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

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    Each trial spawner should drop XP and alot of them, so it becomes a reliable source of natural XP farm

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    Here's my feedback after playing 2 trial chambers with my friend: It’s definitely not too easy. We died a bunch (and cheated our way back, but THANK YOU to the people who decided to have the bed room - that would have been super helpful if we had been doing this in a proper survival world). The rooms are so well designed with all of the dispensers for potions, water, etc. It got quite hectic in the rooms with poison skeletons. The only thing that let it down a little bit was the AI of the mobs. There was a cave spider that went out into the next room over and climbed into the top corner, so it took us a while to find it which was a little annoying. Also, for some reason, breezes kept staying up on their spawning platforms, and as soon as I towered up to it (which wasn’t easy with the skeletons) it would drop down. This wasn’t a one off occurrence, it happened like 2 or 3 times. That’s a small thing, but a tiny bit frustrating. With loot, it felt really cool smashing the pots to uncover resources. It felt SO much cooler finding diamonds in a pot in a corridor than in a chest. It just feels so good, like you’ve just uncovered a secret stash of resources. The only loot-related criticism I have is that the trial keys were cool to find the first time, but they got pretty dull after the literal 26th trial key we got. It depends what the keys are going to be used for, but they feel too common. All in all, I love this structure. It’s a really cool addition to the game.

  • 0
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    Yeah! That sounds awsome!

  • 3
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    In its current state, its tough to figure out whether this is a mid-game or a late-game challenge, as the current loot pools speak of both as true. I don't believe having this be more mid-game would be a good idea, as any mid-game items that would be rewarded in the chambers can be easily and quickly replaced by better equipment. But having it be more late-game would make most of the rewards obsolete as well, since the player would most likely have much better gear. I truly am torn as to how this could work out in a logical sense of Minecrafts progression, as the fights themselves are fairly difficult for someone in full iron, but is swept easily by someone in full diamond. I suppose there needs to be a middle ground of progression where the trial chambers can fit, not only to provide something difficult for players to tackle, but also not too difficult as to discourage players from exploring them. Whatever that middle ground is, I'm sure it doesn't involve Glowberries as a suitable reward lol

  • 3
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    I don't like the placement of the Trial Key texture. The player seems to be holding it not by the handle, but by the base of the key, it looks very wierd. You just need to flip the texture 90 or 180 degrees, it will look quite good.

  • 4
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    I really think that the trial chambers feels out of place, all other structures feels like remnants of an old civilization. I know there isn't a set lore of how thinks actually work, but i lacks the feeling of belonging in the world. Right now its just a random minigame to enjoy with your friends. 

  • 1
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    add a new variant for skeleton in trail chambers

  • 1
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    There should be a compass or something which you can find to help a player locate a trial chamber

  • 4
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    Add a way to find it, it is too random and honestly, this good of a place needs a way to be found easily. Add it to the cartographer, he is fitting for this job.

  • 1
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    Idea so mobs dont hit themselves.

    Curse of the living(something like that)

    It would allow arrows to pass through undead mobs and maybe when skeletons are spawned from the trial chamber like 75% would have this curse.

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    A Boss battle or some type of "boss-like" entity (like the Elder Guardian) Should be in the trial chambers or somehow unlocked by the Trial key or somehow crafted by the Trial key.  If it drops something like a lot of EXP lots of people would want to go and fight it. Maybe If you fight it with many people it will be harder. Possibly the boss like entity couldn't be shot by a bow or sword but somehow able to be killed by the interactive dungeon! When killed it could drop it could a different item that could improve your item like a rune or talisman

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    My comment is going to be a bit more technical than others but as a datapack/structure developer, I'd love it if there was a way to specify alias_pools at the template_pool level as well. Let's say I'm generating a dungeon structure and I want each room to be styled individually via process_lists, but each room might have additional structures generating within it. It would be nice if I could make it so that instead of the entire dungeon being a skeleton dungeon instead room 1 is a skeleton room covered in cobwebs, and tombs, and all built out of cracked stone, but room 2 is a witch room covered in cauldrons, alters, and made of oak wood. These rooms might be built on the same structure but using processor lists and alias pools to generate different sub structures I could make each room unique.

  • 0
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    The copper in the trial chambers should have a really slow break speed, so people won't abuse the amount of copper in the structure, also please make the challenges harder. 

  • 2
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    The combat is relatively balanced (in multiplayer), though some rooms have extreme variation in terms of mob count (with the "multi-layer" rooms having an extremely large amount of monsters active at once. I have not explored one in multiplayer yet.

    Trial chambers are large enough to find accidentally when caving, but their solid unrefined outside walls make them unappealing to see in caves, even moreso than strongholds. The lack of proper entrance is also jarring. 
    Additionally, there is no way to actively search for them effectively, as they spawn in equal density in all biomes. Something like a surface marker (akin to how Lush Caves and Trail Ruins are handled), or even just a treasure map could be useful.
    The amount of rooms is very varied, but once you have raided two or more of them, they tend to feel repetitive. More rooms that utilize the strengths of the redstone interactivity and the vertical movement of the breeze would be great. Additionally, the actual basic structure of trial chambers is extremely predictable (Entry room-> corridor -> branching room -> final few trial rooms). Some variance in that would improve the structure a lot.

    Also, there's an issue with dead ends occasionally popping up. I assume that this is due to other rooms already taking up required space, so maybe smaller rooms, be they filled with loot or just decorative, would help a ton to remove the jarringness of a sudden rock wall.

  • 2
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    Add some incentive for peaceful players

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    the trial chambers are one off the most best things in the new update but the big problem is that you have to dig deep until you can get into one so can you not add a staircase upwards and a bit higher off the amount off depth 

  • 2
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    I’ve been playing on my own in Normal mode. I think the skeleton trial chambers are more difficult than easy. I was overwhelmed by skeletons twice, the first time they pushed me into the pool of water surrounding the underwater bedroom and I got stuck because I had no idea where they were. Some were able to fire at me too. There also wasn’t anywhere for me to leave the pool so I had to carefully place blocks without risking being shot at. I think there should be less skeletons spawning for single players and skeleton spawners should not be too close to the under water bedroom. Yes I was able to kill all the mobs from almost every Trial Spawner while wearing Iron Armour but I did enchant my Bow with Infinity. If I hadn’t, I would have had to leave and come back many times because the bow is the most useful weapon for Trial Chambers and a stack of 64 arrows plus a few more, the amount I would carry, probably isn’t enough especially if you are struggling to kill any skeletons. The Breeze definitely needs its own drop and stray trial spawners should spawn less strays than skeleton trial spawners spawn skeletons. I don’t like having to tower up to get to some places as well. I like having to do parkour but I think everywhere needs to be accessible without using blocks. Also, an over ground indication of the trial chambers is needed or then players will be wasting their time, digging around. Also, this addition has not changed anything because there are better ways to get good loot

  • 1
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    It would be interesting if you had food in the chests, or a food generating block, to keep the player in place

  • 0
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    There should be potion rooms like the igloo basement. It can show players that healing potions kill undead mobs. You press a button and it spashes a zombie or something like that. Have a couple early game potion ingredients as well. Introduce people to potions would be interesting.

  • 4
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    As of now, the spawners can give keys after the first time they are defeated, and since the trial vaults can only be opened once per player, the newer keys become useless in that specific trial structure unless you have someone to give the keys to.

    This is not ideal for single player or the idea of the trial chamber structure being re-playable. there could be a very long wait time in place instead of it being never again.

  • 0
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    As a way to make trial chambers more difficult, it would be interesting if the mobs already came with a fire resistance potion effect. Many players tend to set mobs on fire in order to defeat them faster, but, if they resist the fire, the game becomes more difficult

  • 0
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    It would be interesting if trial spawners gave enchanted chain armor at maximum level, until it was similar to diamond armor.

  • 0
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    It would be interesting if there were fireworks in the chests. This would be useful for users using elytras

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    It would be interesting if these structures were anti-farm. Mobs may not spawn if they do not have a safe floor, or if they need to be eliminated by a player to give rewards. Some people might even put iron golems in place, so they don't have to fight, which would break the idea of ​​the place.

  • 0
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    It would be interesting if the trial spawners gave slime blocks as a reward. It would be an interesting way to make people get slime, without having to go to specific chunks and making farms

  • 0
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    Pressure plates and copper buttons could have zero cooldown. After activating, the block would already be recharged and ready to activate again. This could be used to allow players to use the systems faster

  • 0
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    Copper hoppers could pass items much faster than ordinary items

  • 0
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    Copper tubes could be connected between funnels, passing items quickly between them

  • 2
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    Trial Chambers should not spawn anywhere near the Deep Dark

  • 1
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    Reduzir a quantidade de cobre utilizado na construção. De certa forma encontrar uma estrutura dessa torna a mineração de cobre obsoleta. Adicionar itens únicos para ser encontrados