The ancient cities have a poor reward for the risk involved in going there (torches, coal, bones, pants) it makes no sense to go to a dangerous place to get the recovery compass because only an experienced player would complete that dungeon so it is difficult for him to die, on the other hand, a non-experienced player who dies often would not complete that dungeon.
Another case is the mansions where the only reward that has value is the totem and can be obtained through raids to the villages.
In the end cities we have the best item of the game (the elytras) and in this structure there are only shulkers (cubes that do minimal damage and have no movement).
You have to improve the reward and risk of the dungeons.
The old cities carry a lot of risk and their reward is minimal.
Mansions are the same
End cities are too easy to overcome and their reward is too high.
My solution is to copy the idea of the trial chambers vaults in the other structures and dungeons, for example you will need to explore several end cities to find the elytras if you had no luck with the vaults as well as the new weapon the mallet.
(In the case of the ancient city I think the reward would be to enter the portal that is not yet active).
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