Not that impressed with Secret World Legends’ agent system

Well. Here we are. The first truly “new” piece of content for Secret World Legends that it didn’t import over from the old game (if we’re not counting the new tutorial)… and honestly, it’s pretty underwhelming. I’m not even evaluating it based on expectations of new story missions but as compared to timer-based assignment mission systems that are found in many other MMOs (SWTOR, WoW, RIFT, STO, among others).

Let me say that I actually really like these systems. They contain a modicum of strategy, there are some nice rewards, and psychologically, it’s enjoyable to know that I’m making some sort of progress in the game even if I’m offline (which I am more often than not). Logging back in to get a bevy of goods is a great way to start out a session. Bonus points if these systems come with a mobile app, which is something I greatly like about WoW’s Legion order hall missions.

My initial impressions of what Secret World Legends is doing here is not kind. The interface is simply way too cluttered, non-intuitive, and filled with a very unfortunate choice in fonts. This sort of system shouldn’t be that complicated, really, but Funcom is obviously trying to inject it with some gravitas and at least the appearance of depth. Unfortunately, none of it really makes sense other than the big percentage sign of anticipated success.

A couple other immediate negatives. First is that I was baffled trying to find my way back to the agent screen. There was no icon on the screen that I could see and the system didn’t show up in the master menu. Eventually I googled it and found out that it was “P,” but seriously, I shouldn’t have had to do that.

Second is that while we’re given one generic agent at the start, that’s it. And then we’re not really told where to get more. Again, googling shows me that these agents are (very low) random drops on missions or I could try to buy a pack with some premium currency, but that’s it. As a Tokyo-completed character, I really anticipated being grandfathered into more agents than just one. To be honest, there’s no way I’m going to go back and grind missions. So that means I’m probably not going to use this system much unless I get into season 2 (whenever that is) and hopefully start seeing agent drops.

Maybe I’m missing out here, but I’m very underwhelmed so far. I’m not going to subject myself to RNG just to get the tools to participate. I would have thought that some missions would contain a 100% chance to drop certain characters, but that’s not what I’m seeing. So I guess I’m going to chalk this up to another “nice idea, poor execution” example of Funcom in the vein of the museum.

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3 thoughts on “Not that impressed with Secret World Legends’ agent system

  1. Telwyn March 10, 2018 / 3:17 am

    The UI design is pretty bad, and the lack of proper introduction worse. I honestly hadn’t thought about problems with the system for Tokyo-progressed characters – we’re still in Egypt. I’ll easily ignore this though as just another throw-away add-on to the game that isn’t a proper new zone…

  2. Sylow March 10, 2018 / 4:03 pm

    Wow! It really feels like they are doing the Museum stunt all over again. Makes me wonder, how the next installation of TSW will be called, once they dump everything again and make something even weaker…

    Once again i conclude that not investing into legends was the right move for me.

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