Template:Mobs
There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[4]
- In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[4] – Steven Sharif
- Not all creatures are immediately hostile to players.[5][6] Some creatures may hunt other creatures.[7]
- We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[6] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[8]
- We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[8] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[9][1] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[10]
- Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[10] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[12][13] Screen shake will be customizable in user interface settings.[12][14][15]
- There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[12] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[16]
- Certain bosses and creatures will have voice lines along with other audio cues.[17]