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Let's talk about Vaults!

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  • 4
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    The keys and vaults are wonderful in principal, but the trials are clearly intended to be replayed, so you will always have more plenty of keys, and all the vaults are locked. What if the vault had 3 indicators on the front, the first time you use it, the first indicator lights up, and you only need to use one key. The next time that spawner lights two indicators you use a key on it and one dims, and then you use the second keys on it and it opens. The third time it requires 3 keys. After that there is a long cool down. 

  • 1
    Registered User commented
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    I would like to be able to put my things in storage in creative mode, it would be better for building maps

  • 0
    Registered User commented
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    Poderia ter cofres em outras estruturas para todos terem uma chance de pegar loots em todas as estruturas e chaves em baús normais para abrir os cofres

  • 0
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    should be implemented in the end, instead of having the usual chest or the item frame containing  elitra, there should be vaults.

  • 1
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    I take issue with receiving armor that is already half broken as loot. My son recently received a half-broken shield as lot from a vault. A half-broken shield in a structure crawling with ranged mobs is pathetic loot. At the bare minimum, it should be a shield with full durability. Better yet, a shield with full durability and the unbreaking 3 enchantment. Then, for the ominuos vault, you can have a shield with with unbreaking 3 and mending and a unique banner pattern on front. At no point should these vaults be giving out any armor that has durability loss.

  • 0
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    I think that Ominous Vaults should not give players baked potatoes and steak as rewards for completing an Ominous Trial. Before entering a Trial Chamber, players will most likely have a stack or two of food on them and, if not, they are likely to get more food after completing a normal Trial. I think that Ominous Keys should be the most likely reward you get because these trials are meant to be hard. Also, it is not very likely for a player to get rare items from an Ominous Vault so I think it would make more sense to be rewarded with Ominous Keys more frequently to increase the player’s chance of getting good rewards.

  • 2
    Registered User commented
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    It is staggering to me that a structure clearly focused on replayability is not rewarding in that ability. its just so disappointing. made an 8/10 update into a 5/10. has a tinge of unfinished nature to it like cities skylines 2.

  • 2
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    The wind burst enchantment it too rare. It is practically impossible for a casual player to even encounter a single book in survival. In my case, I tried to find the enchantment for 4 hours and never managed to get a single book. Not only that, for those who want to get the maximum enchantment level (wind burst 3), they'll have to get another 1/3 chance on top of the 4/132 chance of getting the book in the first place ("4/132" is mentioned in the Minecraft wiki. The 1/3 chance is due to the fact that the enchantment level is randomly chosen). That's 4 out of 396 Ominous Vaults! 

    Please increase the drop chance somehow. I know wind burst is kinda overpowered, but this rarity is still overrating it's power. 

  • 1
    Registered User commented
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    I understand the appeal of rare items, but is the Precipice music disc meant to be so impossibly hard to obtain? Here's my story and some suggestions for structure loot.

    I went to 10 trial chambers to get the new items in the update. My friend came with for the first four and we got everything except the Precipice disc. I went solo to the remaining chambers and finally got it. (Together it essentially took 14 chambers of loot to obtain.) The wiki says it should take 28 vaults on average to obtain, but I opened double, probably triple of that.

     

    3 simple solutions and 2 more complex solutions:

    1. Generally increase the drop percentage on the loot table.

    2. Make the vault in the tree room have a 100% chance to give the disc

    3. Make vaults reusable

     

    4. Add a 'pity' mechanic to vaults. If [player] hasn't obtained [item] in # of attempts, future attempts have increased odds. Odds reset after [item] has been obtained. (Could be applied to all rare items actually.)

    5. Increase the frequency vaults generate. I noticed that ominous vaults were guaranteed to generate once per room, but the regular ones were frequently missing. (I found a whole chamber that only had 3 regular and 6 ominous vaults.) Each room should have a regular and ominous vault guaranteed.

  • 3
    Registered User commented
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    After playing the live release of this update, I'll say that vaults should be relootable. Perhaps not instantly but maybe after like 60 minutes.

    Because at the moment, in order to get all the loot possible you have to find multiple Trial Chambers, which can be frustrating as they're not as easy to find as stated. 

    Trial Spawners can already re-activate after 30 minutes so why not Vaults? You can collect a bunch of Trial Keys but aren't able to use them anymore because you've opened all the vaults.

    So, my ideas:

    - Vaults as well as Ominous Vaults are relootable after 60 minutes.

    - Trial Keys can only be used on Vaults of it's corresponding Trial Chamber.

  • 2
    Registered User commented
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    Have the vaults reset after a while. I'm making a map and I would rather not have to replace all of them.

  • 3
    Registered User commented
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    I'm sure this has been brought up before, but I just want to keep it relevant.

    I think the Vaults should either have a cooldown or a certain amount of re-rolls, which will make it a more fun experience of playing through the Chambers again.

    This wouldn't work on Ominous Vaults though, as they are more overpowered.

  • 1
    Registered User commented
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    The trials spawners and vaults are a great addition with a real potential, but to my opinion important things are missing here.

    Let's see the problems solved by these additions :

    • Loot is now accessible for everyone and not the first person visiting the structure
    • Challenge adapt to the amount of player exploring and not from a tick delay basis or even just a trap that is a challenge like the first time ever you came across it.

    Now let's see the missed part :

    • Config option and choice to renew the Vault loot. Map/Server Owner should be able to activate via config the option to have reusable vaults in order to get the option to redo the challenge over and over to get more loots. By giving also a time config, it could be able to adjust the farm efficiency by making the reset time like 1 hour for example.
    • Loot should be bind to the player for a few seconds to prevent steal even by accident, something like 10 seconds seems good.

    The good point for the future is that we can expect a replacement of every loot chest in the game in order to get a better multiplayer experience. This should be done by making non challenge bind one opening just by clicking on it and giving it a nice texture adapted to the location (a sandstone look on pyramids or mossy look on jungle temples for example).

  • 0
    Registered User commented
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    I know that under this post I won't be noticed that much...

    Vault should be added to most structrues.
    So that players have a reason to farm more keys. Then they can explore or come back to the other structures and gather additional loot.

  • 3
    Registered User commented
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    I enjoyed exploring the new Trial Chambers a lot. However it does not make sense to be able to get a theoretical infinite amount of keys from a single spawner, yet use said key only once on a vault.

    There are many ways to resolve this without making vaults to easy to farm.

    1. A timer much like the trial spawners
    2. Opening the vault again requires additional key(s)
    3. A new special trial-boss spawner that resets the vaults within the structure, which could require X keys or other items to start the fight.
    4. Any combination of the above 3.

    All in all, I think you did a great job on the trial chambers.

  • 0
    Registered User commented
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    Simple and fun idea for bedrock

    In creative or using commands you can have a trial vault
    -hide its loot
    -have custom loot
    -have a name when looking at it ( like a command block)

  • 0
    Registered User commented
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    I really wish u could make one of those safe DOORS

  • 3
    Registered User commented
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    Make them renewable please. 

  • 0
    Registered User commented
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    After playing the new vaults, I feel that the Aero enchanted book and the music disc from the pots should be more easy to get. Maybe Aero 2 available on the hard chambers and the Aero 1 on the easy chambers. That way you can start investigate what that book does when you still don't have the mace and theorize about ir

  • 0
    Registered User commented
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    Why can't you get ominous vaults from the creative inventory?

  • 0
    Registered User commented
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    I can't place a ominous vault

    WHY????

  • 0
    Registered User commented
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    Something that I noticed is that you cannot get ominous vaults through the creative inventory, even when I want to use it in minigames, the only way to get it is, (I think) using a structure block on it?

  • 0
    Registered User commented
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    Only real note I have is the Vaults being single use per player only.

    With how many keys the player ends up collecting from a run of the chambers, the the Trial Spawners being reusable (but on a cooldown timer), how rare the Trial Chambers are, and how hard it is to find new Chambers. It feels punishing for each Vault to be one use per player. Plus the single use of the Vaults makes each chamber an one and done situation where players just abandon each chamber after using the Vaults in it.

    Putting them on a cooldown timer like the Trial Spawners, maybe 30 minutes to an hour, feels fair. Long enough players don't want to just sit at it and wait, but allowing for them to be reused.

     

  • 0
    Registered User commented
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    After a while keys become useless once you have opened all vaults and by the other hand vaults allow certain stuff to be renewable but only in specific multiplayer worlds which is unfair for single player or servers with not enough users so I've come with a solution for both aspects: trying to open an already opened vault with a key must have a rare chance of closing the vault renewing all the loot inside (you still need another key to open it again). The chance of closing a vault could be 1/128 since in servers you need 128 players to make vaults renewable.

  • 0
    Registered User commented
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    I know it’s probably late for this but the bottleneck on luck for loot makes trial chambers kind of frustrating. Get lucky enough to get a trial key, get lucky enough to get an ominous bottle from the orange vault, get lucky enough to get the ominous vault key, and THEN get lucky enough to get the loot you want from the non-renewable ominous vaults. That’s four luck rolls in a row, and running out of vaults means time to search for a new trial chamber, or running out of keys means time to grind monsters. I had to farmify a trial chamber and create a pillager farm just to get the heavy core and Creator disc from the third trial chamber we visited. I don’t think normal, redstone-unsavvy players should have to do this. Loot odds rebalancing is the only fix I can think of without overhauling the whole system