I agree with the basic point Hego makes on what is clearly misusing a feature, whatever it was actually programmed in for.
being a developer (this kind of thing shouldn't happen if coded correctly and tested).
I also disagree with Tony, because coded correctly and tested may well have happened, but this is an environment where multiple threads combine. It is the joined up thinking that seems to be lacking, so whatever management devs decide on functions, they themselves need to test/think for even simple consequences of adding a stop timer (although I've known several programmers who have had to do thinking for the management when they know enough about the field they are in, even though it's not their actual job).
It seems to me a quick solution would be to end a timer either when it runs out or following a mission counter for 36 bosses (+ 1min to make sure loot is obtained) that then starts the next complete attempt with boss number and timer reset.
Can't say for sure, but if sitting at a table thinking of any changes to the system and what needs to be considered, I'm 90% sure even I would have foreseen this one!
However, we don't know where the line is, so are stuck with something unpalatable, as so often. No matter that I wasn't in hunting anyway for other reasons given about levels, but it's crazy that even bigger players have to put up with this sort of thing time and time again. Yes, time and time again.
Entropia could still become a massive hit, but we can't get past the 's' invariably added to that word instead...
I look forward to UE5 less and less.
edit: bit of correction and an added bit in brackets.