COV Mayhem/Contact Suggestions


AkuTenshiiZero

 

Posted

I think the Mayhem missions are a twice as hard as Safeguards and I dislike them intensely. With the hero version you *can* just run to the bank, defeat the robbers and exit with your prize. Villains should have an option like that.

I'm going to preface my suggestions by saying my highest level villain is 23rd but I've been listening to my wife's complaints and she is up to 34th. As far as I can tell the problems I've encountered in my first 20 are common up at least to 35. In fact it might be worse because at least I have Ashley McNight to talk to at 15th on Cap to avoid the Mayhem there.

Anyway, here they are:

1) START in the bank lobby. It would be very similar to the Newspaper bank heist (which I like) but more intense. Do the heist, defeat the hero and his lackeys, done. Go out on what's left of your timer to get the rest of the goodies and cause some mayhem if you like. Alternatively make escaping to the get-away vehicle the next goal after robbing the bank.

I mean, what's up with the police already having a blockade up around the bank? It's like you were setup to take a fall, betrayed by someone most likely your broker or Arachnos. Why would I ever trust my broker, or any broker, ever again? It's insane.

Now I don't mind feeling betrayed once in a while but not on every Mayhem which apparently I HAVE to do in order to get my next contact and that leads into my next suggestion...


2) Have other ways to get contacts than running Mayhem missions.

Sorry that isn't more specific but on the hero side I have contacts coming out of my ears and I rarely do more than the Atlas Safeguard and then only for the temp-powers.

On the villain side I MIGHT have a contact given by my previous contact. But if you don't want to talk to the new guy because you don't like his missions (some of the arcs are too depressing for me) or he didn't bother to give you another (I'm looking at you Radio), then you are stuck with doing a Mayhem and hope the next one is better.

Sure you can just wait out the timer and fail the mayhem and still get a contact but there should be another way.

3) More "opportunity" contacts.

By this I mean contacts that give you an opportunity to be a villain in your own right instead of someone's mercenary or muscle. Radio is a good example.

Ideally they'd offer two arcs for you to choose from and it would be really cool if they offered one that gained you points with Arachnos and another that was independent or even counter to them. Their main motive should be simply a share of the gains... you know, what the brokers would be if newspapers were arcs instead of one-off missions.

I think there should be a way to get all the way to 50 doing what you want instead of towing the line with Arachnos or being someone's stooge every step of the way.

<best Seinfeld impression> Not that there's anything wrong with that...

and that leads into my next suggestion...

4) Create a merc patron.

There should be an option to get patron powers that aren't connected with one of Recluse's inner circle... Like Matthew Burke. Ignore this if there already is one but I don't think so.


 

Posted

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4) Create a merc patron.

There should be an option to get patron powers that aren't connected with one of Recluse's inner circle... Like Matthew Burke. Ignore this if there already is one but I don't think so.

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If this is a roleplay thing, there are many ways to dance around how you got your patron powers. My concern is more with the fact that 3/4ths of the patrons are magical.


Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!

 

Posted

Yes, Mayhems are hard as hell. Some of us like it that way. I personally prefer being able to look down on the wussy capes and their cakewalk Safeguards <Insert Maniacal Laughter Here>

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My concern is more with the fact that 3/4ths of the patrons are magical.

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Lord Recluse = Not going there.
Captain Mako = Mutation
Black Scorpion = Technology
Scirocco = Magic
Ghost Widow = Science? She might be Magic, but for some reason I'm thinking it's Science.

EDIT: Whoops, she is Magic. 2/4 then.


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

My fondest wish is that they'd break free of the 'Destined One' arc-lock and create Council Patrons, Nemesis Patrons, Family Patrons, and Carnival Patrons, too!

I'd just like more variety than 'Water, Souls, Maces, Electricity' as my four choices for EVERY AT at 41+ ...

-Rachel-


 

Posted

True, true. Though Leviathan Mastery is just so darn cool looking, I don't argue with it.

Out of the 4 pools, I dislike Mace Mastery the most. It seems like CoV is trying to cram Web Grenades down your throat at every turn. I really would like something differant for Black Scorpion, something a little more aggressive to match him. Mu and Soul are okay, and like I said Leviathan is cool and unique looking. For RP purposes, I've had little difficulty explaining the pools my characters will eventally have (IE, do I really need to explain why my Elec/ is getting Mu..? :P)

I will agree, though, it would be nice to have more variety (Like heroes *koff*).


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

[ QUOTE ]
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Yes, Mayhems are hard as hell.

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... they are? They aren't even on my stalkers, to me...

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Revision: Mayhems are hard as hell on a two-Corruptor team with a daredevil attitude. I haven't soloed one in ages, but I recall they are much easier solo.


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

Also:
[ QUOTE ]

1) START in the bank lobby. It would be very similar to the Newspaper bank heist (which I like) but more intense. Do the heist, defeat the hero and his lackeys, done. Go out on what's left of your timer to get the rest of the goodies and cause some mayhem if you like. Alternatively make escaping to the get-away vehicle the next goal after robbing the bank.

I mean, what's up with the police already having a blockade up around the bank? It's like you were setup to take a fall, betrayed by someone most likely your broker or Arachnos. Why would I ever trust my broker, or any broker, ever again? It's insane.


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I'm just not fond of this. I mean, as far as the police having a barricade, read what your broker says - they've been watching the bank and they suspect something's up. Of COURSE security's going to be tighter. Starting *in* the bank would just make no sense to me - and really remove quite a bit of the fun.

That aside, let's mix:
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2) Have other ways to get contacts than running Mayhem missions.


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and
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3) More "opportunity" contacts.


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I'm not against non-main-storyline contacts and opportunity contacts. I support the idea pretty much any time it comes up with more than one braincell used in it. But how about this for an extra:

For any arms deal, pawn shop or kidnap you complete - anything you'd "walk away with" something, except the main bank mission - you have a chance at opening up a "mini-arc," another crime of opportunity. No book-labeled arcs, just something fun, or something that takes you into a side bit of Rogue Isles history. It'd be (to me) more interesting if they could chain together, but people would hate (and I think I'd agree) finding they'd missed some part of it.


 

Posted

There is "tight" security and there is "cause mass hysteria in the public, robbery already in progress" security.

I can tell you it was a very rude surprise the first time I ran a Mayhem. We got our rears kicked royally, even the second time when we brought along a supposed veteran to show us how it was supposed to be done. It was nothing like I thought it would be because it's nothing like a real bank heist would go off. The safeguard is much more realistic in that regard.

Even now, when I have the hang of it, I dislike them. It seems wrong to fight your way to the bank. 99% of bank robberies start with the hold-up inside the bank. COV has it backwards.

With my alternative idea (which I actually like better) you have to exit the bank, guns blazing in the teeth of the police blockade Butch Cassidy and the Sundance Kid-style to try to get to your getaway spot. That's the kind of drama I'd prefer in my Mayhem mission.

But alternative ending or not, having to fight past security all the way to the vault, destroy the vault, grab the loot, and then defeat a Hero-led counter attack is STILL 100% more than the heroes have to do in the Safeguard. All you have to do there is defeat the guys holding the public hostage in the front room then wait for the villains with the loot to come to you.

I like your idea of having the side missions inside the mayhem unlock contacts/arcs back in the isles. That's very cool. The idea of unlockable contacts is neat but everytime I look at them I'm thinking "heck, by the time I get them unlocked I'll have out-leveled them." By having side-missions unlock them it suddenly becomes something I would consider doing.

As for the patrons, sure I can roleplay anything. But it would be nice to have a couple of independent patrons and we could certainly use more variety in the pools. It was only a suggestion. One I'm sure has been repeated a thousand times before.

I *want* to enjoy COV but I find it difficult. I don't know if these suggestions are the right way to make it more fun for me, but I do want something to change.

How about this... how about a sunny day once in a while?


 

Posted

You're doing it wrong. Just because hero Safeguards work one way doesn't mean that villain Mayhems should work the same way.

Check out my guide for tips on how to do a Mayhem mission properly.

I personally love the way Mayhem missions work as opposed to Safeguards. Villains can build up so much more time than heroes ever can and all before ever stepping foot in the bank.

Edit: to note that I can solo a Mayhem mission with any AT and powerset combo, and you can too.


 

Posted

[ QUOTE ]
It seems wrong to fight your way to the bank. 99% of bank robberies start with the hold-up inside the bank. COV has it backwards.

[/ QUOTE ]But wanton destruction and mayhem is more fun!


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

heh... ok ok Uncle already.

I still think they are backwards (compared to RL/comics/movies not safeguards) and not intuitive for the new player (I did compare them to safeguards in this regard).

But that's cool. If I'm in the minority then keep them the way they are... just don't force me to run them to get my next contact, i.e. consider my other suggestions.


 

Posted

[ QUOTE ]
heh... ok ok Uncle already.

I still think they are backwards (compared to RL/comics/movies not safeguards) and not intuitive for the new player (I did compare them to safeguards in this regard).

But that's cool. If I'm in the minority then keep them the way they are... just don't force me to run them to get my next contact, i.e. consider my other suggestions.

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Not that I have ever done it, as I love Mayhem missions, but, IIRC, you can accept the mission, step in and back out, let the timer run out, talk to the Broker, and get your new Contact.


New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)

 

Posted

[ QUOTE ]
[ QUOTE ]
heh... ok ok Uncle already.

I still think they are backwards (compared to RL/comics/movies not safeguards) and not intuitive for the new player (I did compare them to safeguards in this regard).

But that's cool. If I'm in the minority then keep them the way they are... just don't force me to run them to get my next contact, i.e. consider my other suggestions.

[/ QUOTE ]

Not that I have ever done it, as I love Mayhem missions, but, IIRC, you can accept the mission, step in and back out, let the timer run out, talk to the Broker, and get your new Contact.

[/ QUOTE ]This is correct. You get the contact whether the mission succeeds or fails.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

i have no problem going straight to the bank be it solo or on an 8 man team. if you wait for everyone to zone before youy go to the bank, you all should be able to handle the mobs of longbow that come in. of course having a veat or 2 with mind link comes in even handier.

and dont forget that if you want a shiney accolade you need all 9 exploration badges from the mayhems as well as several of the other badges from mayhems.


 

Posted

I've been told that before but the one time the vet was going to "prove" it to me he failed. I think his first words after we woke up in the jail was "wow, that never happened before."

Pfft... I'll do it the scenic route. And yes, I obviously know you get the contact even if you fail. My first attempt was spent waiting for the timer to expire... from inside the Atlas jail.

I just hate failing. lol


 

Posted

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I've been told that before but the one time the vet was going to "prove" it to me he failed. I think his first words after we woke up in the jail was "wow, that never happened before."

Pfft... I'll do it the scenic route. And yes, I obviously know you get the contact even if you fail. My first attempt was spent waiting for the timer to expire... from inside the Atlas jail.

I just hate failing. lol

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It's not so much failing, as not even trying.

You don't have to stay in the Mayhem, but you do have to go inside to get the timer started. Once you are in, you just click on the back doors of the truck to go back out into the world. Street sweep for 15 minutes. Go to the Market and sell salvage or place bids on other things. If you already have another Contact, do one of their missions while the timer ticks. When the timer runs out on the Mayhem, go back to the Broker and get your new Contact.

Personally, I love Mayhems. It's one of the few times you really do villainous things, I just wish they rewarded you like you had just done the things you did. "I just robbed the King's Row bank, and all I got was this lousy 250 Infamy (and a Zero G Pack)." The only side mission that really succeeds at that is the Weapons Deal side mish.


New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)

 

Posted

[ QUOTE ]
There is "tight" security and there is "cause mass hysteria in the public, robbery already in progress" security.

I can tell you it was a very rude surprise the first time I ran a Mayhem. We got our rears kicked royally, even the second time when we brought along a supposed veteran to show us how it was supposed to be done. It was nothing like I thought it would be because it's nothing like a real bank heist would go off. The safeguard is much more realistic in that regard.

Even now, when I have the hang of it, I dislike them. It seems wrong to fight your way to the bank. 99% of bank robberies start with the hold-up inside the bank. COV has it backwards.

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Mostly continuing this for the sake of discussion at this point, I know.

But - how many spontaneous bank robberies *are* there, honestly? Convenience store holdups I could believe. "Yo, we need some cash and booze, you got a gun? Let's knock the 7-11 over." Any time I hear about a bank robbery there's some degree of planning ahead of time. Checking out the bank and whatnot. Any of which could leak or be noticed, causing the heightened security - and yeah, I'd say if you were dealing with someone of a COV-player-character's level power, you'd bring out bigger guns.

Now, if it's the *display* shown, yeah, that's a touch much. If you were heading over to rob a bank and saw police cars out front with barricades and all, I'd assume in RL you'd call it off. Then again - you're running around town able to suckerpunch a car and make it explode, so it may not seem like a big obstacle in that case.


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But alternative ending or not, having to fight past security all the way to the vault, destroy the vault, grab the loot, and then defeat a Hero-led counter attack is STILL 100% more than the heroes have to do in the Safeguard. All you have to do there is defeat the guys holding the public hostage in the front room then wait for the villains with the loot to come to you.

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And I'd argue it's not necessarily easier - especially with a big enough team to get an AV, dpeending on team makeup. You have five minutes at most to get to the bank. You cannot extend that time in any way, shape, or form. The bank robbery will start.

In a Mayhem, if the hero takes you down? No big deal. Break out of jail, fight a bit more - if there's someone else in there (jailbreak mission,) you can even get more time added so you succeed. Need even more time? Blow stuff up on your way.

Safeguard? I hated both the Tsoo with all the slows, and having to face... I forget the elec/elec brute. If you're sent to the hospital, you have to rush back and try to catch the person between the bank and their getaway vehicle. If they or any of their companions escape, you fail. You must defeat them, and have no way of increasing the time. (the time increases are for the overall time limit, so you can do the side missions afterward.)

Heck, when they were first beta'd, it was worse. Didn't stop those vandals? You lost time. Imagine how unpopular Safeguards would be had the devs left that little feature in. Fortunately, they listened to the folks complaining about it and changed it before it went live.

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How about this... how about a sunny day once in a while?

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tell me about it. How about press-ganging some of the vagrants - or just ordering the military - and cleaning the junk from the streets?


 

Posted

LOL Yes!

You guys make me laugh... in a good way. Thanks.

I did withdraw my suggestion about the Mayhems. I realized later that it is probably a technical difficulty to end a mission in a different place than you started one. I didn't really think out that one. I did a newspaper bank this morning and it was great and I thought "hey, this should be how Mayhems are done!"

I still think they are more difficult to understand, especially for new players to the villain side, until you know the trick. But I don't want to mess with what is obviously a well-liked mission.

Just please, don't ask me to like them and I'd really prefer to never run it but once per character.

Thanks for the feedback. It is appreciated.


 

Posted

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I did a newspaper bank this morning and it was great and I thought "hey, this should be how Mayhems are done!"

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Um... Mayhems replaced those. Not kidding. Bunch of civilians running everywhere, pushing you around? They were, if not universally, than highly hated. The day we got Mayhems instead, you could hear fireworks. it took weeks to clean up all the confetti.


 

Posted

heh... Well, I do hate wildly running people in any mission but I don't hold that against the concept. I have always liked that mission and usually grab it everytime it shows up in the paper.

Different strokes...