提案/Suggestion
Health does not regenerate when the player is in a real large monster hunt (Field hunts, marked/tracker hunts, urgent quests, Hunt-a-thons, and Elder Dragon Interceptions).
Consider using the same pausing logic to also pause the timers for effects such as:
- Wander items (おさんぽ玉/漫游石)
- Food items that refill SP Gauge outside of hunts
Future consumable item effects that have no utility within the duration of the hunt should also be considered getting paused just like how health regeneration is paused during hunts.
This would allow players to enjoy timed hunts fully without feeling that their consumable items are being wasted just because the hunts dragged out longer than expected due to factors not controllable by the player (e.g. unexpectedly failing a hunt in Hunt-a-thon due to other players with low power equipment joining the hunt just because their Hunter Rank says they can) and the player has to fight the same monster again).
現状/Current Status
Currently, when the consumable item effects are active and the player enters a hunt, the timer continues to tick down even though they are not actively making use of the item effects.
For items like the Wander items where its effect is primarily to aid in a player’s game as they walk around and looking at the field map, if the player is standing still and is engaged in a lengthy Hunt-a-thon for whatever reason, the timed effect not spent walking around and not looking at the field map is wasted.