Confirmed A Daily Dose of Villainy Some Objectives Don't Count

Discussion in 'Arkham Asylum (Bug Reports)' started by BumblingB, Jul 2, 2025.

  1. BumblingB Guest

    Since we got two OP items this time, I started doing the daily dose on alts, Hero and Villain. The villain one has several objectives that just don't count. Mostly the civilians you mug, but the ATM one too.



    It's kinda frustrating too, since this just makes it take excessively longer trying to find ones that guarantee counting or pray one of the civilians do count. Which can happen.
    • Like x 4
  2. LowFlyingMoon Loyal Player

    The civilians ("If I find out who you are, you're going to hear from my lawyer.") do count. You just have to wait until they run away and enter the nearest doorway. It can take a while - depending on location and path-finding - and if you get too far away from them before it happens, then you don't get the credit.
    • Like x 3
  3. BumblingB Guest

    From my testing/experience they can count, but they can also not count. There have been ones that run a little bit and go poof and count and there are some that run for a super long time and finally go into whatever doorway they are supposed to and not count.

    The Lawyer ones tend to count more than the little kid surgery ones. The ATM has yet to count for me at all.
  4. AerynDC Developer

    We have a bug for this already, but I will add the ATM to the issue. I run into this with mugging civilians.
    • Like x 3
  5. BumblingB Guest

    Thank you, Aeryn!
  6. leavemebee New Player

    for the ATM you also gotta wait
  7. Reinheld Devil's Advocate

    Some of the civilians will reach a door and then just skitter around outside it, never entering. Not sure if the door is bad, or something unseen is preventing them despawning, but go to the Gotham Diamond hero spawn and KO a civilian like the 'lawyer' guy or the 'their gonna bust my kneecaps' guy and they will run to a small door across from the PD and just spaz out there, presumably forever. If you leave the area, they do despawn, but no credit is given as they don't enter the door. Funny enough, same building, there is a garage door on the side that works perfectly fine, but they don't go to it unless they come from that direction.
  8. Reinheld Devil's Advocate

    Can you guys also look at how the objectives are spawned? The street level interactions can be hero, villain or either (like the tv thief can go to either faction) I'd have to check, but there are NO hero only ground level interactions (only the rooftop or catwalk thugs) where there are 2 villain only ones. As each point is cleared by whichever faction, it seems to spawn a random new encounter, TV thief, mugger, car thief, armored car robbery, cop chasing robber, even ironcurtain and cop can all be collected from either side, so no issue there, but eventually the 2 'civilians' you mug show up, and after a short bit in a high hero traffic area, they will fully populate the area unless a villain comes around and KOs a bunch. As there are 2 of these possible civilians, it means it's 2x as likely as any of the other random spawns, and pretty frustrating when you are policing an area and it's just populated by these 2 guys.

    It would be cool if they eventually despawned and caused a new interaction to come up...maybe even another civilian, but hopefully a more even spread of the varying options. Either that or can we run a cog on them to maybe tell them to go inside where it's safe or something...causing them to do the same 'run to the door' action (that sometimes works).
  9. Reinheld Devil's Advocate

    Yes...pretty long too. Longer than the armored car takes when saving it as a hero...which is pretty long already.
  10. BumblingB Guest

    I've had a few count by just waiting. It is excessively long wait. I have also waited until they full despawn and never count. There is something up with what's being registered as counting.

    Hopefully they can figure it out soon, the civilians you mug take up the majority of the villain spawns, which just can make it take way too long to complete. At least they are tracking it.
    • Like x 1
  11. Reinheld Devil's Advocate

    I only run it on a few villains (and haven't run this week due to the dual events), and I find that side takes way less time than any hero I run on. Those civilians are a bane to both sides, but at least on the villain side you CAN KO them, then hope for a thug, mugger or IronCurtain to show up next. Hero side you just need to move to another area...or do like I do, and I just leave a villain parked in my normal hunting grounds, and I'll bring her in to kill every civilian in a 5 block radius, which resets the area at least for a while. Most nights doing that takes less time than scouring the map, especially if I'm making a few passes on a few heroes.
  12. BumblingB Guest

    The heroes one can go slower because of the over abundance of villain spawns, but I usually go to the areas that don't have a lot of people frequenting. Right now, the villain side just takes longer and I only do it on one. lol
    • Like x 1
  13. vRad Well-Known Player

    I've also taken to wiping out a lot of extra villain bounty spawns before running the same area on a hero, just for this reason. There are sometimes blocks or whole intersections with 4-5 civilians (in Gotham and Metropolis), or Titanic Trentons, within spitting distance of each other. Just today, I took out 5 Trenton's around the blocks immediately adjacent to the Metropolis Midtown police station, in one sweep. I wouldn't call this a bug, just unbalanced spawn logic for faction specific bounties. Too many areas (hero side, mostly) become nearly 100% green dots.

    Things I've experienced that are kind of buggy/off:
    • Saboteurs, for my heroes, only seem to count in Metropolis and I HAVE to wait for them to start saying something first, like "I'll bring that satellite down" (which usually means running away 10 or so feet, then creeping up a few times, until I finally overhear them). There's one on a roof by the rally point halfway between the Science Spire and Oolong operation area that I can usually get credit for every time.
    • For my villains, the Civilian that's Timmy's dad (Gotham) almost NEVER counts for me, whether I let him finish the call, whether he disappears, or runs away while I'm in the vicinity. NGL, it's made me more villainous because I KO him out of annoyance now, even though there's no benefit, on the chance a completable bounty spawns in his place :p
    • I think Quislet (Grim may do it too, dunno) may be causing some of the villain bounties to stay engaged in combat longer, and may be why some are taking longer to disappear and count. For example, I'll try to walk away and he's hovering over a KO'd civilian at an ATM and it takes 30+ seconds for that civilian to disappear and count. I noticed a change in duration of my daily toon train around the time I wolfpacked him but didn't draw a connection until noticing his hovering and the victims not despawning.
    • Lastly, if farming on a villain, if you see Ironkurtin or Captain Kruel (green mini-map marker), the police officer they're attacking doesn't have an enemy indicator or yellow icon over their head but you CAN take them out for credit (bolding/highlighting so anyone skimming the thread may see and benefit). I learned this on accident but it's immensely sped up my daily dose runs on villains. So, I think something that needs fixed is having the yellow mission icon appear over those officers on the villain side and have them show as a red marker on the mini-map.
    • Like x 1