Design: Loot & Mob Design
November 15, 2025โ
- @Divides By Zero
- @Galactic_15
- @maloki
- @MooMarMouse
- @Nid (MulliganAway/Nidhogg131)
- @rachaelrose1212
- @Rev
- @Sp3cialK
- @WarrenGore
- @WolfsWeb
Visual Working Board PDFโ
Focusโ
- Define loot categories and sources for pitch prep
- Brainstorm mob archetypes and design principles for varied combat experiences.
Loot Pitch Prepโ
Current Problems (0.2.1)โ
- Everything drops from every chest
- No identity, player agency, or planning
- No meaningful POI differences
- Long-term balancing impossible
- No pattern recognition or player mastery
Design Goalsโ
Intuitive Design:โ
- Players understand loot sources without guides
- Clarity, targetability, intuitive rules
- Support emergent gameplay
Examples of Intuitive Loot:โ
- Guild Wars 2: Tiered loot through areas, map reward system
- Elden Ring: Specific loot in specific spots
- Slay the Spire: Cards/potions from combat, relics from mini-bosses/shops
- Diablo 2: Mobs with specific loot pools, tiered by difficulty
Bad Example:โ
- Warframe: New players rely on wikis due to poor initial design
Player Experience Prioritiesโ
Core Principlesโ
- Empower discovery
- Reward curiosity
- Quality of life features
- Support various playstyles
- Meaningful progression
- Evolution: Basic concept โ iterate โ more advanced/involved
- Player learns and becomes more powerful (game mechanics + knowledge application)
Reinforcement Loopโ
- Combat activities reward combat effectiveness
- Example: Health regen instant-use item from Rift trial spawner
- "Potions come out of end of combat because after combat you probably need potions"
- Doing things for combat makes player better at combat
Pitch Requirementsโ
Bare Minimum Componentsโ
- Category: Type: Gear, items, etc.
- Definition: What is gear? (Weapons, armor, equippable utility items)
- Acquisition:
- Suggest 1-2 places or activities
- Acquisition rule: Where loot found 95% of time
- Targetibility: Player control over finding item
- Purpose: Reinforcing combat or exploration
Focus Areasโ
- NOT about item creation or balancing
- About clarity, targetability, intuitive rules
- Categorizing loot to fill chests
- Loot can come from different sources
Mob Design Principlesโ
Current Issuesโ
- Many skins exist but no behavioral differences
- Mob variants are just reskins with different stats
- All share same AI
Design Philosophyโ
Core Questions:
- What makes it unique?
- How does it react to player?
- How does player react to it?
- What makes it memorable?
- What does it challenge player on?
- How can player counter it?
Key Concept:โ
- Mob variants shouldn't just be reskins
- Offer different player experiences
- Player learns core mob type behaviors to react accordingly
- Identity hook essential
Mob Archetypesโ
Basic Typesโ
- Ranged: Skeletons
- Horde: Zombies
- Mobility/Surprise: Endermen
- Mobility Limiter: Spiders
Advanced Archetypesโ
- Hunter: Always pursues player
- Ambusher: Doesn't engage until player passes
- Example: Reverse Enderman teleports behind player when line of sight breaks
- Forces awareness of surroundings
- Counterplay: Keep wall to back, learn audio cues
- Guardian: Area denial
- Summoner/Leader: References Evoker and Vex, Creates additional threats
- Tank:
- Guards other mobs
- Always faces player
- Gets between player and squishier mobs
- Shield from front, requires side/back attacks
- Ranged Counter:
- Forces different approach without completely countering ranged
- Example: Breeze breaks blocks for terrain control
- Buffer/Healer:
- Buffs or heals other mobs
- Forces priority targeting
- Example: Ethereal modifier (Vault Hunters)
- Healers prioritize specific mobs
- Assassin:
- Uses invisibility to sneak behind player
- Physics box gone when invisible (can walk past players)
- Wild Card: General zombie using random player ability
Mob Interactions & Complexityโ
Emergent Gameplayโ
- Five core mob types create many combat experiences through interactions
- Elite mobs: Special rules create different interactions
- Randomizing elite/special mobs in groups leads to emergent decisions and interesting combos
- Mechanical differentiation between mobs essential
Brain Patterns & AIโ
- Different variants follow different brain patterns
- Example: Healer prioritizing healing specific mobs
- Consider challenge interaction and synergy
Counterplayโ
- Should emerge naturally with player-mob interaction
- Always exceptions (especially elites/bosses)
- Goal: Make players feel smart by figuring out solutions
- Don't lock into single approach
Boss Designโ
Approachโ
- Use same mechanics as normal mobs but extreme
- Player encountering themselves or former version suggested
Mechanic Introductionโ
Bad Example:
- Mechanic never taught until final boss (forces critical learning moment)
Best Practice:
- Iterate mechanics gradually through normal mobs
- Teach before critical encounters
- Mechanics should echo in other game parts
Additional Topicsโ
Emerged organically through discussion
Special Roomsโ
Concepts Moat Room:
- Splits spawns, artillery from distance
Circular Tapering Room:
- Entrance at bottom
- Everything rains fire from above
Integration
- Fit ideas to mob purpose template
- Consider interactions with elite packs, special mobs, boss mobs
Multiplayer Considerationsโ
Current Gaps
- Vault Hunters group play: Everyone splits up (not true group play)
- Major topic for future multiplayer design (~0.4.0?)
Goals
- Everyone able to loot chests
- Instance-based loot possibility (similar to Lootr)
- Discourage toxic play (eg. breaking chests)
Connection to Other Systemsโ
Inventory Management
- Separate post planned
- Connection between small parts important when working on them
- Need to revisit previous conversations
Mob Variants & Evolution
- Mechanics should evolve with player, not just increase HP
- Consistent ways for variants to apply different pressures
Next Actions
- Anyone can start mob suggestions/designs post
- Pitch Votes on Loot
- Start drafting mob pitches around same time
Timeline
- Pitch prep on mobs
- Rooms brainstorming