I like the lay out and interactiveness of it all. It's at least a little fun. But the rewards are so trash it's pointless. 1 token seemed like a slap in the face, at least put some really cool things in the loot to make it worth our while now the tokens have all but disappeared.
A little fun? xD You being very generous here! Try do it 50 times see if its fun. If still fun try another 50 times? You will either go crazy or you can shut off your brain while playing. The thing about it is that there is no "dynamic" to it, the mobs and mini "bosses" come the same way, and "DEFLECTED" hits on boss still waste your ped (they wanna milk us even more here for what reason?).
There is also like you say shit rewards and nothing worth grinding them for (that in itself is huge de-motivation to do it not even counting above).
Hence why we need a carrot to make it worth to grind it for - in the past it was UL weapon from vendor, now we got L blueprints for L exceptional weapons, is that enough for longterm? I think not.
So for me, bring back annihilation like I previously suggested (with no mayhem tokens from mobs). Until they can make it dynamic enough, entertaining enough, rewarding enough short term and longterm to make it worthwhile time and money wise.
The problem is that entropia gameplay is very simple (in this case this new mayhem format) in itself is not very fun (it's very easy to get quickly bored, NO MU is also fast way to lose motivation).
To name a few gameplay elements that could make the game more entertaining/dynamic and reward/require player skill.
We can't actively dodge/evade a mob's attack, it's all passively done from your own evader/dodge level. So no jumping side to side needed.
Like some MMOs have AOE that is visible for split second/several seconds depending what its attack pattern currently is and you gotta actively position yourself so you can dodge it and not take huge damage (requires attention and focus and fast reaction time).
Boss mobs in general in entropia doesn't change attack pattern at different thresholds, if they did, it would make for a more interesting fight, one exception that I know of is the Spina Queen, when its close to dying it will spawn a shit ton of larvas to try kill everyone (that is definitely more fun and exciting) but it's basically a DPS requirement limit, if you have enough dps (and avatars have enough lifesteal to stay alive) you will always succeed.
We can't sprint at higher speeds for a short time (acceleration chip/run speed buffs I don't really count it as "sprint" in this case). I mean something that consumes your stamina, which you then have to recover.
We can't do stuff like slide while running to avoid shots from mobs, peek between covers/walls.
We can't do double jumps to get up to different heights.
We can't use the environment to our advantage, like blow up a hill to give AOE dmg from rock avalanche at a mob spawn directly below it. I remember when CE2 was advertized there was forest trailer where a minigun was used to flatten the whole forest, that was so epic to see at the time.
We don't have hitbox for every part of player/creature so headshots/groin/chest etc doesn't do extra damage/critical damage.
We don't have "abilities" to trigger to do boost to damage etc (in some MMOs its called rotation, abilities you use in correct sequence to have the highest dps you can).
We can't teleport a few meters to dodge an enemy's attack/special attack etc.
We don't have invisibility that last few sec allowing for stealth gameplay and stealth damage.
We don't have advance mob AI that can adapt to your playstyle and give you a challenge every time.
We have no cutscenes to make storyline more interesting.
There's just so much stuff that could make entropia more entertaining and that would then truly make a mayhem truly dynamic and entertaining in itself not just for the MU / reward.