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Noise Caves Feedback

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  • 7
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    Yea, the larger caves definently need to be rarer. Hopefully this is just a snapshot thing like the Amethyst Geodes likely are.

  • 4
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    I think it’s too dark in the big caves, such beautiful generation, can’t see a thing.
    I hope glow squids are added to the aquifers.
    It would be nice if the mine shafts connected in the noise caves, with maybe even ladders or stairs connecting sections.
    You could add a function in settings where you can control how much lichen spawns in caves.

  • 4
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    So i played about 1 hour in creative to have a complete look at the caves and i have the following feedback:

    1. new caves are so cool

    2. there is what i think is a bug which lets fish spawn in underwater caves like at minus 20 and it is a bit insane so i think that you should prevent fish from spawning in deep underground underwater caves

    3. i know that it is a bug but "lakes" on the surface leading to submerged cave system is something that you should keep as a feature

    4. i found that a lot of caves are flooded even if at very low leves as far as i understood it is a bug but like point 3 you could keep it as a feature, finding some big noise cave system completely filled wth water and so going mining with water breathing potions to explore them is just AMAZING.

    5. it looks like that there is much less lava generating overall compared to before you should fix that and perhaps add "volcanic caves" or something on those lines which are caves with lots of lava.

    6. it looks like that many caves both of the old type and the new one get cut out suddendly and you mine just 2 o 3 straight blocks and access another cave. As far as I understood it looks like that the generation system as problems with seamless cave intersection but instead cuts them and block the intersection, i think you should have a look.

     

    For the rest given it is the first cave snapshot i think the new generation is a amazing and with a few tweaks here and there it will be just perfect!!!

  • 11
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    DarkstalkerMoon I disagree with decreasing the noise caves. Despite how huge these caves seem, they don't actually take up that much space underground because they're so spread out. We should instead increase the amount of smaller caves such as the old cave generation. There is plenty of space underground and the developers should take advantage of it.
  • 4
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    Right now there's only really two ways to deal with darkness on the scale of the giant caves: lighting things up by placing lighting blocks by hand, and using the Night Vision effect. I think those both work, but I think it's worth considering some kind of in-between, such as having some form of light source that is throwable, so you can light up an area that is further away from you, without completely changing how the game handles lighting. Some other options might be some kind of enhanced version of the spyglass that effectively uses night vision, however I doubt people would love feeling the need to scan over an enormous cave slowly and methodically with a spyglass. Perhaps you could somehow throw glowberries to generate some light on ceilings, or something with flame bows. 

  • 14
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    As someone who just pasted their decade of playing Minecraft just a short while ago. Not to mention posting here for the first time.
    These caves are my absolute FAVORITE change made to the world, just beating out the aquatic changes. The world feels awesome and filled with wonder in the way it first felt when first playing it as a kid. There are a few little thoughts however I would love to add as part of my excitement for whats to come.

    I would love to see some of the sea grass in the Aquifers, maybe in diminishing amounts at deeper levels.
    I would love to see the water biome color tints independent to what aquifer they’re in, instead of which biome is above.
    I think the glow lichen should be much more abundant in or around the watery areas because they would likely thrive on the moisture, plus it come on, wouldn’t that look cool.
    Lastly I would love the see there be a few less mine shafts, and have them focus on connecting large caves or having some sort of path to lead you to something cool like a geode or a large ore vein or maybe some of that wacky archeology business you guys have coming; instead of just snaking around like caves themselves.
    That’s all I have to add. I cannot wait to see what you all are working on! This game has been my favorite game for half of my life. I do not even under stand how it hasn’t gotten old, it must be magic or something. Thank you guys for always putting your all into amazing new features!
    - long time fan

  • 5
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    Now I don't know if it's because there aren't any biomes in the caves yet, but I feel like the big noise caverns feel a bit, too expansive? I don't know. I think maybe noise caves should generate a bit fewer in between, but this opinion is very likely to change when ores and biomes come into play.

  • 10
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    Maybe aquifers would look nicer if they spawned seagrass and several mobs, just as old underwater caves. Also, glow lichen spawns in very small and sparse groups for it to actually give a proper feel of the cave you're in, IMHO.

  • 1
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    I think the Noise Caves should fill with cave_air where terrain had been. This would allow the cave biome related stuff to only replace things that were underground by replacing only cave_air blocks.

  • 4
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    Aquifers are an intended feature. Noise caves can become flooded with water through aquifers, though they only generate below y:31, which will change later. They will allow aquifers to generate at any height so that caves don't get completely flooded by lakes, though you might still find entrances to partially/mostly flooded caves. Noise caves with surface entrances are now always fully flooded, and I think that shouldn't be the case.

  • 3
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    I am very surprised by the snapshot that you gave us this week, I didn't expect it but I ain’t complaining. The caves are really beautiful with the waterfalls and pillars that support the caves. But I noticed that they could be quite dark, I believe the developers could probably tweak the generation of the glow lichen so the big caverns aren’t really dark. Another great thing that could be added is the glow squids in the aquifers to add more ambience and I think it will be pretty cool. But other than that the team and developers really outdone themselves with this snapshot and I’m exited what will be next.

  • 10
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    Here are some of my observations after playing around a few hours into this snapshot:

     - The current "blotches" of andesite and granite and diorite look out of place in these massive caverns. Especially the dripstone patches. There should be more blend between the stone types. Perhaps the blotches could be significantly bigger, or even small "micro-biomes" of the stone types

     - The stone "dams" separating local water levels don't look natural enough. IMO they need to be more cylindrical, and more importantly have a couple layers of stone penetrate the water instead of the water "slicing" off the bottom.

     - Amethyst geodes should be significantly more rare. And amethyst needs more uses, maybe something like a new powerful late-game light source to properly light up these massive caverns

    - The mob spawning algorithm really needs some reworking due to all the new space these caves are creating. Getting to the lower levels was not as challenging as I would've liked. De-spawning rules should be more aggressive

    - Glow Lichen should come in small patches, and be reserved for the deep aquifers and caverns, not regular caves

    - The progression to iron is wayyy too quick IMO. It's really easy to have full iron tools and armor by the end of the first day. Iron ore's distribution should be pushed down a few Y levels, and a bit rarer near the surface, to incentivize caving and making stone tools not completely irrelevant by the second day.

  • 9
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    Before this post opened I posted a comment on another thread on an idea that would help light up large caves, and that is by being able to shoot torches with crossbows. Now that I think about it you should be able to shoot lanterns with crossbows too so it can light up the ceilings. This link leads to my first post about it on the MC feedback site:     https://feedback.minecraft.net/hc/en-us/community/posts/360077127672/comments/360014281071.

  • 5
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    I'm not quite satisfied with the mineshafts although they do look cool as does everything else. I think the generation needs to be adjusted a little more. Additionally this might just be a personal preference but I feel like the support pillars generated with it should instead be singular ones in the middle of the path rather than 2 on the side.

  • 3
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    Noise Cave should not take up all the space, classic caves should be more common.

    Besides, I am not happy with the removal of the assessment ditches, because they were an interesting addition and a small underwater challenge, so I hope that the oceanic Noise Cave will recreate their atmosphere.

  • 3
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    Firstly, the cave generation looks amazing already! I'm so excited to see it fully complete. 

    If I had to make a suggestion, I think one feature that I don't agree with is the water. I think the intense blue water doesn't go well with the stone around it. I'd love to see a new color for water while in caves, like a more murky and desaturated hue for caves to make it blend in more. Maybe different cave biomes can have their own watercolor? Like the dripstone caves are a more grey-pink color to match the dripstone blocks? I understand this can affect underground buildings, but I strongly believe that if the water matches, it can look amazing. 

    Thank you for your hard work. <3

  • 7
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    I’ve noticed that the aquifers tend to generate different water levels right next to each other, which looks really weird. Additionally, they are often connected through the bottom, which I don’t think is possible in real life because the water would just balance out to one level. So maybe we can make sure the different height aquifers are not connected, so everything will look more realistic.

  • 7
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    I believe that the larger caves should be scattered, they pose a challenge to new players due to their size and the mobs that spawn, if they are the majority of caves that generate, they force the early game progression to be harder than late game imo. So the larger caves should be like finding a jungle biome or a mesa, not nearly as rare as that, but a reward for exploring and not the norm of the landscape.

    Another thing- I find the transition between aquifers of the same level jarring, there are no waterfalls between them, making them hard to boat down in one go. The walls between them floating and not going all the way down breaks the semi realism and makes them seem detached from reality.

    Something else- There should be vegetation spawning in the aquifers, such as sea grass, lily pads, Sea pickles(to help with lighting) or even kelp. Vines could go from the ceilings and sprawl down to the floor. I also think Fish spawning in the aquifers and ice forming at mid Y levels before the lava would be neat, just to give a sense of vertical progression (ice, then lava, then deep dark). Thank you for your consideration 

    All in all this snapshot is amazing! Continue the great work please.

    Sincerely, a long time fan (from minecraft PE beta)

  • 1
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    They are amazing. There are so many mobs spawning so it makes up for the easier ores but you are changing them anyway. This will look epic with new biomes.

  • 8
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    somes aquifers look wierd with different levels in the same body of water. but the different levels are really cool if it wasn't in the same lake. i could see this as a sort of variant biome of regular caves, where more of them are able to generate, if not unable anywhere else. 

    in thoses bodys of water we could find glow squid and a bioluminecent plant or at least a little bit of under water life.

    also i think the paches of granite, andesite, diorite, dirt and gravel too small for the noise cave. maybe add bigger paches that could be really cool to farm and in clasic caves. but keep smalls ones because they look great in smalls caves. same for lichen.

    and lastly, i really want new forms for clasics caves, something like the ravines or the loop cave that we can see from time to times. forms like thin pits, like the ones at the surface but thiner and longer, or large and low celling caves almost like a side way ravine.

  • 8
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    I love the new caves! An idea I have is to make either a new mushroom with a higher light level to help light up these massive caves or increase the light level of the current mushrooms

  • 4
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    I am really enjoying the visual aspect of the caves so far, here is my feedback:

    Ore minability:

    The caves have 2 big effects to ores, They are much easier to find because they are exposed,  they are much harder to actually mine cause they could be floating 50 blocks above. This could make actual caving rather tedious as one would just go from vein to vein, pillaring up, mining 4 ores. Pillaring down, Repeat

    My suggestion is, the deeper you go, make ores a lot rarer but also let them spawn in groups of veins . An ideal situation would be to having to explore the noise caves to than find a huge wall with some iron ores exposed to the outside, mining into this wall and around it will uncover more iron ore veins. If these vein groups are large enough it could even be worth setting up a mining outpost

    Mobs:

    It was already so that large caves could easily be very dangerous because of many mobs being in them. I fear that the Noise caves could be so dangerous that many players in survival would rather avoid them. 

    I think this might be the right update to introduce some new mechanics to deal with mobs in less violent way. Maybe something like a bright flair could halt spawning in a big radius or some other ways to repel or stay hidden from mobs.

    Navigation:

    Noise Caves are dark, difficult to light up, laddering up works well but down not so much, Scaffolding is nice but proper cave navigation shouldn't depend on having found bamboo.

    flair, height sensor, rope. [end of character limit]

  • 1
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    The new generation is amazing! But there is the concern of diamonds being easier to find.
    In my opinion, one way to balance this is to make diamond ore drop diamond shards instead of full diamonds, then craft these shards into the full diamond.
    Another suggestion is to make diamond generate more likely fully covered by stone or any surrounding block (inspired by netherite never spawning exposed to air).

  • 0
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    The world should generate like past version when the world type is "Floating Islangs" or "Caves"

  • 0
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    I was thinking that maybe an improvement for noise caves could be to add some realism. You could have a creek that has carved out its little path down into the surrounding landscape slightly (as it would naturally). This would be at the level of the local water table, and if it were to go towards an area of raised land, it would carve its way down into the side, and be the entrance to a cave system. The lakes could be somewhat similar. Other than these two types of cave entrances, the two that could be kept from before would be sinkholes and ravines, being formed by natural tectonic processes. If you wanted to improve the realism of oceans further, you could have something like a mid-ocean ridge, with its own little biome with heat vents and a set of blocks or mobs that live in the hot environment (worms?). the counterpart to this (already in the game) is the oceanic trenches, where plates are subducted. I have to admit, it wouldn't be terribly hard to do this if you just chose these biomes for an ocean at random, but it could be considerably harder if you actually made accurate tectonics. I seem to have gotten off on a tangent, but an accurate cave entrance would be cool, and it looks like you guys have made some crucial steps in that direction.

  • 4
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    I do really love the idea for the noise caves, although they seem to generate too much on the surface, altering the terrain generation. is it possible for you guys to tone it down at levels Y=64 and above? It's great to have cave entrances but this is a bit extreme when my savanna plateau areas are getting sliced up by the massive caves.

  • 2
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    The caves are amazing!!! however in the massive caves ores are way to easily found I would suggest bigger veins but less of them. Unfortunately I will never be satisfied till the world is as deep as it is wide. Cubic Chunks!

  • 4
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    The Giand Caves are AWESOME but they are very dark, many mobs spawn there that are quite easy to avoid and ores are much less chalenging to find.

    I would suggest making the new big caves a little bit more uncommon and adding:

    • more narrow diagonal spagetti caves and less big ones
    • more low sealing cheese caves and less big ones as well
    • a cheese like cave but with thicker pillars and spikes made from stone, making a rough terrain
    • tunnel caves with many small caverns and pokey holes in any side like an eroded cave

    Big caves are cool and have many potential but small caves are more challenging, add variety and they can hide many adventures inside them!

  • 4
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    I think that there should be more entrances to the big noise caves. It was hard to get in to them in survival mode. Like more of the tiny old caves going deep enough to get to them, or the lake openings for flooded caves could have some air pockets that lead to them

  • 1
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    I personally think they should be hard to get to. Here we have a whole new thing that is incredibly dero down that will make it easier to find ores and come up with so many underground systems. It was already hard to find diamonds, I would think if we were to get something that makes them easier to find we should make it harder to access.