Board :Dreams
Author :Zariel
Subject :re: Hunting Theory
Date :9/16

There's a lot of interesting discourse on hunting, I'd like
 to pitch in my two cents.

On the topic of Hunter 3. I think the issue here is there's
 a trickle down effect across the best caves. The best cave
 for pretty much any Oh San who wants to put in effort is
 going to be Sa Cave. Unfortunately, Sa Cave is very limited
 in how many groups it can handle, basically one.

Thus, we trickle down. Rhino -> Turtle -> Hunter -> Shadow
 until you find a cave that isn't taken. Imp is great if
 you're a warrior, it's better than Hunter. There are still
 plenty of "huntable" spots past this, Bandit, some Water
  rooms, alternate rooms in Shadow + Hunter..  Basically,
  anywhere where the spawn can outpace the killing speed.

The spawn rate in Hunter 3 itself definitely isn't a problem,
 if anything it's indicative of what most caves "should"
  have as a possible hunting room. The biggest overlooked
  problem here is Sa Cave.

Everyone probably -should- be hunting Sa cave. It's close
 to double the exp of Hunter 3. However, it's almost always
 taken. Multiple groups competing for Sa Cave cut that exp
 in half, right back down to Hunter 3 rates. A single mage
 soloing Sa Cave makes the cave unhuntable for everyone
  else, and there are a -lot- of mages who solo in sa cave.

I'm rambling a bit, I'd like to re-direct a little.

On the idea that stronger rages/cunnings would help-

Short answer, maybe. At the highest stats, rogues don't
  even bother with cunning, it's literally useless in the
 highest caves. Same goes for ultra buff warriors. If you
 made either strong enough to actively use, that would be
 nice, I suppose. It wouldn't change where we hunt, it
  simply would make us hunt those places faster.

On the idea of Mythic 4/5/6 -

Again, it depends. If you make the exp/vita ratios similar
 to Asmodi or Event Caves? Sure people will hunt there, but
 that would also effectively nuke every other cave in the
  game out of usefulness.

On the idea of Instanced Caves -

I like instances. I think they work well in most every MMO,
 I don't see an issue with using them in Nexus. I do agree
 that it removes some of the "world" feeling though. That
 would be all right at this point though, if it kept people
 playing.

On what I think -needs- to happen to fix hunting.

 -Dynamic respawns in one room per cave
 -Balanced exp/vita ratios across the board, with some
   notice to difficulty (see woodlands caves)
 -Either reduce the ability of mages to solo compared to
   other classes or bring other classes somewhat in line
   to the reality of orb mages.
 -Make Bosses in any cave more rewarding in terms of exp
    and drop rates.
 -Monsters actually strong enough to keep up with player
   stats. Stronger Caves keep the buff people out of lower
   caves where other people could be hunting.

There's probably more, but this ended up an incoherent ramble.

Thanks for reading anyways!

<b>      ~Z