If you want to propose a change to an existing structure (like villages), or add something brand new in a current dimension or biome, this is the place.

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Better/ bigger dungeons

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  • 44
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    I really like this idea. I really do. I have said to myself that bigger and better dungeons would be a major step up to the dungeons we have today. But, these dungeons would have to be a little bit harder than whet you've put in here. I don't think 4-8 spawners is going to cut it. If we are talking about loot, like tools, diamonds and enchantment books, then having more spawners will make the dungeons more balanced.

    For Example:
    1) You don't want to have a dungeon that just lets players walk inside and take all of the loot. That would be a heavy unbalance to the game.
    2) The dungeons rarity would have to be quite low, as having them spawn at the rate of ravines would make them to easy to find.
    3) If these dungeons are able to spawn in the Nether/End, they are going to have to have more loot and more enemies, or finding them just wouldn't be worth it.
    4) If we are talking about dungeons that can have different features depending on what biome they're in, that means that they may have to have items and loot based around that biome.
    5) Going back to the rarity thing, bigger dungeons might be better off if they are more rare.

    Just to remind you, I do really like this idea, and in total, I don't see many problems with it. There aren't any major problems with this idea. Plus, Minecraft is heavily overdue for these types of ideas.

  • 5
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    If you add even more spawners, the dungeon would be a dungeon and the ultimate natural mob farm once you've cleared it.  Even as it stands, I would be beating it for the close proximity of multiple spawners more than anything that you could find in the chests.

    Given the number of diamonds and enchanted books I've found in easy to raid chests, I don't think the loot is too much.

    Another thing to keep in mind is in Bedrock, mobs from spawners never despawn.  So clearing one of these wouldn't be like Java where you find it, back off to make everything despawn, and then rush in with torches.  Unless you managed to notice it from a distance, you're going to be dealing with a built up group of mobs that you have to kill to make the area safe.

  • 4
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    Gotta agree with ClayGoddessSari here. More crazy mob spawners just means more crazy mob farming once you've defeated the whole thing. I don't think that's a consequence the Mojang devs would particularly like.

  • 1
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    I put this idea is as a placeholder and for a few comments to roll in. I have considered that once you clear it you can use the spawners, I did that for a reason. Not just for the items, but because the mob kinds can vary, like endermen and skeletons. It would be like a hidden bonus for clearing it. Also, notice how I said dungeon, not STRONHOLDS, which are much bigger compared to a dungeon.

  • 7
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    I think dungeons should have hallways and rooms like it's a small stronghold.

  • 1
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    With the new 1.14 update coming up, it would be cool to see some sort of illager base camp or fortress to infiltrate. Also I think that jungle temples need to be redone and improved because as it stands its a big block of cobblestone with mediocre loot inside and barely any risk/reward. I think instead of a cube temple it should be modeled after a mayan temple or something like that with more traps and hidden passages. The same could be said about the desert pyramid.

  • 1
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    IMO, it'd be cool if the dungeons had designs similar to the first Zelda and the gameboy titles.

  • 1
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    I created a post to tie into the better dungeon post. These will slightly nerf the dungeon's mob spawning abilities. I hope this may clear up your concern s about the mobfarms ClayGoddessSari and MachuPichu.

  • 2
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    good idea dungeons can have some traps in it like jungle temple

     

  • 2
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    Make skeleton dungeons have a higher fossil rate around them but also making them more rare with a chance of skeleton skulls (maybe one or two)spawning

    Zombie dungeons with a hidden spawner in a coffin in the middle with some loot no better than a golden apple (maybe bones, rotten flesh, a gold tool, iron ingots, seeds, and string or cobwebs

    and spiders with some sort of statue or underground ruin filled with cobwebs with the spawner covered in cobwebs and chest in hard to reach places

  • 0
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    like How To Minecraft season 2 did with the custom dungeon raids

  • 0
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    To avoid the massive spawner problem, what if the spawner was a special block you had to break to reach the treasure?

  • 0
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    Not trying to be annoying but that’s kind of a stronghold

  • 0
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    Make the DUNGEONS like Minecraft DUNGEONS!

  • 2
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    I actually built off this idea with a dungeon update. But yes better dungeons.

  • 3
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    TangoTek's solution to this is a great example of what we're missing out on. Plus, with Hytale coming out soon, now would be the best time to boost Minecraft's dungeon experience as well. This can be doned alongside a Cave Update, I think it would be a great incentive for new people to join the game!

  • 0
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    Better chest loot?

  • 1
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    Sure, but first they'd have to fix mob spawning so farming isn't overpowered. Decreasing spawn rate if the player isn't taking X amount of damage for example, or if most of the mobs end up going to the same place (or similar places) like collection chambers. 

  • 1
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    Dungeons cant bee bigger than 32x32x32 blocks

     

  • 0
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    Dungeons need an upgrade. But, that is for a cave update. I will only talk about what should be added to the dungeons.   1: They should be bigger. A 7x7 area doesn't live up to it's name. We could improve that by giving them a big, random shape, when you enter, there will be 3-5 spawners with zombies, skeletons, or spiders. Later on you will find redstone dispensers, and a new mob, the guardian. 3 blocks tall, 1.5 blocks wide, and 1 block long. They would be heavily armored, with the mercenary armor from minecraft dungeons, with a small improvement. They would wield a battleaxe and guard the treasure room. It would have diamonds, gold, iron, emeralds, and 0-3 netherite scraps. And normal dungeon/desert temple/ mineshaft loot. That's all i have to say about the dungeons in minecraft.

     

     

     

     

     

     

     

     

     

     

     

     

     

  • 1
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    grian's idea was amaZing for new dungeons check that out

  • 0
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    I think this is a good idea but I still would want there to be the original dungeons as well for a reminder of the past.

  • 0
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    i think thats a little too big, what about several different sizes with yours the biggest

  • 0
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    I would love to see a dungeon that you actually get to explore and isn't only a little square room. Imaginé traversing it and getting lost in the underground halls fighting mobs, avoiding traps, and perhaps even (though I know this might be pushing it) fighting a mini-boss of sorts (like the Elder Guardian in Ocean Monumentos).

  • 0
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    I would say the dungeon would be too big, I would probably have it around slightly longer than a normal dungeon and slightly slimmer

  • 0
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    I agree some new challenge would be good, and another post got me thinking of "Pocket Dimensions" for Mazes and Dungeons, this would allow for huge/detailed builds without impacting the world generation, just an archway for the portal. To decrease the Mob Farm have these pocket dimensions be more like events, lasting only about 4 hours real-time (12 game days) and then they close and regenerate. On Peaceful and Normal a player trapped inside would be teleported to the archway, Hard and Hardcore would fall to void, items stored in chests in the dungeon would be lost. Every game day a gong/alarm would do the count down from 12 rings. So if you only hear 1 gong in the dungeon you have 20 minutes to escape. This would allow for mixing blocks/mobs from all dimensions, so you never know your loot, or danger you will face in what combination. As an optional risk/reward with no ability to farm and a limited time frame, I think would add playability. Especially if they even only start randomly every few full moons. 

  • 0
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    Also, maybe add (at some point) basically a mega dungeon with tons of great loot, but tons of mobs. Like maybe it goes by a floor system that gets harder as you go down, thus better loot with the bottom layer having something insane like netherite but maybe a new boss to guard it or just an insane amount of spawners.

  • 0
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    Dungeons certainly should have a varying number of rooms and maybe stairs and trapdoors.

  • 1
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    What if the structures used dispensers with spawn eggs for the mobs? This avoids the spawner problem and would make for interesting survival collectibles if you can stop the mechanism early enough.

  • 0
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    If mob farms are a concern with putting more spawners in a dungeon, then perhaps some of them could spawn stronger mobs (e.g. wearing armor or having beneficial status effects) or even spawn mobs unique to dungeons.