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Sculk Sensor Feedback

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    Don't forget to renovate sculk sensors before 1.19 comes out!

  • 1
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    1.- They feel good, but what would be better is to add the different scales of a vibration frequency; either the steps give a vibration signal 1, put/break blocks a signal 2, a burst of firework signal 5 and a tnt explosion of 7.
    What this would do is that when it comes to making more vibration the Warden is distracted or confused by receiving stronger vibrations than others and thus we would be able to distract a Warden more easily without the mechanics of smell playing much against us. This for multiplayer would be interesting because instead of being chasing 1 single player it could be made to change the target with enough noise.
    2.- Honestly I'm not from this field and I really don't know what it means but so far it's going very very well.
    3.- It seems to me strategically correct, to make it more difficult for certain areas of the Ancient Cities to be submerged in water.
    4.- There really is no need for such a change, maybe a smooth on-off animation for the Sculk Sensor.

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    I feel that instead of (or in addition to?) clumping vaguely related sounds into each signal strength, there should be a GUI for allowing players to choose what they react to - maybe using a sculk catalyst in a recipe to make a "sculk tuner" or something would let you bring it up, so that you can't just cheese the Deep Dark (at least the first time) by disabling all the sensors?

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    Me gustaría el sensor y el warden detectarán los proyectiles donde caen o chocan no desde donde fueron lanzados, ya que eso ayudaría a distraer al warden y hacer que se vaya a otro lugar

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    Why doesnt this say released? We HAVE the sculk sensor!