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Deep Dark Experimental Snapshot Feedback

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    Warden Feedback

    A few things need tweaking from watching people cheese it on streams, could do with being a little faster running from it is currently an easy escape forcing it into unloaded chunks, it needs to scare golems and withers away, fire proof is a must, maybe a little knockback as well as it needs to repel arrows like the dragon and wither can at half health, and to be a melee finish to stop pillaring up with a bow, lava etc.
    I would like it to be only angered by players and not mobs, it completely ruins the experience when its chasing a bat or zombie from another biome, i see the reason nothing else spawns in that biome, but biome merging defeats that.
    Would also be nice if it had a long swing like golems not being on top of it and it hits hard in one hit/ one block next to it, maybe 5-6 blocks away is 1/4 strength, and close gets a stronger melee attack, little things really you have done a wonderful job on the animations and way it spawns.

  • 1
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    I feel like the animation of the Warden getting angry is too long? Like, when you see it tilting forward and screaming, you can just run and that's fine? There's a similar problem with the digging up animation: is long enough that you can run away and prevent it from spawning.

    Also, I feel like this angry scream animation doesn't "flow into"/match the running animation. The Warden just screams, slowly lowers its arms to a neutral stance, and then whiplashes its way towards you. 

    To improve the animations, i suggest the scream be more explosive, tilting forward earlier, and immediatly merging into the wobbly run. For the "fleeing while raising" problem, I suggest giving (a bit of) slowness and mining fatigue alongside the darkness effect (maybe sync'd with darkness pulses), emulating a sort of "fear" effect.

  • 0
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    Was the Warden challenging? 

    Not really, because you can just build a pillar and smack it with a sharpness V sword 30 to 40 times until its dead.

    Describe any encounters you had with the Warden - did they feel enjoyable?

    It's hard to explain because I recorded it. I can tell you that they are not really enjoyable because my game lags whenever I get the darkness effect.

    Were you able to figure out how to sneak around the Warden?

    Nope. What's the point.

    Were you able to loot chests in the Ancient Cities without being killed by the Warden?

    Yep.

    Describe how the darkness effect felt.

    Painful when you have a 3 year old computer. It lags my game.

    In your encounters with the Warden, how scared did you feel?

    I didn't feel scared, I was panicking inside and panicked more when he came at me. 

     

    Now, here is what you should do. Change the enchantment levels so you can put on the new enchantment on a piece of your already enchanted armour without it saying 'Too expensive'. I looked at the stronghold and the ancient city to find that they are almost spawning on top of each other. 

  • 1
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    Well, I don't have Java, but according to what I saw in the clips, it is easy to avoid or defeat the Warden by building 3 blocks to the top or a narrow corridor of one block and then placing one block stop or digging the wall as you do with the Enderman or Iron Golem
    I think that the warden should release something like vibrations in a circular motion (like the particles that the warden picks up and the Sculk sensor and they are attached to in a circular motion) around him with his horns or his chest to push the player to fall if he builds up with light damage
    How about a baby warden, it would be great if he could follow you into narrow lanes, or maybe the warden could reduce his size.
    Maybe a warden can break through walls or climb (or maybe he stands in front of a wall you built up or you dug and turns blocks into a Sculk block and passes through or climbs up to you)

  • 0
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    I understand the point of the warden is to keep people away from it and to not be farmed, but for how strong it is and how bad the loot in the deep dark cities are, it’s just not even worth it, I think the warden should drop something, something not worth farming him out for, but something good, maybe it could drop its heart and that can be used, in the shield slot or be combined with a shield to scare of mobs when the shield is up, it doesent scare certain mobs such as iron golems, other wardens, denser man, large mobs etc, other approaches would be to decrease health to that of the wither, or make the ancient city loot better, such as adding diamonds, emeralds, iron, lapis, red stone, etc, otherwise evreything else looks great!

  • 0
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    It's too easy to avoid the Warden attacks... pillar up 3 or 4 blocks, or mine a small hole on the ground or walls, and then wait for it to despawn. I suggest giving it a new attack: it sends a corrupted vine/ damaging sculk through blocks. Visually, it could be done with particles, or temporarily "sculkifying" blocks. It would pathfind towards you and hurt you off the pilar or inside the holes.

  • 2
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    I feel like the Deep Dark city has a lot of potential, but right now it's too high risk for little reward. I feel it would be more of an interesting and mysterious experience if there were rare items that can only be obtained in the ancient city (apart from just enchantments). Artifacts left behind from an old civilization or something like that. It has the impression of being really important and that it contains really good items because it's guarded with the warden and all the sculk blocks, but it's kind of just a bigger dungeon with swift sneak being the only original item (which is really only useful in the deep dark anyway so if there was a reason to go there then it'd be better loot). For the Warden, it's really easy to just run from it. I feel it would make it even scarier and unnerving if it loses you for a bit, gives you a sense of safety, and then charges after you again. Overall great snapshot, just feels a bit meaningless to go to the Deep Dark unless something worth getting is added

  • 2
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    Deep Dark:

    - Have more sculk everywhere, not just in small places.

    Ancient Cities:

    - Add more rooms, and more easter eggs :), I love the dungeons with a lot of secrets/rooms.

    - Add something to encourage us to visit it.

    - Make less rare to find.

    Warden: 

    - The warden cannot be killed by making a tower.

    - The warden can walk in the water without any problem.

    - The Warden be immune to lava.

    Good job!

  • 16
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    I feel like there should be some sort of map or way to find ancient cities, because otherwise they're not only very rare but also hidden underground, unlike other rare structures.

  • 0
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    Dealing with the Warden was a pretty scary experience, but the only problem I have with it is how easy it is to kill it. You can either dig straight down or build up a few blocks and it wouldn't be able to attack you. Exploring the Ancient Cities has been really great so far. I love how everything looks and feels. Opening chests has not really been a problem either.

  • 0
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    I love it, but to me, there is 3 issue that needs to be looked into;

    • Bats, it spawn in the ancient city and causes the sensor to activate, leading to the warden to spawn and chase the bat, my suggestion is to either make the bat silent to the sensor or afraid of the sculks so they always fly away enough from the skulk detection (in my gameplay, I had to use a command block to disable the spawn of the bats because of it),
    • Loots, it feels that the structure is not rewarding enough, I know this place can be accessed in the overworld and so either in the early game or end game, meaning you can't give too much loot, and there is Xp everywhere with all those sculk blocks to gain, but, even if you can find some diamond on the ground since the ancient city is located underground, it would be nice to have at least one diamond in one of those chest to give to the player the feeling that it is worth the risk to explore this very scary place. Some iron armor or enchanted chainmail armor would be very nice too,
    • The Warden is cheeseable, it's easy to pillar up or dig away, I would suggest for the warden to dig back on the ground and tunnel to reach the player, or do a sort of shockwave attack to push the player off of the pillar, or even just throw some sculk gathered on the ground at the player and give some effect, like poison or slowness, or a new effect that makes the player attracted to the warden,

    Anyway, the snapshot is awesome and I can't wait to discover the rest of the wild update :)

  • 1
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    Warden:

    - The hearing stuff worked well, but it got distracted by mobs that spawned nearby every few seconds so it wasn't much of a threat to me since it just ended up going after zombies, skeletons or bats (they flew up and got the warden stuck chasing them).

    - I don't like how the rage mode works. I like that it can start chasing you if you make too much noise and eventually kill you, but I don't like how it stays in that state for a really long time even after you're a considerable distance away from it and remain silent. It feels like it's just seeing you at that point.

    - Solutions for anti-escape methods: You could make it climb pillars, or throw something at the player. If the player blocks off an entrance to a room, you could make the Warden emerge from the ground like it does when it spawns and play a sound that indicates it's cooling down that ability.

     

    The darkness effect:

    - I don't like it just because it makes it impossible to see where you're going. I'm not against it since I really want to feel scared and threatened, but I feel like an effect like this doesn't really work in a huge open space like the ancient cities. That brings me to my issues with the cities themselves.

     

    The cities:

    - They feel too open (I like how big they are though). You can fly in with an elytra, fly out, and never encounter the warden once since all the rooms are open. They feel too easy to traverse, and the high walls don't help with the warden pillaring issue.

  • 3
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    In my experince the deep dark has been extremely hard to find in survival. At most i would find a few sploges in some random caves, but it never felt like a continious biome.Deep dark cities where even harder to find, I only got to find on using comands, so an adition of "ancienty city finder map" or something like that would be very much apreciated.

    The warden felt really chalanging to avoid if I did not use any strategy. Just by trowing snowballs it got fairly easy to avoid. The loot in the ancienty cities felt EXTREMELY lacking though, I think that having some creative way to tie in some loot would be interesting (like how it is in bastions), by for instace integrating iron or blocks on some of the buildings, or maybe one of the parts of the deep dark city having enchanting tables.

    I would say that maybe also having some other deep dark structures that "lead" to deep dark cities would also be an interesting way of making them easier to locate

  • 2
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    A gamerule to adjust maximum sculk catalyst infection distance would be nice.

  • 0
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    The loot could be a bit better maybe mob heads or spawn eggs? So theres a real reson to go there and maybe some indication that your entering the dèep dark so your not dropping on to a skulk patch spawning a warden and looseing all your stuff

  • 2
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    Warden is very weak in cobweb. Also simple water stream can push him away easily. He need to have ability to destroy blocks or at least cobwebs. And needs to be stronger against water. He's like 3-5 tons weight. How come 10 liters of water can push this thing?

  • 2
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    idea: new void sword that does 12 - 15 attack damage  can charge up a special attack that gives the enemies the wither affect but consumes hunger will be found in deep dark chests can be enchanted with

    the soul bind enchant that keeps the sword after you die

  • 1
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    I really like what you have done for the deep dark and the warden
    My only problem is that the warden can spawn literally avrey where
    I originally thought the warden will spawn just in a specific place in the ancient city but in this experimental snapshot the warden spawn where ever there is sculk blocks
    a mob that have this huge amount of health and damage points shouldn't be spawning avrey where and stoping the player from his casual mining or caves explorations, right?
    I would like the warden to be a very unique mob that I can't spawn it in survival using just some sculk blocks
    And even if the deep dark biome is quite rare, if the player found one this would be it he can spawn an infinite amount of wardens avrey where
    That wouldn't make the warden a very unique mob

  • 0
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    1- I enjoyed the scary vibe that the "Warden" generates, it's fast and hard to dodge just by crouching.

    2- The encounters with the "Guardian" were intimidating and threatening since in closed places the player listens to him but does not know where he comes from.

    3- Yes, through distractions and stealth.

    4- YES since the "Warden" cannot counter the strategy of building a tower and killing it easily, it is easier to kill the Warden than the Hoglin, and the Warden is able to get stuck in a water block and not come out.

    5- Terrifying and is a great ability for the "Warden" as it makes it impossible for him to run away from him.

    6-If it wasn't for the fact that the "Warden" is easy to annihilate with the build a tower strategy, I'd be terrified.

  • 0
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    Yes, Warden was pretty challenging, even with the full enchanted armor and weapons.

    I still didn't find a way to sneak around warden.

    Darkness effect felt a bit scary.

    and the deep dark biome is amazing, as well as the ancient city.

    that's all i have to say for now, snapshot is extremely amazing!

  • 2
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    The warden should have an attack that pushes/pulls players off of blocks so players cannot stack up to kill it. It would make the experience terrifying. 

    Also, when a player goes into the deepdark biome, the fog should change to black to prevent the blue sky from lighting up unloaded chunks and ruining emersion.

    Hope this helps!

    -Bisquit 

  • 2
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    新的实验快照版很有趣,增添了多种新方块(新红石装置玩法和新农场预定)尤其是新群系,恐怖的氛围直接上升(想想会在以后的正式版里遇到Warden并被施加黑暗buff就感觉更恐怖了)新的附魔感觉挺实用的,要是能不跟其它附魔冲突就更好了(手残党也能快速搭方块了),希望新群系古城里的宝藏能丰富一点,这样才值得冒险。另外一提就是Warden这个生物目前有很多可以优化的方面,目前搭高方块和修脚直接就让Warden无能狂怒了,Ai方面Warden目前好像会追着蝙蝠打,并且还会被铁轨困住(铁轨YYDS)还有就是希望Warden能免疫凋零玫瑰和岩浆带来的伤害(不然直接岩浆烫头,就没意义了)目前为止总体而言感觉还是不错的,毕竟增添新的东西了,期待以后的正式版。

  • 0
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    I am very disappointed with this snapshot, it was not as we had been led to believe it would be, the warden instead of being scary is funny and is a very stupid mob. it is very easy to outwit the warden, even killing him is very easy, they should make him more menacing and intelligent, he also needs to be immune to lava since it's very easy to kill him just by going up 2 blocks and lava.... that's very disappointing.I propose that the warden be able to knock us down with a piercing scream when we are on top of blocks and leave us with a new "confusion" effect which would leave us 2 seconds without being able to move. Also the warden should have a lot more health than he has to be a real challenge, and immune to item spam. Everything else good job.

  • 0
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    I've already seen tweets asking if perhaps the Warden and the new atmosphere with Darkness etc wasn't too scary fOr ThE ChiLdReN.

    PLEASE PLEASE PLEASE don't fall for the classic "oh my gosh think of the children" fallacy and nerf things.

    I think the Warden should be even more formidable: faster, more aggressive (less cool down and idling gaps), able to climb and perhaps with a ranged attack (something sonic related?) to give the player less chances to cheese it (I understand it would be impossible to eliminate every instance).

    Also make it more agile in water, as of now that's really ridiculous.

    I like the direction Minecraft is going and I hope you won't abandon the idea of adding these scary/horror elements to it

  • 1
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    The deep dark as a biome itself feels dull, and uninteresting. It consisting of just blobs of sculk makes it not really feel like a biome on its own. So, I feel like adding more sculk (like in the ceilings), more "vegetation" variety, and maybe some other things, would make it way more interesting than just sculk blobs. Although the ancient cities are awesome, the biome alone doesnt stand on its own for me

  • 4
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    When you pause the game while the warden screaming the animation doesn’t stop

  • 1
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    First off, this is amazing.
    Second, I think a few things could be improved.
    For example, when you have the darkness effect it would be interesting if you would also have sound immersion: you would only hear the sounds the warden makes, and all other ambient sound would be deafend (like flowing water).
    I also think the warden should be able to break a few blocks placed by the player. This way you couldn't escape the warden by building 4 blocks high, like for the iron golem.

  • 1
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    The hit animation from warden looks a little bit wheird

  • 1
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    Sometimes the animation doesn’t show when the warden bury in the floor

  • 2
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    Baby chicken doesn’t drop XP but it activate the catilist