12

Parrot Warden Mechanic

7 Comments

Please sign in to leave a comment.

Sorted by oldest
  • 2
    Registered User commented
    Comment actions Permalink

    Excuse, but why would a mob the Warden be scared of its own noise? Isn't that the same noise as Sculk Sensor? Besides, it doesn't react to sounds. It reacts to physical motion. Mob sounds are not detected by the Sculk nor the Warden.

  • 2
    Registered User commented
    Comment actions Permalink

    Please Read: Well actually, the Warden detects "vibrations" which includes motion so I thought that it would be a good idea if the parrot produced a vibration only in this specific scenario when it's on your shoulder and the Warden is nearby, but it doesn't have to be the same sound as the Warden or the skulk sensor. That was just a thought at the time, it could be some other sort of creepy-ish sound or something else that the Warden would be scared of.

  • 2
    Registered User commented
    Comment actions Permalink

    Sounds like a great idea honestly, no matter how they implement it and ignore this other guy. Even if it was not to be added still a cool idea.

  • 1
    Registered User commented
    Comment actions Permalink

    I think the 50% chance is a bad idea, personally, because making something so risky entirely based on luck is always a bad idea. No one is going to want to risk that, as Wardens are powerful, and if they think they're skilled enough to fight it then they wouldn't need the parrot in the first place. Balance is already created by the concept of having to bring a parrot down cave-diving with you, as it is awkward and dangerous. The idea of a new mob-pet fear mechanic is a good idea overall though, so I think you're onto something.

  • 0
    Registered User commented
    Comment actions Permalink

    I don't think the Warden would be scared of a cave sound either. It literally lives in the caves. It's designed to be the biggest horror throughout the entire span of the game. Overall the idea of having it scared of something seems weird to me, as it really doesn't fit with its potential lore. Just like they did with Ravagers fearing Rabbits; it's funny and has some potential, but it doesn't really make much sense in the bigger context of the game and its origin. And I do agree that nobody would want to risk with such a 50-50 scenario. It's also worth noting that we know the Warden wouldn't full on attack you just the moment you slip or make a single vibration. During Minecraft Live we learn that it first investigates the locations of any vibrations it senses. So it's not like it detects you once and you have to run. After all it's blind, so it can't tell what it's detecting right away before it reaches the location. They said you'll be able to use projectiles to create vibrations away from you and distract it. So a wrong movement will not be a death sentence. You'd still have a chance to distract the Warden before it finds you. I've seen too many people worried that one wrong movement will be your death; from what we've seen that is not correct. The Warden only locked down on kingbdogz when he hit it. Before that it was just walking slowly towards him to investigate the location.

  • 0
    Registered User commented
    Comment actions Permalink

    Please Read: How about, It's not a 50% chance that the parrot fends off the Warden or the Warden attacks you, but instead, it works up to 3 times before the parrot doesn't make a vibration anymore or maybe there could be a cooldown before it starts working again. As for what noise it would make? I don't really know, however I've learned from your persistent critisism that a wrong movement wouldn't necessarily be a death sentence and that nobody would really want to risk that 50-50 scenario and It's not a good idea to let it  down to chance. P.S: Please don't talk about the idea of the Warden being scared of something "Not fitting with it's potential lore" as how do you know that it doesn't fit with the lore if we don't know what the lore is yet?

  • 0
    Registered User commented
    Comment actions Permalink

    I'd say through common sense. A mob that lives in the depths of the underground and is made from Sculk, a bone-like material, and has multiple souls stored within it. Doesn't seem really that convincing that it'd be scared of any sound whatsoever; after all it lives day to day with the most horrifying sounds that could ever exist.

    Note: I'm not criticizing because I simply hate the idea. I'm trying to be productive and think out loud. Honestly in general, I'm against coming up with very specific ideas about features when we know there are so many mechanics and underlying features we haven't seen yet. An idea about the Warden or Deep Dark can sound very cool in theory, but in practice it might contradict with one of their design goals or one of the other gameplay aspects of that mob or biome. With this specific idea, I'm thinking that being able to simply ward off the Warden might not be what they're going for, as they've said repeatedly they want it to be a stealth mission. That's why a boot enchantment is also not an option they're considering. I could totally be wrong, but that's how I see it. I also think another problem in general is that people are over-exaggerating the difficulty of dealing with the Warden. Its extreme strength is meant to make you try as much as you can to not provoke it, not really keep it away. And by provoke I mean having it lock down on you like it did when kingbdogz hit it. After all, it's blind. If you don't pick a fight, you won't get a fight.