Suggestions for improving hunting and thus increasing turnover

Hello, I’ve been thinking a lot of how to make hunting more fun. A big bonus with hunting is codex, the problem though with working on codex progression is that it’s hard to find good spawns for most mobs. I think hunting would increase a lot of this was fixed. My suggestion is following:

  1. Improve spawns for all mob types and maturities, i would like to see event type spawns that constantly respawns without the need to run around all the time. Running around hunting is just annoying, inefficient and wasting buffs with downtime. Thus making the incentive to hunt these mobs very low.
  2. Remove mixed spawns, no one want to hunt mixed spawns, you want to focus on a specific mob.
  3. Spread out the maturities so if you want to hunt for example exo alphas there is a spawn for this somewhere.
  4. Spread out these spawns on both continents, making more areas relevant and increasing activity across the continents.
  5. Put low maturities close to TP:s to ease newer players access to these mobs. More skilled hunters have the tools to reach higher maturity spawns even though they are a bit more far from TP:s.
  6. Make some UI function to easy search for every mob spawn and maturity.

I think this would be a huge win for both players and MA with increased turnover and thus profit. I know i would hunt native mobs a lot more at least inbetween the events.

4 Likes

I understand the desire for better Codex progression, but to me this goes too far in the direction of convenience at the expense of gameplay.

Part of hunting is exploring the world, finding good spawns, adapting to different maturities, and making choices about efficiency versus convenience. If every mob had a perfectly optimized, endlessly respawning, single-maturity spawn, a lot of that would disappear and the world would feel much smaller and less interesting.

I also don’t think mixed spawns are inherently bad. They can be inefficient for very specific Codex goals, but they do add variety and make different areas feel distinct.

If some players want maximum efficiency above all else, perhaps a better solution would be a paid instance where you could choose a specific mob and maturity. The entry cost could go directly into the loot pool, giving efficiency-focused players a dedicated option while keeping the open world focused on exploration, discovery, and competition for good hunting grounds.

Improving a few particularly problematic spawns makes sense, but turning every creature into an event-style, endlessly respawning target would, in my opinion, remove too much of what makes the hunting world feel alive.

5 Likes

I see your point, maybe a daily instance where you can choose what mob to hunt for one hour could be an option. This could require daily tokens to open so you are forced to generate those in the normal world.

Depends on your budget really if you are playing the game properly i would go to the auction and invest in looting skills animal /robot /scavenging etc = this would give you a jump start. Also it’s boring but treecutting actually helps you raise looting skills and the loss is minimal it can even turn profit

This is the reason people go to cyrene for skilling

They kinda have all these covered

1 Like

I been playing since 2007 on and off, so skills are not the problem, codex progession is a goal to work towards, even though the skills themself doesn’t do much. The attributes is nice though.

Now i only hunt a few mobs that have good spawns, it would be nice to diversify more, but like my point the spawns are to bad so i just stop hunting until next event when i get tired of the same few mobs.

Have you tried ripcraze.com?

Can’t remember last time I had a hard time finding a good spawn. Maybe for cornundos and faucervix for some noobie daily but other than that I most often can have no issue swinging almost constantly.

Well primordial longu could be upped a bit perhaps as well as rippersnapper.

1 Like