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

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  • 3
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    Maybe mobs should be stronger based of your gear. Since that's hard to calculate, you could give armour/weapons to mobs based of your level. You could also increase the chance of getting a Trial Key from the spawner.

  • 4
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    I think adding the illusioner to the chambers would be perfect. Could be a unquie miniboss encounter and can drop some kind of unquie item as a reward. 

    Been in the game since forever, a perfect place for him to fit 

  • 3
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    Please add a new amor trim to the trial chambers. This would give extra incentive to go to the trial chambers, and it would just be consistent with every other structure.

  • 1
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    Copper ladders would be interesting, so you can climb much faster than a normal ladder

  • 0
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    mobs fight eachother and this could use some more rooms but as it is, it's really cool.

  • 4
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    It would be interesting if they had maps that pointed to this new structure. You could buy the map from villagers, or find it in the chests of other structures

  • 3
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    We need copper functional blocks. Copper funnels, faster than normal funnels. Copper ladders, faster than normal ladders. Copper tubes, to connect between funnels and spend less material

  • 2
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    Copper could be charged like redstone, but without joining with it. You could make very good systems with this.

  • 1
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    Revert The Copper bulb changes

  • 2
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    The trial spawner should output redstone signal, for example: 0 if in cooldown, 1 if ready to activate, 2 and more if there are players in spawner's range and it's not in cooldown (No of players-1=signal) . 

  • 4
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    Change trial spawner rewards. Bright berries and baked potatoes are not interesting. Maybe golden carrots or some meats would be better

  • 5
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    Please add the copper golem to the trial chambers. It would fit it really well.

  • 3
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    More rooms for trial chambers! More challenges! Mobs with armor, to make it more difficult. This is turning out great! Just make it harder and it will be great

  • 1
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    Playing 24w11a — it feels like there are too many pots. Picking up all of them generates a lot of clutter and they clutter the look of the chambers a little. 

  • 1
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    While holding an axe and a shield, when attempting to block in a trial chamber; you're very likely to scrape oxidation off of the floor, wall or ceiling instead of actually blocking with the shield, holding right click both scrapes and blocks but scraping takes priority, making axes as a weapon in trial chambers very annoying to use, this needs a fix somehow.

  • 3
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    You should add a way to find trial chambers in survival, since, as of today, it is not possible to find them

  • 4
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    The Baby Zombie chambers seem very unfair and not very fun, especially with their new attack reach change. 

    The only valid tactic is running away and building 2 block tall tower (which can often fail if you're not prepared), or jumping in the water tank room. They just swarm you too fast. And then they respawn in 30 minutes while you're still clearing the structure.

  • 3
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    make it easier to find

  • 3
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    make it easier to find

  • 2
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    Tamed wolves should count as players for the spawners. This would make it so players can't overpower spawners with a lot of wolves and allow singleplayer people to up the difficulty if they want. Also wolves could trigger spawners (being that wolves will charge ahead of the player at times, like if they are pathfinding to a skeleton). Also, not relevant to this topic, but wolves shouldn't count toward the passive mob count. Makes exploring with large packs less rewarding.

  • 2
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    The new Trial Chamber Explorer Map should have the Trial Chamber Icon centered on the start room. That way your would actually start at the entrance. Also, I was testing this on creative mode and I got the map from a villager I spawned, gave cartographer table, and traded with directly over a Trial Chamber I found with spectator mode (not in the chamber, but on the surface). However, the map lead me to a chamber on another Island. Also, there were closer chambers on the island. These things are suppose to lead you to the closest chamber to the location where the villager originated, right?  

  • 1
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    Decorated Pots in trial chambers should not drop bricks, themselves, or their sherds when broken, only their loot
    I was playing on trial chambers on 24w11a and found the pot bricks/sherds/themselves to contribute towards an inventory problem

  • 5
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    As of the latest snapshot, it's nice that you can locate chambers with cartographer maps. But chambers are starting to get too rare and spread out, and people who don't know about cartographers might not ever find chambers. And with how rare the heavy core is, players won't find the mace either, unless they explore thousands of blocks farming lots of chambers.

    I think some of the devs are a bit too obsessed with rarity. It can be really fun to get rare item drops! But key features of updates should not be rare, so updates don't feel like "the nothing update". I think if the devs want rarity, they can make an axolotl color rare for example, something that isn't too important to the update. Or alternatively, make more "important" update content, for example having two weapon additions in an update, one common and one rare. The most important thing though, if players can reset chunks or grind worlds like Minecraft Dungeons games, it'll make grinding for rares much more manageable! Exploring thousands of blocks every new update bloats the game files too much, and I need to save chunks for future updates.

  • 0
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    Something to reduce the sherd pr0blem somewhat would be to only have a maximum of 2 sherd types per Trial Chamber, so you never get all 3 types in one chamber

  • 4
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    Great new snapshot! Ominous trials is FUN! Put the new lingering pots like "infested" on the dispenser traps, as most junk items there aren't doing anything. This will also make the unique pots more discoverable by players. In future, ominous events can be expanded on piglins etc. The mace is also perfect now.

    Illager captain should still give bad omen (as well as the bottle), to prevent breaking raid farms and to make fun stuff like village raids discoverable for new players.

    Biggest issue with this snapshot is the heavy core being unobtainable. Now that it's only on ominous vaults, and with chambers getting rarer, the average chunks I need to get 1 mace increases exponentially. In Bedrock community, we have this trend of "skipping" updates, not exploring/playing the game to save chunks for future updates. Console/mobile simply can't handle 5-10GB saves as they'll corrupt, so please don't force players to explore. I'm glad I skipped playing 1.20 as trims require exploring large chunks, but I fear I'd have to skip 1.21 as well, unless I cheat the mace in somehow. I don't mind maces being rare but I just wish the vaults/mace are farmable to make keys useful, I had hoped the chambers are a repeatable activity. Exploration is fun but the game really needs to find a way to explore without creating GBs of file sizes, such as going into temporary dimensions whose chunks can reset.

    Breach enchant need more singleplayer uses, in the future there needs to be armored arthropod enemies.

  • 2
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    There should be an entrance to the trial chambers from the top so that a freashly joined player would not have to mine hundred blocks and roam here and there to find one. ( sorry for bad English)

  • 3
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    Some extra feedback for the ominous trials, I like mobs wearing armor trims, but at the moment ominous trials are not much harder. On hard difficulty try adding zombie with swords, and helpful potion effects for these spawning mobs. The "spawners now increase the amount of mobs present at once by 0.5 for each additional player, down from 2" change makes multiplayer trial chamber insignificant. Most multiplayer sessions are only with 2 players, and having a 0.5 mob increase doesn't make a difference. I'd revert it to 1 at least!

    For Weaving and Infested potions: I really love that cobweb's renewable now. But Weaving often fails to spawn cobweb, and it should spawn at least 2 webs to make an impact in trial combat. Infested potion doesn't make any difference in trial combat as the 5% spawn chance almost never happens. I'd increase it to 7% at least.

    The ominous bottle drop-chance on spawners is too low, I'd increase it just a bit so new players can actually find and use it in the chambers. Ominous trials need advancements!

    Breach enchant needs to be capped at level III instead of IV. After testing, we find it to be too strong on PvP, and it makes armor and sword/axe useless. Breach III is good enough.

    I really love the Wind Burst enchant, mace feels satisfying now and players are already making video content with it, like parkour maps and combo-ing enemies! Keep up the good work mojang!

  • 2
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    i think the ominous trial spawner mobs are not difficult enough, I often am able to defeat them with the same amount of equipment I use for the regular trial spawner enemies (a few pieces of iron armor)

  • 1
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    Map makers should be able to have a permanent ominous trial spawner to play with in creative!

  • 0
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    Mominous spawner mobs could have fire resistance. Many players use this to make PVP easier, and mobs resisting this would make the game more difficult.