If you took part in the recent City of Heroes double XP weekend, as a long-standing customer or a returning visitor, you most likely had a chance to take part in one of the game's Safeguard/Mayhem missions. Heroes are tasked with preventing a bank robbery, while villains are instead given the job of robbing said bank. Unfortunately for villains, their robbery is faced with several enemy groups that spawn without warning and will follow you all over if you happen to miss them. Worse yet, death puts you in prison, forcing you to fight your way out and possibly condemning you to another swift death.
There are a lot of little things that can add up in a game, little choices in design that wind up making the whole play experience more tedious and unpleasant than seems reasonable. As a result, the whole experience can wind up going straight down the tubes. What part of a game proved to be annoying when it really didn't need to be? Was it a quest with more travel or fighting than seemed necessary, an area with some particularly obnoxious geographical feature, or just something that was a whole lot of effort for very little reward?
Reader Comments (27)
Posted: Mar 9th 2010 3:00PM (Unverified) said
Ur doing it rong.
The longbow only spawn after you've alerted a group of police. Instead of waking up a ton of police groups, just take a single group of cops at a time. Then beat up the Longbow that respond. Then beat up more cops, then beat up more Longbow. You get 30 seconds each 'resistance' for the clock. Meanwhile, you continue to blow up cars and mailboxes, and get the 2-3 minute bonus times for those. By the time you've slowly and efficiently waded through battle to the bank, you'll have cleared a path and net yourself another 8-10 minutes to complete the Mayhem.
I know it's hard for a group of villains to pace themselves, but this works. Slow and easy. Don't rush the bank. Wade through the carnage like patient and unwavering soldiers.
Reply
The longbow only spawn after you've alerted a group of police. Instead of waking up a ton of police groups, just take a single group of cops at a time. Then beat up the Longbow that respond. Then beat up more cops, then beat up more Longbow. You get 30 seconds each 'resistance' for the clock. Meanwhile, you continue to blow up cars and mailboxes, and get the 2-3 minute bonus times for those. By the time you've slowly and efficiently waded through battle to the bank, you'll have cleared a path and net yourself another 8-10 minutes to complete the Mayhem.
I know it's hard for a group of villains to pace themselves, but this works. Slow and easy. Don't rush the bank. Wade through the carnage like patient and unwavering soldiers.
Posted: Mar 9th 2010 2:00PM (Unverified) said
Dungeons and Dragons Online quests marked as solo, that let you play for an hour before springing an elite mob on you that pasted the walls with your entrails. After which you got NOTHING.
That game hated me.
That game hated me.
Posted: Mar 9th 2010 3:06PM starka1 said
I didn't play any Mayhem missions during my visit back but I remember someone mentioning the trick was not to fly or superjump straight to the vault. If you had fought your way their or at least stayed on the ground and went directly to the vault, the spawn would be 'normal'. This was quite a while ago and I don't know if they ever addressed it but I did verify it worked for me.
I did not find anything unnecessarily annoying during my time playing. In fact, I liked the amount of polish in what they did to email to prevent spammers and super-sidekicking made teaming even more of a no-brainer than before. All they need to add is the auto-team feature like WoW's dungeon finder and it will be perfect.
My reasons for not re-subscribing do not stem from annoying encounters in the game but from a difficult position of developers being able to provide fresh gameplay for someone that played for 4+ years.
Ok, after playing Champions, I did find travel power suppression extremely annoying.
I did not find anything unnecessarily annoying during my time playing. In fact, I liked the amount of polish in what they did to email to prevent spammers and super-sidekicking made teaming even more of a no-brainer than before. All they need to add is the auto-team feature like WoW's dungeon finder and it will be perfect.
My reasons for not re-subscribing do not stem from annoying encounters in the game but from a difficult position of developers being able to provide fresh gameplay for someone that played for 4+ years.
Ok, after playing Champions, I did find travel power suppression extremely annoying.
Posted: Mar 9th 2010 6:25PM (Unverified) said
Years later, no one has topped a certain Duskwood quest in WoW for me. I don't remember what the chain was anymore (everything in that zone eventually ends-up having to do with Abercrombie anyway). There's a particular series of quests in a chain that have you talk to someone outside the town hall, then talk to some guy just inside the town hall, then talk to a guy all the way inside the town hall, then go back out and talk to the chick just outside the town hall, then talk to the guy just inside the town hall ..... yeah, the epitome of completely worthless middle-manning. "You people are all within earshot of each other; talk amongst yourselves!!!!" Whoever wrote the sequence needs a hard slap in the face.
Posted: Mar 9th 2010 8:26PM (Unverified) said
"Go Talk To" and "Kill Ten Rats" are the unfortunate back bone of today's MMO's.
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Posted: Mar 9th 2010 8:24PM (Unverified) said
Levels, Achievements, and lack of balance. :)
Basically all of WoW, including its awful storyline.
Basically all of WoW, including its awful storyline.
Posted: Mar 10th 2010 11:47PM remover said
KILLING THE SAME F***ING THING OVER AND OVER AGAIN, WEEK AFTER WEEK.
It made no sense. It was not fun.
It made no sense. It was not fun.







