I understand that the developers have said that they do not want to incentivize defeating the Warden. The purpose behind this is to have the player "win" against him via other means, such as sneaking around.
However, at the end of the day, it will be possible to defeat him properly in typical combat- albeit very difficulty. So in what way could we reward the player for this, while simultaneously not outright encouraging it? I think I've found a very interesting solution.
One of the worst feelings in Minecraft is when you lose all of your items to the void. If you fall into the void while in the End, the feeling can be gut-wrenching when all of your primary items you worked so hard for all get permanently destroyed. At least when you die by other means, there is typically a way you can go back and retrieve what you have lost. But when you fall into the void, that's it. All gone.
What I propose is a mechanic to earn your lost void items back. If you lose your items to the void, you should have a means of getting them back by defeating the Warden. This would be a challenging activity that would provide a unique reward to those who take down the Warden. Because losing your items to the End is a rare occurrence to begin with, it would not incentivize players to defeat the Warden all the time, but only if they deem absolutely necessary.
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