Don't forget, Agents have to be strong enough to make up for their lack of AI. If they weren't able to kill you almost immediately then anyone with hyperjump would be immune altogether.
If you can reach a hardline or a safe neighbourhood they'll leave you alone, then you can go back and start your timer all over again.
GypsyJuggler wrote:If you can reach a hardline or a safe neighbourhood they'll leave you alone, then you can go back and start your timer all over again. That's pretty much why they need slightly better AI.
I personally would like to at least have the possibility of taking one down when you attack one as part of a co-ordinated team. As Arcanoloth says, they should still scare the shite out of you, but the way they work at this point in time using resistances to thier advantage and simply 'appearing' next to you wherever you go does seem to make an encounter with an Agent very dull. I would love to see the Lv.255 Agents given more advanced AI, for example: When you get a warning of an Agent attack, the agent will appear as usial, if you then attempt to run you will be chased, as usial, but instead of that agent chasing you at a regular run speed whilst you activate Hyper-Speed and burn away into the distance, I would love to see the Agent matching the player's speed, Hyper-Jumping after the player, following him into buildings, attempting to interlock you, perhaps using some 'brute' form of Martial Arts similar to karate once inside Interlock. Just some examples, I'd gladly trade the 'invincible' Agent we have now for a more 'terrifying' but beatable Agent. The way agents are now they're far too easy to avoid if out in the open, and if they catch you inside a building you may as well not even attempt to run, where's the fun in that?
This would be a different AI than what you usually see in an MMO. It would be cool if Agents got their own AI system that worked differently than other NPCs in the game. Allegedly, the mobs in Darkfall Online (if it ever gets released) will use AI like your talking about. I'd like to see computer controlled characters use tactics that are more similar to what players do in combat than the standard tank +spank mechanic of nearly every PvE encounter in the history of RPGs. I want to see them try to take advantages of a groups' weakness, go after the Patcher rather than the tank, etc, and so forth.
Has anyone ever tried kiting a 255 agent to death? I bet it's possible even if it takes all night.
Renzouken wrote:I personally would like to at least have the possibility of taking one down when you attack one as part of a co-ordinated team. As Arcanoloth says, they should still scare the shite out of you, but the way they work at this point in time using resistances to thier advantage and simply 'appearing' next to you wherever you go does seem to make an encounter with an Agent very dull. I would love to see the Lv.255 Agents given more advanced AI, for example: When you get a warning of an Agent attack, the agent will appear as usial, if you then attempt to run you will be chased, as usial, but instead of that agent chasing you at a regular run speed whilst you activate Hyper-Speed and burn away into the distance, I would love to see the Agent matching the player's speed, Hyper-Jumping after the player, following him into buildings, attempting to interlock you, perhaps using some 'brute' form of Martial Arts similar to karate once inside Interlock. Just some examples, I'd gladly trade the 'invincible' Agent we have now for a more 'terrifying' but beatable Agent. The way agents are now they're far too easy to avoid if out in the open, and if they catch you inside a building you may as well not even attempt to run, where's the fun in that? This would be a different AI than what you usually see in an MMO. It would be cool if Agents got their own AI system that worked differently than other NPCs in the game. Allegedly, the mobs in Darkfall Online (if it ever gets released) will use AI like your talking about. I'd like to see computer controlled characters use tactics that are more similar to what players do in combat than the standard tank +spank mechanic of nearly every PvE encounter in the history of RPGs. I want to see them try to take advantages of a groups' weakness, go after the Patcher rather than the tank, etc, and so forth. Has anyone ever tried kiting a 255 agent to death? I bet it's possible even if it takes all night.
With Neo dead and no longer a systemic need for a 'One' the system has no need to continue to maintain upgraded Agents when pre-upgraded versions will do just fine. The only problem I had whilst reading through some of the previous posts was, ok, mission agents can be a low enough level to fight against for a minute or so as you have one spawn per mission member still in the area (Although the game system does want you out of the room ASAP) but if you have lower level restricted area Agents they only spawn on each operative independantly even if they are in a mission group. Even a lvl 70-100(?) agent could get beaten by 6 decent operatives.
Agents are supposed to bring up an emotional response, one that tell you that if you do not run, you will die. If there was a way to confuse the Agent in IL long enough for you to withdraw and escape, then IL with one would be more viable.
On the other hand, I would like to see operatives last a couple of rounds longer, one on one, with an Agent.