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Eidolon hunting can improve in design


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With power creep and new methods to speed run the 3 bosses there can be more polished details for convenience. Often times add a few features and adjustments can improve coordination:

 

1. Having a waypoint as well as a moving legend of the Teralysts while in the plains can help both players find and to avoid the boss when needed. We have moving legends of Warframes teammates use; so that feature can be added.

 

2. Having yellow dots for each lure or a legend will help players to locate them instead and help to identify when a lure spawned a few hundred meters away or not. If lures would still fail to appear with this mechanic, then the spawning mechanic can be reviewed for improvement.

 

3. Regular maps have a standard zoom in and using the select option brings out the larger map. With open world maps here we want to zoom in since we are zoomed out on default and can press in select to bring out the whole map. So again, regular maps we can zoom out to get a larger view of the map; but in open world maps we want to use select to zoom in to a normal range to get a better view on the area we are fighting the boss in.

 

4. The on screen legends and their size on the map can use a second look. Giving them a smaller legend on the screen, a different color, and making those legends for sentient cores range based like other items can clear up the visual space. Marking those cores with the waypoint marker can remain. Fixing this can help to locate teammates on the mini map and make our waypoints more visible.

 

5. The exploiter orb has a Gauge meter that can be applied to each teralyst. Know how far each teralyst is away from using their powers and from regaining shields will help players be aware of Vomvalysts in the area and to confirm if each boss is functioning properly and if the boss is being buggy to the point that each is using certain abilities too often. In a sense we want to confirm if the boss is being effective in their design or they behave like a character in fighting games which stunlock players with ranged attacks on higher difficulty. Like those fighting games we want to know what we are going against.

 

6. Having the lure appear differently or act differently when following or staying in place helps to know if they aren’t following because we has to reload or place a shard to spawn the next boss. 

 

7. Having a yellow beam coming from each lure would help to know when each one is charged and is in range to hold the Teralysts.

 

8. Along with each Teralyst suddenly getting buggy looking at their A.I again would help to really manage their rooming and fighting mechanics. The fast jogging they do and mixed attack pattern makes the positioning uncertain if the team was to bring a Volt. Adjusting this willl also help player who are on the 50 minute mark know if they are going to try locking down the Teralyst or let them take the step into a body of water.

9. The Teralysts can use a change in the lighting and tone of the special effects; so player with high end graphics and lower end graphics wouldn’t visually suffer, especially when trying to snipe the limb weak points.

 

10. If this can be added across the board, then having legends and fields appear on the mini map forwarframe abilities would help for players to coordinate better in this mission and others; so Hydroid’s puddle, Volt’s barriers, Trinity’s blessing range can be seen, and Oberon’s grass patches can be seen also.

 

11. A advanced mechanic that could be intergrated is the option to change the arsenal when joining a open match that is connecting. The feature to change configuration A B or C along with Warframes and weapons can be benificial when joining random players and while loading into a mission Incase the wrong set up was made.

 

These suggestions are to help players of all skills levels to enjoy the Teralyst hunting and enhance team development. Surely there are other viewpoints; but like the mining experience in open world maps it can get better.

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