Ancient Cities, like most overworld structures, can be brute forced rather easily by sleeping near them (as long as you don't care about EXP). I personally think this is a bit of a dominant strategy that could use some pushback.
My suggestion is that if the Warden kills a player, it should collect the dropped items and store them somewhere within the Ancient City, probably in a chest. This would make it so that the player's items aren't as easily retrievable.
I do understand that there are some potential design issues with this suggestion, like what if the Warden runs out of room to store the player's items? My initial suggestion is to have the Warden then just hold onto the items until room is made by the player emptying the chest. I'm not sure if this is the best method though.
I do overall think this would be a good feature for the game. It would increase the challenge of Ancient Cities (but it doesn't make them too difficult) while also making the Warden feel like a more dynamic mob that actively wants to keep the player out of the Ancient City.
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