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Let's talk about Trial Chambers and the Trial Spawner!

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  • 1
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    Take more advantage of enviormental dangers, here are some ideas:

    -zones with different open floors for fall damage
    -add more dispenesers to the rooms
    -magma block pits so you take damage or shift
    -aquatic zones-they would be cool and give utility to tridents
    -trapdoor floors. its confusing and can combine easily with other traps
    Shioting platforms: make squeletons spawn in the top of a parkour so they can shoot at you while batteling the breeze in the down floor, u decide kill the breeze with the extra harrasing of squeletons or try to kill squeletons with the breeze interrupting your climbing(add fences or something so esqueletons dont fall

    Posibilities are endless you can even make a community event with a hashtag in twitter to look for community ideas

  • 7
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    i think there should be a room that is filled with water with mob A in it. mob A could also spawn in oceans

  • 7
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    This is the perfect opportunity to add a new unique and rare armor trim like silence in the trial chambers. To keep the theme of the most special trims being in the hardest places to obtain going.

  • 6
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    I saw no other spot to apply this, so since part of the update is tinkering, I think there should be something in here that allows for tinkering with your own weapons or armor - maybe a crafting ingredient that allows attaching things to your weapons, such as a spyglass to a crossbow, a potion to a sword to deliver the effect on the next x hits or similar non-enchant alterations to a weapons core functionality that would stack with enchants - perhaps at a cost that would make these options sidegrades rather than straight upgrades? (the potion sword, for example, could do less damage in exchange for applying a potion effect on whatever it hits)

  • 2
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    Maybe add the entrance room to all the trial chambers on bedrock edition.

  • 1
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    I hope that the trial chambers are a little bit rare and hard to come across because primarily it could prove an issue where players can collect copper block frome the chambers and the copper ore will still be useless secondary if it where rare it would be nice coming across and I would also like if there is another mob exclusive to the trial chambers other than the breez

  • 3
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    Add some music at the trial chambers as it can feel empty at times especially if you are playing by yourself and you end up walking around in circles, some subtle music could help. Additionally the breeze could also activate a jukebox that has a new music disc in, which would be very interesting

  • 2
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    The copper grate block should be able to still keep water in it when you move it with a piston.
    The copper grate block should also be able to be used as a fishing net. When you put it in the ocean or a river over time it could collect fish and other pieces of junk.

  • 4
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    Trial chambers look great, but need a bigger challenge. Most importantly however, unique loot would make them a perfect update. A themed weapon would be most interesting, but build reach extenders, grappling hooks or unique armor would also add great value.

  • 4
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    I've played through a couple of Trial Chambers now. I've started a new world each time and cheated to locate them, and then cheated in some gear. I start with a diamond sword, iron armour, iron tools, a shield, scaffolding, torches, a stack of porkchops, and about 4 regular golden apples. My takeaways are:

    1. I like how you can enter rooms from different angles, so even if you enter the same room preset twice it feels different. The layout also makes it easy to go methodically from room to room, so I don't feel like I've missed something when I'm done. My favourite discovery is that when poison Skeletons freeze in the snow room, they become Strays with poison and slowness — scary! More gimmick rooms like this would be fun. I like the secret room at the beginning, and I think adding more secret rooms to the Chambers would be fun. 

    2. Using the same four mobs within an individual Chamber can make it feel repetitive. Breezes do add variety, but I think this is undermined by the fact that they're in every Chamber, so you're expecting them every time. More mob variety between each room would be good. 

    3. Chambers can look very out of place when they cut into caves, especially when you get that boxy terrain generating around them (like when a village goes over water). 

    4. Glow berries + potatoes from Trial Spawners feels underwhelming. Standard golden apples are really valuable in chambers, especially when faced with a room full of Skeletons. Maybe Spawners could award these instead?

  • 3
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    Instead of being at basically the same level, have them start at a higher y-level get gradually harder the deeper you go. This would also make them easier to find, and it could create a dungeon game feel to them. 

  • 3
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    A good use for trial keys would be for them to reset the Trial Spawners, like an activator key

  • 2
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    i think the copper golem and the tuft golem would fit well in to the trial chambers and you kan find tem in the secret romm what you can open with a trial key.

     

  • 3
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    I did the trial chambers on mobile devices with others, it's fun. The pots are an issue as we can accidentally put items in them, then wonder why our items disappear. Add prominent pot animation + SE when you put stuff in, to indicate it went in the pot.

    We saw new 1.21 button edit options, this made mobile trials playable as the old fixed buttons just don't work on various screen sizes. 

    There's new issues on 1.21 though, like how crafting is now painfully slow. Many years ago, we can hold-tap to craft stacks quickly. This is fine. But on 1.19 they changed it to "double-tap to craft stack" which cause accidents, and now in 1.20-1.21 they removed all options. Revert to hold-tap!

    Put the "show action buttons" option on the "joystick & tap to interact" mode, this allows the best of both modes. Button bugs persist, like how if I tap a button with 2 fingers (common with big thumbs), I'll end up accidentally placing a block etc. I shouldn't be able to tap + look around if my touch starts in the button AOE. Try hiring pros familiar with FPS mobile controls.

    Sprint button toggle shouldn't turn off when you stop moving, this causes combat deaths. We also need the option to change hotbar position/size (impossible atm).

    Most important: add optional extra buttons on-screen that allows me to instantly use/place an item in my hotbar, then go back to my current item. This is crucial for torches, potions, etc. It's too slow to tap the hotbar to switch items back-and-forth on mobile.

  • 0
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    Love the trial chambers.  I set up a base in what I assume is the entry (4 beds).  It's enjoyable to explore, the trial spawners provide a decent challenge, and the parkour challenges are fun.

    Had a bit of a surprise when I learned that Zombies (and Zombie Piglin)* can break Copper Doors in Hard mode, I sort of assumed they wouldn't... but that does make the "safe" area a bit less safe in Hard mode.  Don't know if that was intended or not.

    * I tried to use Copper Doors on my nether portal to keep Zombie Piglin from invading the overworld, but they smashed the door. (Do Iron Doors keep zombies out? Don't know if I've even tested it.)

  • 3
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    You might already be doing this but if not, I think it would be really cool for the poison skeletons to become a new skeleton variant like the stray instead of just having poison arrows.

    (Edit) Thanks so much for doing this it's soooo cool!

  • 0
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    lol in bedrock there is a glitch that makes these go through bedrock in the powder snow room

  • 2
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    It certainly feels too easy to me, even with iron armour and tools you can easily breeze through. I feel it should be a little more later game, or even better, scale with the players' armour. If the mobs where more likely to spawn with higher level armour and tools when the players have higher level armor already equipped the scaling would be a lot better. Furthermore, more advanced players would be wanting better loot anyway. Furthermore, the traps don't seem very effective (I've never been damaged by one). It would be interesting if there where some more advanced traps in the dungeon, like perhaps there is a room where the whole floor could open up to a pit of lava underneath when the breeze hits a lever, or lava comes down from the ceiling. Maybe even corridors where the walls can come together and suffocate the player, or the ceiling slowly comes down would be really cool and exciting.

  • 2
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    [Java only] When using an axe in the trial chambers (as a weapon), when you are fighting it can be really annoying when your trying to use your shield, but instead you axe is de-oxidizing the copper block of the floor. I think it would be far better for Java edition to move it's shield controls to be the same as bedrock (where when you crouch it gets activated), as opposed to using right click.

  • 1
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    las llaves de los triall chambers serían un paso clave para agregar un nuevo tipo de cofre en el que sólo se generaría en estas estructuras y que no se puedan abrir hasta que el jugador de click derecho con una llave y se abra el cofre, así no estaría roto abrir todos los cofres y que de una tengamos full diamante tan rápido así que esto haría que los jugadores se preparen primero para derrotar diversas oleadas en las cámaras de prueba y valla consiguiendo las llaves poco a poco para así poder abrir los cofres y obtener su loot, claro sin contar que se deberían quedar los jarrones en estas estructuras y uno que otro cofre normal con un loot no tan op.

  • 1
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    A suggestion to the trial's design

    Knowing that Minecraft is an exploration and adventure game, it would not be reasonable to have a structure like an trial chamber. Why would someone in the "past" have built this structure? It seems like out of touch. 

    If the design is changes to something to look like it have been usen in a distant past, it would increase the immersion of the game. A suggestion would be add to the trial chambers a colliseum/phanteon like architecture, with statues and seats. 

  • 2
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    Minecraft is having a chronic problem with the purpose of the chalenges. And this could change.

    The Trial Chambers, the Ancient City, the Ocean Monument. All of them have a problem with the purpose: Why would someone do this challenges? Some diamonds? An ordinary enchantment? Some blocks of gold? 

    I suggest something different, something big. 

    Within each of the biggest structures in Minecraft, such as the Trial Chambers, Ancient Cities, Ocean Monument and the Bastion, there would be an iten, such as a key, that the player would have to collect. Each structure would have a different key, forcing the player to pass through this challenges to get those keys to unlock a final challenge. 

    In the End Highlands there would be a huge pointy dodechagon in the center of the map. In each of its four sides, you would be able to insert the collected keys. Doing so would start an boss battle, the hardest and the ultimate challenge of the game. 

    This boss could be an Ender Serpent, huge and with attacks ressembling the Ender Dragon and the Wither in some aspects. 

    Adding this final challenge would encorage players to rethink the Minecraft base strategy to "complete" the game, having not only to defeat the Ender Dragon, but to pass through all of the other challenges of the game to reach the "True Ending" and rewarding the player for all doing everyting that was added. Otherwise, some structures will continue as they are, obsolete. 

    Lets batte for a better Minecraft for all of us!

  • 1
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    I tested it and found it was best to use diamond. but maybe you could make it so trial spawners also have a chance of giving mobs the same armor that you are wearing. 

  • 0
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    Add. All Of. The. Forgotten. Mobs. 

  • 1
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    I love the trial chambers! However, I'm going to give Mojang a tip: people are over-hyping the trial key, thinking it could open a boss chamber or do something epic. If this is not the case, it's smarter just to say so than to get people disappointed. I'm still hoping it will get an epic use, but I don't think hyping it up when it's not going to be great is a smart thing to do.

  • 0
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    In the new structures, these buttons would also be found, the dispenser would contain health potions, and only a copper golem would be able to help you with these potions in a difficult battle

  • 1
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    I had this idea for the Trial Chambers so I'm linking it here.

    Add the Flames of Creation and Banner of Courage in Base Game – Minecraft Feedback

  • 2
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    There should be unique, useful loot as a reward for beating a trial, so there is a reason to go to a trial chamber. There should also be redstone, parkour, maze and boss trial rooms too!

  • 3
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    There should be a new line of structures that can generate in these chambers called the "Submerged/flooded trials".

    I envision them as uniquely constructed rooms that are almost completely filled with water, or at least have shallow water. These rooms can be accessible through openings on the floor of a room, hallway, or corridor. These are immediately followed by a tunnel (or pipe) full of water with a few pockets of air, and maybe a chest of loot, before you get to the submerged trial.

    Inside these trials will be obstacles walls and magma blocks alongside trapped dispensers with 1-3 blocks of TNT (since water protects blocks from explosions). In regards to mobs, the trial spawners in these flooded rooms can spawn Drowned (labeled with mossy cobble and polished granite) and maybe Guardians (labeled with prismarine and prismarine bricks).

    These submerged rooms, much like the tunnels, contain pockets of air for players to breathe, but they may also have a completely open, AND different section above the water surface, which have your traditional trial chamber traps and mobs, including the breeze.

    The respiration and frost walker enchants on some armor found in the trials can be helpful for these rooms, whether it is for longer breathing time, or staying out of the water, which has been used to slow players down when its shallow. (like in chamber_5)

    This is just merely an idea from 2 structures already found in the chambers, but I hope this one makes it. Thx 4 reading!

  • 2
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    The trial chamber spawners should have better loot. Like level by level the more deeper the better loot you get. Or buy the amount of times the challenge is completed