Originally Posted by
Coconut
Again, you're misrepresenting my argument.
Mobs with long respawn times aren't comparable with raids... there is no gameplay specifically related to them other than camping, which is really no gameplay at all, because it's entirely passive. Or ok, there may be the gameplay of realm hopping, which consists of constantly refreshing your LFG menu and joining appropriate groups, but many players do that with an addon.
Changing the design of rares doesn't mean they'd be removed entirely either, as an element of outdoor content... they would only work differently.
For example, instead of fixed spawns and long timers, they can have a low chance of replacing normal mobs, like some of the rares on Timeless Isle. This replaces camping with the more proactive gameplay of trying to trigger a spawn, although it wouldn't do much to fix hopping.
Another method is exemplified by Alani, and in Tanaan by the Blood Moon and some of the rares in the swamp area: gather items/buffs from normal mobs and objects, and use them to summon a rare or make it attackable.
Another is to improve the scaling system of the rares' hp, since some of them, like the Hellbane rares, are dying too fast (although clearly designed to last longer judging by the zone-wide /yell that announces their spawn).
Another is to warn of a rare's arrival before the rare actually spawns, whether or not players need to do something to force it (like Moonfang). This way, even if people server hop, they may remain on a realm where it's about to spawn, and slow down a bit. Realm locals will also have time to reach the spawn point.
In the case of Galleon and other world bosses, when they were originally designed as a 10+ minutes fight with 40 players, but have since become soloable in 2 minutes, removing the rare status and making them a 10 minute spawn is a good solution.
Another is to increase the drop rates to reasonable numbers, because with the current 1 in 2k, everyone will be farming these mounts until the end of time, for no particular gameplay reason. If people get what they want easier from the rare, pressure on the spawn will be gradually relieved by itself.
I challenge you to explain how any of my suggestions is worse than a needless complication of the CRZ rules, one that either punishes people for playing normally in cross-realm groups, or... does nothing at all, really.