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Mob Archetypes & I-Frames

December 07, 2025โ€‹

Mob Archetypes Frameworkโ€‹

Make game easier for players to learn through familiar classifications

Four Main Archetypes

Aggressor:โ€‹

  • Target: Player HP
  • Goal: Direct damage
  • Directly tries to hurt player
  • Includes: Horde mobs, war mobs, assassins, ranged mobs
  • Actively attacking player

Protector:โ€‹

  • Goal: Prevent attacks on allies
  • Blocks player attacks, forces target prioritization
  • Provides blocking and line of sight denial
  • Uses body positioning (vs environment manipulation)

Enabler/Support:โ€‹

  • Goal: Manipulate numbers
  • Buffs allies, debuffs player
  • Controls battlefield by "messing with the math"
  • Players must focus or interrupt enabler
  • Affects battlefield by reducing player stats or improving mob stats
  • Alternative name suggested: "Support"

Controller/Manipulator:โ€‹

  • Goal: Move player in 3D space
  • Tilts space, controls environment
  • Forces positioning consideration
  • Counters cheese tactics (pillaring, kiting)
  • Manipulates environment rather than direct debuffs
  • Example: Breeze throws wind charges (lifts players, engages redstone, disrupts melee)
  • Example: Throwing lava behind player to prevent kiting
  • Example: Removes blocks making navigation harder

Design Concernsโ€‹

Controller Limitations:

  • Should not prevent fun or bully with hard CC (stuns)
  • Focus on environment manipulation, not direct debuffs

Special Cases & Classifications

  • Loot Goblin

Voted-in version specifically non-hostile

  • Doesn't fit hostile mob framework

Elite Mobs

  • Could pull from multiple families

Boss Mobs

  • May not fit neatly into system
  • Potentially utilize all four families during fight phases
  • Separate difficulty tier, not archetype

Archetype Benefits & Implementationโ€‹

Player Experience Learning & Expectations:

  • Archetypes familiar to players (used everywhere)
  • Gives implied sense of mob behavior
  • Integral design language players pick up on
  • Feel smart for figuring out patterns
  • Avoid learning extensive bestiary per theme
  • Example: Five support mobs = predictable expectations

Design Structure:

  • Template for designing actual mobs
  • Know mob role and feature set
  • Prevents "bloat or runaway" where abilities touch everything
  • Understand what's missing or needed
  • Focus on target and goal, not just name

Subclasses:

  • Can exist within broader categories (eg. "assassin" within Aggressor)

Three vs Four Groups Discussionโ€‹

Functional Differences:

  • Different brains (Mojang Minecraft term)
  • Different AI targets, goals, motivations
  • Support brain different from controller brain

AI Complexity:

  • Goals not super difficult
  • Pull from existing Minecraft mobs
  • Complicated brains might get more difficult
  • Question: How complicated do mobs need to be? How much can we pull from existing?

Voting Options Proposed

  • A: Vote for these four groups to move forward
  • B: Like idea of groups but room for combining/adding
  • C: Shouldn't have groups at all

Next Steps:โ€‹

  • Create proof-of-concept placeholder enemies for each type
  • Test how they play together
  • different mob roles from same spawner

Protector vs Controller Distinctionโ€‹

Key Differences

Protector:

  • Uses body to protect allies
  • Blocks with positioning
  • Prevents player killing other mobs

Controller:

  • Uses environment
  • Prevents player killing other mobs via spatial control
  • Anti-cheese mob type

Enabler:

  • Specifically plays with numbers
  • Different pressure type than Protector/Controller (except line of sight denial)

Example Pressure Types:

  • Healer and tank protecting DPS
  • None are neutral mobs
  • Significantly different approaches

I-Frames (Invulnerability Frames)โ€‹

Vanilla Behavior

  • Entity takes damage โ†’ 10-tick (half-second) invulnerability period
  • Prevents additional damage during period

Current Problems

Multi-Hit Attacks Capped:

  • Shotgun blasts
  • Multi-projectile abilities
  • Damage over time effects
  • Mob swarms
  • Increasing projectiles doesn't increase damage
  • Low cooldown abilities = 50% damage reduction
  • Sword attack + poison = only one damages
  • Projectiles lack damage modifiers as upgrade options

Dev Experiments

  • Removing invulnerability in some cases
  • Keep for environmental sources (lava, cacti) to prevent instant death from constant damage

Core Question

  • Is vanilla i-frames wrong for combat ARPG? What's ideal when multiple mobs hit player?

Option A: Keep Vanilla

Approach: I-frames based on damage, tweak timing (calculate damage every tick)

Pros:

  • Builds on existing system
  • Safer against damage spikes

Cons:

  • Weak multi-hit
  • Not fully Minecrafty or ARPG

Option B: No Combat I-Frames

Approach: Remove i-frames during combat, keep for environmental sources

Pros:

  • Solves damage calculation problems
  • More intuitive
  • Aligns with ARPG industry standards
  • Tried and true solution
  • Speeds up TTK/TTD (time to kill/time to death)

Cons:

  • Sudden damage bursts from mob swarms
  • Potential one-shots
  • Still has issues with simultaneous hits (shotgun blasts, ice blasts)

Rationale:

  • Minecraft is survival game (slower combat, half-second i-frame feels okay)
  • Combat ARPG focus needs smooth, quick, responsive combat
  • Prioritizes player survivability options

Mitigation:

  • Tried and true resolutions exist

Example: Player rule, taking 100% damage in one second reduces health to one instead of zero

Ensure players don't get wiped in first encounter in new Rift

Option C: Reduced/Conditional I-Frames

Approach: Middle ground with different damage calculation classifications

Pros:

  • Preserves some features

Cons:

  • Complex
  • Harder to implement
  • Potential spaghetti code

Option D: Stacked/Diminishing Damages

Approach: Multiple hits allowed, damage diminishes from same source

Pros:

  • Supports multi-hit
  • Mitigates damage spikes

Cons:

  • Complex implementation
  • Difficult to communicate to players

Additional Topicsโ€‹

Emerged organically through discussion

One-Hit Protection Discussionโ€‹

Implementation Considerations

Mechanic:

  • Ability/mechanic around one-hit protection interesting
  • Prefer integrated into game engine itself (not player choice)
  • Diablo 3 example: One-hit protection passive became non-choice (essential for survival, especially hardcore)
  • "If it's going to be useful to everybody, then just build it in"

Current Status:

  • No combat i-frames already on branch
  • One-shot protection could be implemented
  • Allows survivability abilities focused on longer periods
  • Prevent abuse via low health builds

Concerns

Player Expectations:

  • Will players expect damage from every source? (that's how Minecraft works)
  • May not be aware of damage calculation changes
  • Tutorial needed: "This does sound like something we should put in the tutorial"
  • Show scenario: Survive with 1 HP, explain why

Alternative: Show multiple damage sources hitting simultaneously

One-Shot Definition:

  • One instance of damage (eg. multiple skeleton archers hitting at once)
  • Usually occurs with funky damage calculation
  • Don't want to prevent players from tackling content that outscales them
  • "Part of the answer is get good. If you are standing still long enough to allow five enemies to hit you, then that is... feels like the player's fault"

Next Actions

  • Votes Needed
  • Categories/families/groups of mob types for testing and development
  • Guild Framework

Future Discussion Topicsโ€‹

  • Design space discussion
  • Define guilds and set up structures
  • Create template and define guild functions
  • Move toward final implementation state
  • Sort out framework details
  • Further define number of guilds