Hello everyone!
Welcome to our next Deep Dive, where we’ll be taking a look at one of our core systems we’re looking to revamp: Mobs!
When it comes to mob design, we know our current mobs are a bit lackluster: Too often, you can sit atop a tree or a stone and Flamonstrum your way to massacring as many Runespores as possible. Although this has its perks, we wanted to redesign our mobs from the ground up and create a better experience for players when it comes to mob fighting, to make it more engaging than before.
Design Philosophy
When it came to designing new mobs, we wanted to take what we have learned from years of creating mobs across our various events, dungeons, gauntlets, and more, and put that knowledge into revamping our mob systems to make mobs more engaging to fight. We also wanted to streamline our mob drops - to reduce inventory clutter when adventuring outside of towns, and to make our Professions easier to handle.
As we looked at what worked and what doesn’t, we also took the time to look at the last set of mobs we released - Kearpon, Bizirik, and Minotaur - and wanted to take a pass at ensuring that all mob locations were open enough to be able to fight mobs in an open space unintruded from obstacles.
Another element that we wanted to center our design around is the idea of “Types” of mobs. In our current Revelius world, we do in fact have subtle “types” for all of our current mobs - but it doesn’t really manifest itself with the mobs themselves. As such, we wanted to bring these mob types to the forefront to help players better navigate their...