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Im of 2 minds on this topic. On one hand there is legit challenge aspects to having to seek out glowies and hostages. Yes it also is time sink design, but its not as if it doesnt fit in the genre any less then timed missions with bomb glowies you need to find and disarm.

 

I think for me the most annoying are a certain cot mish with like 30 books to click on. Even knowing just about every possible spawn location for glowies on those maps, its easy to forget one during a sweep and have to resweep, and resweep again.

 

Then there is one of the old praetorian av ones, black swan I believe, mission with hostages in her zone, shadows guarding them. So easy to  miss a group right on the other side of you behind some little fence in an alley.

 

But the thing is, as annoying as those can be, they still feel right in the game, and all are much greatly reduced when on a full team that can spread out and cover more ground. Which while I firmly believe in soloability in MMO, I do have no issue with teams being the best way to negate challenge.

 

I mean what do you want, a linear run one way only never look or go back jump on everything game? Because when people say things like I hate having to backtrack I instantly think of the old side scrolling games like Mario and Sonic. In a 3d enviroment game we should be back tracking and exploring far more often then just running straight to the boss to jump on his head.

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Posted
11 hours ago, Bentley Berkeley said:

I mean what do you want, a linear run one way only never look or go back jump on everything game? 

 

I just want properly labelled mission objectives, not bad "bait-and-switch" missions. There are good "bait and switch" missions in CoH, but those communicate when the mission objective has changed. Those are fun.

 

The missions I'm talking about are repetitive and unclear chores.

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