The Warden is supposed to be able to feel vibrations from sculk sensors and be able to tell the difference between entities and players. But how can that be if the pitch does not correlate to what action is being conveyed? Have different sound effects for variety, but they should be at the same pitch. The ability to detect different actions and output a redstone signal via comparator is unintuitive to discover, and the player would be made aware of its ability naturally as they interacted around it. The first time they open a chest near one for example, it would be noticeably different.
Please sign in to leave a comment.
0 Comments