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

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    In the trial chambers you find more vaults then spawners, there should be some more spawners.

    Also, when you activate them it spawns so many mobs that some go wandering around and you have to run a lot to keep track of them, and the spawner doesnt give loot if you can't find them. Also copper should be able to make a new redstone item : the copper wire , if you chatge it , it gives the same rdstone level over other copper wire, a bit like irl and you should be able to connect it to a other redstone end and place the copper wire vertical on walls.

  • 2
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    The ominous events are a great addition, this could finally allow bedrock to stack raid bad omens. But I agree the ominous trials need to be more difficult with enemies using enchanted weapons, and maybe even larger slimes or silverfishes spawning with strength II. I'd make the newest potion effects spawn more commonly as traps too. I'm not exactly a fan of illager captains not giving bad omen anymore, before it felt like there's a story reason, that the pillagers wanted revenge because you killed their leader, but now it's just boring nothing.

  • 1
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    Since when does ‘We need an End Update’ sound like ‘We want the Bad Omen effect put in bottles’?

  • 2
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    I am quite happy that Bad Omen is now a potion. A couple of problems with that, the new potions can stack! You will need to update the existing potions to allow them to stack too! The potion stacking can only work with potions that have the same effect duration and type. Also, please add in tooltips for the potion effects in our Hotbar. It is hard to tell the difference between a Bad Omen I to a Bad Omen IV. The positive is that we can now freely kill Pillager Captains without the worry of the effect given to us instantly. Looks like we are all going to be very violent to the Pillagers moving forward, and they have nothing to stop us with.

    With the Trial Chambers, even with the new Trial Chambers Map to find them... it is still hard to find the next one! I get it that it is meant to be a challenge, but what if I want to come back there and collect more keys! Adding in a Trial Chambers Map in one of the pots will make it easier to find the closest Trial Chamber from the one that you just visited. Would add a bit of juicy lore that someone was out Chamber Hunting.

    And finally, Ominous Keys. Make it so that we can craft 1 from 9 Trial Keys and vice versa. Adds an option for those that don't want to go to the extreme and still want to get a chance at obtaining the Heavy Core. Trial Keys are more common than the Ominous Keys, and not all of us want to open regular Vaults to get regular Loot. We want to say that the Chamber is raided when we get the reward out of the Ominous Vault.

  • 1
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    The oozing, infested, weaving and wind burst should have extended versions of potions and strengthened versions.

    For weaving, increased potency should increase the allowed distance of cobwebs (the cube where the cobwebs spawn could increase by 1 by each side with every level).

    Oozing should have increased numbers of slimes for every level (2 for level 1, 3 for level 2, basically 1+n where n is levels).

    Higher levels of infested could increase the chance of spawning silverfish (by 5% per level) and wind charged could increase the knockback of the burst of wind.

  • 1
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    The trial chambers are fine as long as you have good armor and items, but when you die in the trial chambers, it is really difficult to recover. The area where you die is often near trial spawners, which have loads of mobs around them. This creates a cycle of quickly going back, picking up some items and dying again. I think there could be a 1-2 minute "recovery period" where combat is disabled, allowing you to pick your items back up and recover.

  • 1
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    I like it & tomorrow it's my birthday

  • 2
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    My initial evaluation was positive. However, after playing a couple of games with the trial rooms, I found some significant problems.

    First, there are NO vaults. I've played four worlds, with 1.21 features on, and have yet to see a single vault. I'm playing all single-player games, though. Does that make a difference? If not, there's a major problem with spawning vaults.

    But that's minor compared to this observation: there's WAY too much junk loot generated for an early- to mid-game obstacle for players. Without either skulker boxes or MANY bundles, it would be impossible to get all the loot back to base before the 30-minute timer expires and the spawners start functioning again. I've had to resort to teleporting back to my base as my inventory fills to get rid of stuff. It seems to be designed for many players, but I play single-player.

    Either include skulker boxes as rare loot or bundles as uncommon loot. Otherwise, they're basically unplayable without cheating (teleporting).

     

  • 0
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    Minecraft 1.20.5 pre release 1

    We received a change in the structure of the trial chambers rooms. I think it would be interesting if, in addition to the new rooms, the old ones were also maintained, in order to make the structure even larger.

  • 0
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    Make the Copper bulb 1 tick again

  • 3
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    Just went into a trial chamber for the first time, without any prior knowledge, here's my feedback:

    - At first sight, it's difficult to realize what's happening or what this structure is. Sure, you explore for a while and monsters start appearing and you kill them and that's that. I think the structure lacks some more ambient, mainly unique music and sounds would probably help.

    - It would be VERY useful to have a sort of "boss bar", for each wave of monsters, kind of like the raid bars that tell you how many raid enemies remain. This would help both to create ambient, since the game would clearly alert you that something important is happening, and also for quality of life, since it did happen to me a few times that a single enemy was remaining but I couldn't find it because it fell down to some corner.

    - It seems like you end up with more keys than vaults there are, and this feels very weird, I was wondering if there were some vaults hidden somewhere that I missed, but no. Why keep giving keys if you already opened all the vaults?

    - The ominous vaults are very unclear. You see them there, they are clearly something important, but you go to them and they don't do anything. There's nothing in the game that incites you to try to use an ominous bottle in a trial chamber or that relates that bottle to those vaults, so I had to look it on the wiki.

    (follow on next post due to character limit)

  • 3
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    - The rewards are underwhelming. We literally didn't get anything of value from the rewards, except for the tons of arrows and bones that the skeletons drop. It's weird that the most valuable reward was from regular mob drops and not from the vaults. Emeralds, iron, low-level enchantments, etc. are mostly useless in mid-game since they are very easily obtained.

    - The chambers lack connection to the in-game "lore". I know Minecraft doesn't really have a lore, but the chambers feel very disconnected from the rest of the game, like the sort of structure that a mod would add. I think this was a missed opportunity to implement some mechanics from the chambers onto other older structures which have practically no use, like jungle temples. Another thing that I think would help greatly would be to have signs of this civilization that supposedly built these chambers on the surface, as some sort of ruins. These could even indicate the presence of chambers nearby so you wouldn't have to rely only on explorer maps and luck.

  • 3
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    I would like better loot tables. I took on like 10 ominous trials and got baked potatoes all but 4 times. I had 2 stacks of steak and didn’t need them. I think nearly getting killed for 4 baked potatoes is dumb. I would replace them with a golden apple or just increase the steak chance but the baked potatoes for the ominous trials is just dumb. Also the ominous vault should have its own block. I tried to find one in creative and I had to actually look for an ominous vault in a trial chamber to try out the loot tables.

    In conclusion please fix the loot tables and add ominous vault block to creative. Other than that I have no suggestions. Thanks for your time.

  • 3
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    Since the maps to find the Trial Chambers have been added, it would be more correct if the "X" on the map marked the "entrance" room in the structure. This will ensure that most of the time a player enters the structure "the right way", without starting from another room other than the real entrance.

  • 0
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    I want all the cool stuff for the new update 1.21 the tricky trials update I want all the cool stuff in Java that’s from the new update and also went to bedrock addition

  • 3
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    1.21 is great! Combat-adventure RPG content is VERY anticipated for big YT communities like DanTDM to make gameplay vids, which keeps Minecraft alive and creating new purchases. Dogs also create attachment to worlds, and I love the grates for industrial builds. But chambers lost replayability, we need to explore too much for mace, which corrupts save files.

    Hope End update is next! 2025 is competitive, we need highly-suggested hype content to keep MC alive. I'd love end dragon/wyvern mounts as pets, they help with end travel, and can be a slower elytra that's usable without fireworks, that ALSO helps with late-game building by hovering mid-air. 20w14∞ infinite dimensions also fits Ender themes well, those chunks could reset for truly infinite replayability, which we need as we're often stuck on spawn: Bedrock has bugs the further from spawn, Java End portals don't exist far-away from spawn, and leaving End force players back to spawn.

    I like 1.21 but april fools like Potato is extremely good. Players joke how this is where dev-time goes, with all the good stuff. Sure it's unpolished, but it creates so much fun gameplay on Realms, like grappling on giant trees & Aether sky islands, fighting big BOSS with friends, potato staff/armor, floatater for builders. Aether honestly fits well on vanilla as a counterpart to Nether. YT has the biggest MC community, there's a lot of clickbait like sculk dimension, ocean, space, and other such content because they know what players want.

  • 3
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    Congratulations on tricky trials release~ there's no tricky trials thread but I hope mojang reads here. I'm looking forward to play the trial chamber with friends, this update pleases multiple playstyles from combat to building, I think that's very good for updates. But IMO the mace is getting too weak...

    I also wanna say that the poison potato update needs to be on vanilla... I genuinely find the new dimension to be gorgeous with plant lights and green wood. The forests with huge trees are amazing to explore. I really want to invite friends to fight the boss and build homes under the huge trees. And play with "hot potato", a very funny item.
     
    This quick joke update alone blows every main update out of the water (except nether update). I know it's harder for mojang to update vanilla due to multiple versions and bugfix... But I feel the developers are also restricted by the higher-ups which slows them down, having to constantly scrap and neuter fun ideas into something overly-simple and boring. Perhaps with april fools and dimensions like the nether, developers don't have to worry as much about "ruining the overworld experience", and so they can take more risks to add fun, challenging content. I wish for new deep dark, end or sky dimensions, epic adventures are essential for content creators. We can have hellish warden dimensions, an optional extreme challenge where many wardens exist naturally without shriek. That will definitely excite the community with challenge videos.
  • 2
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    Tricky trials is a decent anniversary update, it's better than the last update at least. But the next minecraft live and update needs something much more interesting to create excitement. Trails and tales weren't good enough to retain players and they left, and we'll need excitement to bring new and old players back.

  • 0
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    Only have found two actual chambers and neither were good or looked anything like the pictures. Both were 20x20 and we’ve tried everything to find it.

  • 0
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    Trial Chambers in my opinion while a cool concept don’t work with the game mechanics of minecraft. Your character can’t take cover and since there’s no way to move the character’s head independent of the body. Having spawners scattered on many different levels, spawning multiple types of mobs with multiple attacks. Successfully getting through the higher chambers beyond the submerged rest area is next to impossible when being swarmed from all sides. The close quarters layout of the chambers and spawner placement detracts from completing the objectives. At the same time, make any attempt at appreciating any design elements of the chambers impossible.

  • 2
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    After hours of playing in the trial chambers I have prepared A bit of a long suggestion comment. I think that fighting monsters and dealing with arrows. Isn't enough in the tricky aspect. So here are my suggestions.

    First. make new chambers that has moving walls. In various different walkways. And have pillars that go up and down, and you have to time it right to get to the pillar next without falling on various levels of dripstone, in order to get to a platform that has a spawner, or various, (could even be an encounter) but you have to be careful cause the wall will move of trying to push you into the dripstone.

    My next suggestion is in the giant hallways, make a contraption. And add vertical tripwire. So that arrows can be shot down at the player as well.

    Next. Make chambers full of water, with drowned ( and guardian ?) spawners so that you have to battle for air by going to magma blocks of soul sand, while still having to fight with the mobs, and finally Make a chamber 

    And finally make the entrance a couple of new entrance schematics, that actually lead out into the caves, but have a grander entrance.

     

    Thank You for your time.

     

    Sincerely.

    DragonWrangler

  • 1
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    Why can I find so many trial chambers???

    It has to be rare like a ancient city

    but the chance to get a heavy core is a bit higher.

    who is agree??

  • 1
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    I have suggestion for the trial chamber that we shall be able to use the unused item clock in order to reset the trial chamber vault, adding functionality to clocks. To maintain a generality to the game, we can make the item clock more difficult to get and we can even give a separate loot table when there is an  application of clocks on the trial vaults.

  • 0
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    试炼密室的机制让人诟病,每次打不详试炼刷怪笼不是必定掉落钥匙,而每次开宝箱的战利品,不仅战利品内容被伪随机锁死,而且沉重核心和风暴一附魔的爆率还低的可怕,为什么不i让战利品的随机性像附魔台一样?我让ai计算了一下,结果是要80-300个钥匙才能差不多开出四本风暴一,这意味着玩家需要打钥匙数量*1.5倍左右的试炼刷怪笼,这是什么设定?让玩家毫无意义的打几百次刷怪笼才能获得风暴三附魔,这个附魔的强力程度和玩家所花费的时间完全不成正比,而且打几百次同一个流程的东西有什么意义?只是为了凸显你们设计了这个东西吗?你们如果真的觉得沉重核心和风暴附魔值得玩家耗费这么多时间的话,你们完全可以设计一个流程更长,难度更高的试炼密室出来,而不是让玩家像npc那样反复刷一个简单而无趣的东西,这样只会凸显设计者的无能,想要填补设计流程却又缺乏创意,试炼密室很垃圾。