Design: Mob Archetype and Special Room Framework
November 23, 2025โ
- @danymaddox
- @rachaelrose1212
- @jyutta
- @kinkymal
- @moomarmouse
- @ArtemisKhros
- @warrengore
- @wouts.
- @andydirk88
- @galactic_15
- @wolfsweb
Visual Working Board PDFโ
Focusโ
- Review mob archetype list for gaps/redundancies, classify current submissions into archetypes
- Define special room framework with cost-benefit analysis
- Goal: Build systems, not approve final mobs or room designs
Mob Archetypes Reviewโ
Current List (13 Total)
- Horde
- Ranged
- Assassin
- Ambusher
- Tank
- Buffer
- Healer
- Guardian
- Summoner
- Swarm
- Loot Goblin
- Artillery
- Terrain Manipulator
Core Principleโ
Player Understanding:
- Players understand mob interactions by knowing types
- Avoid learning dozens of different mobs per theme
- Understand how assassins/tanks work generally in each Rift
- Archetype = behavior, status effects vary by theme
Concern: 13 archetypes may overwhelm players (more than 7 could be too many)
Archetype Refinement Discussionโ
Tags vs Archetypesโ
Tags (Not Separate Archetypes):
- Shiny mobs (better loot drop)
- Instability/timer-linked
- Mechanic-based (like "creaking" mob) Any archetype can have tag applied
Missing/New Archetypes Proposedโ
Hunter:
- High engagement range
- Physically pursues player outside combat encounter
- Teleports behind player if reaching render distance
- Can disengage and choose when to actively attack
- Difference from assassin/ambusher: Hunts vs waits/blends
- Should be annoying, persistent ("have to kill it, otherwise follows entire time")
- Alternative names: Persistent mob, distraction enemy
Resource Drainer/Attrition (Debuffer):
- Weakens players, uses up resources (mana, stamina)
- Examples: Mining fatigue, stat reduction
- Analogous to Elder Guardian
- Examples: Umbral Cast, Ray Cast (drain health/mana, lower stats) Refinement Options:
- Cloud effect that doesn't directly damage
- Attack separate from debuffing
- No attack at all (forces choice: attack it or other mobs)
- Follows player, continually lowers stats/applies effects Note: "Debuffer" too broad as name (more category than specific archetype)
Reflect/Counter:
- Doesn't directly hurt player
- Hurts player if player attacks it
- Forces restraint instead of AOE nuking
- Counters AOE spam builds
- Examples: Pufferfish (explodes when attacked), Mercury Crystal (punishes indiscriminate AOE)
- Could fall under tank archetype or separate
- Question: Own archetype or one-off?
Hazard Generator:
- Creates neutral damage (damages everything indiscriminately, including friendly mobs)
- Example: Cinder spirit
- Uncertain if warrants own archetype
Condensing Archetypesโ
Redundancies Identifiedโ
Tank & Guardian:
- Serve similar purposes
- Guardian definition leans toward area control (overlaps with Pathmaker/Barrier Maker)
Horde & Swarm:
- Could condense into single archetype with different expressions
Approach to Reductionโ
Goal: Simplify learning (too many defeats purpose)
Options:
- Reduce to half dozen archetypes
- Allow mobs to have 1-2 archetypes max (maintain uniqueness)
- Lower-tier Rifts: Base archetypes to teach
- Higher-tier Rifts: Combined archetypes
Uniqueness Within Archetypes:
- Unique mechanics differentiate mobs
- Example: Tank casting force fields or debuffing with shield
- Like WoW classes: General archetype with variations
- Provide vague sense of core purpose
Mob Classification Examplesโ
Weeping Angel
- Assassin/Ambusher
- Bursts and attacks when not looking at it
- High damage, high threat, surprise attacker
- Counter: Gargoyle (exact opposite - attacks when looked at, frozen when not)
Shadow Nightcrawler
- Teleports to shadows
- Punishes poor lighting
- Assassin/Ambusher
Crystal Golem
- Support and area control
- Falls under tank if condensed
Archetype Design Philosophyโ
Classification Considerations
- How mob acts vs how challenging it is
- Normal/elite/boss = difficulty and rewards distinction
- Archetypes based on mob's specialization, not just capabilities
- Main goal of mob vs player
- Example: Tank's main goal = absorb hits
Multiple Archetypes Per Mob
- Players need to understand both archetypes
- Maintains uniqueness without overwhelming
Special Room Typesโ
Core Categoriesโ
Puzzle:
- Non-combative
- Logic, memory, or spatial problem
- No real risk to player (time cost only)
Challenge:
- Timed, movement, or combat-based
- Harder than normal engagements
- Under pressure, limited tries, risk of hurt/dying
Boss:
- Custom unique area for boss encounter
Reward/Legendary:
- Low to no danger
- High loot reward moment
- Rewards exploration
Guild/Rest/Shop:
- Safe place to cool down after engagements
- Trade or clear inventory
- Buy buffs specific to Rift instance
- Could pause timer (no rest if timer ticking)
- Could be condensed into one room type
Guild Rooms Considerationsโ
Guild Rooms vs Guild POIs:
- Might be more interesting as rooms than POIs
- Rooms not originally built for swapping POIs
- 9x9 POI size limits implementation
- Could unlock Hub world content
- Rooms provide safe space for NPC interaction
Size:
- Could match Hub world guild interiors to solidify identity
- Player automatically associates when encountering in Rift
Technical:
- Mobs shouldn't walk into rooms
- Stipulations on safe rooms to prevent exploitation
- Mobs likely won't target NPCs (unkillable or tag-based)
Room Examples & Analysisโ
Challenge Roomsโ
Wraith Light:
- Red light/green light game
- Move on green, punished (spawn mobs) on red if moving
- Player choice: Participate or brute force if powerful
- Dev complexity: Medium
- Benefit: Different gameplay sense, high tension, choice
Ascending Gauntlet:
- Vertical tower parkour course
- Fall damage challenge
- Dev complexity: Low (knowledge check if reached top)
- Higher complexity: Disable elytra/flight, disable block placement (prevent cheese/pillaring)
- Focus: Movement mastery
- Partial reward even without completing
Puzzle Roomsโ
Simon Says:
- Dev complexity: Medium
Reflected Path:
- Higher dev complexity
- NPC mirrors player movements
- Both travel through maze series
- Expensive cost-benefit
Maze:
- Puzzle or challenge depending on traps
- Without traps: Time sink (cost = navigation time)
- With traps: Challenge room
Reward Roomsโ
Rift Reliquary:
- One of every loot type
- Guarantees something player was targeting
Arsenal:
- All gear loot
- Specific to gear improvement
Guild Roomsโ
Thread Work Annex (Ability Guild):
- Swap ability mid-Rift (normally unavailable)
- Limited use
- Gain guild reputation
- Dev complexity: Low (reverse rule in room)
- Good player benefit
Dig Site (Gem/Rune Gem Guild):โ
- Donation logic: Give up gems in Rift for direct reputation
- Dev complexity: Low (need donation logic development)
Reward Room Concernsโ
- Some feel too powerful
- Doesn't fit Rift exploration gameplay
- Possible solution: Gate with special keys (targeted loot keys for chests)
Room Implementation Strategyโ
Pitching Process
- Four or five room categories
- Code implementation needs to support categories
- Split into five different room types
- Separate yes/no votes for each type
- Navigators/leadership formulate votes based on pitch prep engagement
- Rooms with components beyond just POIs
Priority Question If only one special room type could be implemented early, which provides most value for development cost?
Additional Topicsโ
Emerged organically through discussion
Loot Table Integrationโ
Stability Mechanic Issues
- Will be addressed by loot table changes
- Make going further more beneficial (harder content)
- Risk: Creates obvious exploitation patterns
Three-Tier System: Split loot table into three base items
- Item 1: More frequent in stable areas
- Item 2: More frequent in chaos areas
- Item 3: More frequent in unsafe/stable areas
Goal: Encourage visiting specific rooms for needed items, not just stability tiers generally
Implementation Note:
- Some base resources only spawn closer to portal (only in standard room types)
- Less available further out
Next Actions
- Pitch Votes on Loot
- Draft mob archetype pitch
Timeline
- Pitch on mobs
- Pitch-prep on Rooms
- Theme Significance brainstorming