack with PG, and 2/3 hit packs without PG being up. So it is a nonstop route. If the zone is laggy I've seen it go from the packs being up when I get there to having to wait up to 3 min at the start of the route for them to pop, this is with only myself being in the instance. You can tell when the servers are acting up by the Rex's just standing in place and you can walk right up to them with no agro what so ever. Also when the BHE pops in there it seems to mess up the spawn cycles as well. Either from lag or from it resetting the packs around the arena area has some impact.
IMO they really need to adj the drop rate of the Lures. I've been told that they said its a 1-6 drop rate but that has to be over 10's of thousands of kills to get that number. I have cycles where I will get the rare 20-25 times to get 1 lure then I have others where I will get it to drop back to back 6-7 times in a row.
I don't know how they have the coding done to weither or not a lure drops to whom gets the drop if one does drop. Something needs to change for sure tho. I've been in my farming groups where all 5 of us hit it with none getting a drop and when it does drop no more than 1 in the group gets it. To all 5 of us not being in a group and hitting it with none getting a drop as all and when it does drop no more than 1 drops. It doesn't seem to be any method to the drops, we've tested to see if its the 1st one to hit to the one that gets the killing blow to the one that does the most dmg and nothing seems to be solid.
I can sympathize with people farming for hours and when a spawn does happen and you have 2-5 people not in your group smack it and you never seem to get the drop can be rather frustraiting. It sucks plain and simple, definitely does not incourage the farming for the Hunts at all.
@benyr , I think you are a little off on the quality of gear from there. The T3 drops BiS gloves and Boots, It is the only place to get the Tyrant weapons, which 2-3 drop every kill, as well as dropping rings to boot. The chest from the bear is BiS for any melee character in game as well as the other gloves "fearbringers"are BiS gloves for any class that doesn't rely on daily dmg. With the chest, gloves, boots and ring you get a raw 12% more dmg which is hands down better than any of the old hunts items, primal or mastercraft items. The "main of the manticore" is over powered as a PvP helm on a high HP toon. Everything else is MEH and salvage fodder or toss on a up and coming alt. If you choose not to farm the maps then you can buy the mastercraft rings which have the same stats if you want to use them on a companion that has ring slots.
That said, I do often wait a bit, especially if I see someone killing mobs nearby. If no one comes around within ~20 seconds though, or that person goes somewhere else, I'm going for it. And for people who lurk around to wait for your kills to re-spawn? Yeah, that's pretty scummy behavior.
As for there being a limit on # of active rares per instance, I'm not sure about that. In Soshenstar, it's pretty common to see a whole ring of Rotting Ogres around Camp Vengeance. That seems unlikely behavior for a limited quantity.
Also, later on in this thread here seems to indicate that the "only one drop per kill" rumor is not true, so I don't think that's something to be concerned about.
I don't think it's nice calling people poachers. Most of them are just running about doing their quests and happen to cross path a hunt mob; of course they will wack it. At the very least, they have to do one for their weekly. Without taking the time to look around to see if there is a farmer, I cannot tell if a farmer cleared the previous mobs or some other quester cleared it to enter a door. To expect a player look around first is a bit unreasonable. Basically, should be fair game if you are not there. I think this is another manifestation of the game's streakly RNG. After an HE ends and the area is repopulated, each spawn point rolled the ogres. The other day I killed 22 of them. And I did not see any one else around who may have been farming.
I think we can all agree this is a very imperfect system. The rate at which rare mobs spawn and the rate at which they drop their lure is so random and janky that we feel completely un-rewarded for our time spent. I know quite a few people who will spend numerous hours hunting only to come up empty while another few will go hunt for 30 minutes and walk away with multiple lures (not counting Rex Spines of course).
It feels similar to the lockboxes, where one person (myself) can open 1000 boxes in a row and not get a single admin message and another person can open 75 boxes and get 2 legendary drops. There are many other examples in this game where it really feels like certain players have much more pronounced luck, more +5 rings in less runs/hunts, more sellable loot from dungeons, more UEs from Tong, etc. We have guildies who have gone over 80 runs of Tong opening both chests without a single UEs while another will get a UEs every 3 or 4 runs.
Some of us that play less than we did a year ago have had a serious discussion that, if we actually felt rewarded for our time spent in the game we'd probably play as much as we used to, but we just don't feel rewarded. In fact, lately it seems like the more time we spend grinding away at the new systems in place the less we seem to get at the end of the day. Each new mod seems to have increased grind with reduced rewards.. and it makes us want to play less, not more.
My hunt group, 5 people. We farmed hunt mobs for 2 straight weeks collecting enough lures to do a combined 150+ tier 1 hunts, we then combined all drops and did all T2 hunts we could. Out of all that effort were didn't even come up with enough lure items to summon the Tyrant hunt, not even once. This is a truly dreadful system that punishes more than it rewards.
There needs to be some sort of change in the hunt system to make it feel more rewarding on a measurable level. A climbing chance drop-rate or a chance for the lure item to drop from placeholder mobs with a guaranteed (or drastically increased) chance from the rare spawn. I don't know what will work, but at the moment it feels pretty damn awful.
> You're assuming that clear-cutting an area is the way to get rare spawns. What if there are only a specific number of spawns avalable per area/map? What if you have to kill a hunt mark somewhere in order to allow another to spawn. Maybe while you're sitting in you clear-cut, the only reason you get a rare spawn is because one of the "cruisers" hit a mark somewhere else, allowing yours to come in.
>
> Yours is only one way to farm. And it messes with other ways.
I already timed and mapped out rare spawns... they are far from random.... and if you clear and entire area in a sequence the rare monsters spawn accordingly...
It's one drop per party ... so find a boss unary then kill it... party back up and camp farm zones.. can't lose... I already farmed everything
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
Makes no sense that 3 Rex spawns can routinely spawn 2 or more rare versions at the same time and almost always give you a Rex within 3 to 4 kills while the 15 mob packs i'm farming for an hour only spawn 1 rare with a pathetic chance to drop a trophy for every 30 + packs killed.
When i first farmed bears for Kiuno i got 10 Rex spines from the single Rex path in river before i even saw a rare bear SPAWN let alone give me a trophy. Yesterday i farmed yuan ti and spiders for 2 hours with a ton of rare mobs killed and zero trophies until the last 10 minutes where i got 3 trophies from 5 whisperers. Only to then go for spines and see 2 Rex spawn simultaneously right next to each other. This kind of stuff is infuriating.
There is absolutely no reason for T1 hunts to be gated behind this multi layer RNG bullcrap and making T1 lures more obtainable won't completely crash T2 and T3 lure prices but will lower them to more attainable levels for the average player. They will still be pretty expensive but they shouldn't be as expensive as they are now. I'm saying this as someone who has only done 3 T2 hunts and gotten 2 T3 trophies while they are still 1 million + each and sell within seconds.