Ideas I've had about the kinds of farming that went on in CoX and how to combat them:
1. Award mission success to anyone who, in a given mission, defeats some ungodly number of minions, lts, bosses etc, even if they don't click all the glowwies or defeat the named boss. By ungodly number I mean, like 2 times what you'd get if you did the mission with maximum spawn settings. This is the "mercy rule" basically for the mobs. From a flavor text standpoint, this could be reflective of the mob surrendering after being thoroughly trounced enough by the hero.
2. OR Count a mission as FAILED by anyone who, in a given mission, defeats some ungodly number of minions, lts, and bosses without actually completing the mission objectives. The NPC giving the mission could scold the hero for wasting too much time punching stuff and not actually investigating the problem. This could come off like the police chief chewing out the loose cannon cop for playing it fast and loose instead of by the book, etc. Maybe "failed" is not the right word, but definitely don't award the mission success bonus if such exists, and consider the case closed on that mission, so to speak.
Different missions could be explained up front by the NPC to be type 1 or type 2 from the above. Some NPCs could be "all type 1" or "all type 2" etc.
While this may not curb all forms of farming, it has the potential, I think, to make a significant dent in the type of mission farms we had in CoX. This way if people do want to just mindlessly grind mobs, they have to go to a place like the Crash Site or Boomtown etc to do it. This gets more people "outdoors" visibly fighting the mobs out in the open world, which at least makes the place feel more lively, I would hope.
R.S.O. of Phoenix Rising