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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