Numina: How to not be a pain in the ***
There's a story reason for the hunts, as I recall. So lifting zone restrictions wouldn't help (also, how would it reduce zone hopping if you have to go from zone to zone anyway?) Now, lifting *neighborhood* restrictions - that'd be nice, especially where neighborhoods aren't easily defined or don't match the map (Croatoa, I'm looking at you.)
For the TFs, though, there's a different solution that would cover most/all of your points. Make them instances - likely just train missions. You could potentially combine the "zone" groups, as well. Sure, they'd still be grey in many instances, but you'd be in and out in no time while maintaining what the TF's trying to do, story-wise.
There's a story reason for the hunts, as I recall. So lifting zone restrictions wouldn't help (also, how would it reduce zone hopping if you have to go from zone to zone anyway?) Now, lifting *neighborhood* restrictions - that'd be nice, especially where neighborhoods aren't easily defined or don't match the map (Croatoa, I'm looking at you.)
For the TFs, though, there's a different solution that would cover most/all of your points. Make them instances - likely just train missions. You could potentially combine the "zone" groups, as well. Sure, they'd still be grey in many instances, but you'd be in and out in no time while maintaining what the TF's trying to do, story-wise. |
As for the story justification:
"The Shard of Kalak is ready. You will need to make your way around the city in a specific pattern in order for it to be used appropriately. Start in Perez Park and then work you way around the city, first widdershins and then deosil. Moving in this counterclockwise and then sunwise pattern will build power within the Shard. The Shard will take a few moments to scan, and legend has it that conflict is required to power it. The more enemies of Paragon City you can defeat while carrying it, the more likely it is to work."
Drop a line or two and it would work fine. Have heroes visit mystical locations OR gather energy by defeating enemies. Enough of this nonsense of doing it in a set order with specific enemy mobs. Strip the defeats and you've got a lengthy but undelayable patrol, OR drop the restriction of X enemy in Y zone. Again, the example of changing "Defeat 10 Skulls in King's Row" to the much simpler "Defeat 10 Skulls". I prefer the later to reduce zone hopping because you could, for example, defeat Clocks, Hellions, Skulls, and Vahz all from AP.
Hanging on to this mission structure is just a relic of times-gone-by when the MMO philosophy was steeped in timesinks. The fact that it's been complicated by more recent additions to the game just makes it all the more frustrating. There's no reason to let a minor story detail stand in the way of a much more enjoyable play experience.
What about changing it to "Defeat x nonspecific villains in y zone". Instead of having to beat 10 Skulls in Kings Row, you beat 10 whatevers. The story only says conflict, not conflict with Skulls, then Hellions, then x, then y, then donuts, then z.... So, if there was a Rikti invasion going on, you'd beat 10 Rikti and move on. Gameplay is made a bit better and the story goes unchanged.
Okay, so our Numina was held up by back-to-back invasions. I don't blame the invasions themselves as much as the antiquated mission design.
Simple changes to ensure this nonsense doesn't happen:
Lift zone restrictions. No more defeat X Skulls in King's Row. Let's just make that defeat X Skulls. Added bonus: less zone hopping.
Combine all the hunts into one mission. If an invasion is blocking a particular mob then you can move to the next. Added bonus: hunts can be done simultaneously.
Make it a patrol. Use those blinking blue phone booths like every other patrol. Added bonus: no more time and effort wasted on ultra-gray mobs.
Really, this happens way too often and there are easy ways to avoid it. Let's rabble until it gets done.