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Deep Dark Experimental Snapshot Feedback

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  • 3
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    The warden should go into the ground and reappear in a place where before it couldn't get you if it is raging and knows where it's target is.

  • 0
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    I have been experimenting on the warden for a long time now and I have discovered that it has too many weaknesses for my liking (It is supposed to be avoided and not played around with). I recommend that the warden should be able to climb up walls and break through blocks that are weaker than obsidian. This will prevent us, players, from simply towering or hiding behind a wall. If you do agree with the warden being able to climb, I would think that it should climb up slowly and if its target jumps down from the tower, it should leap at its escaping target ONLY if it has been climbing. If you don't agree with the warden being able to climb, I think it should dig underground in the vicinity of the target's tower and emerge once the target comes back down. If the target starts to bridge from the tower, the warden should emerge, track them, then dig back underground when they stop bridging. Since the warden's attack animation is like a swing, I think it should have an AoE attack and a longer attack range. Finally, I have noticed that the warden's animations and sounds aren't always in sink. Can you fix that if you can?

  • 0
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    I would like to suggest a new sculk type block called "Sculk releaser/bomber".
    It is pushable, high blast resistant and hard block.

    It absorbs sculk charges. When it is fully charged, it releases its charges as a sculk explosion. If charges are not enough, it'll decay over time.

    Sculk explosion is as powerful as tnt explosion, yet sculk family blocks and warden are immune to this explosion. Other blocks like wood and stone will break when they're too close.

    It can replace tnt duper at certain degrees and encourage players to use the spawner more often. It can also make good use of the directional sculk tech by ilmango to create explosion in preferred places with simple redstone logics.

  • 1
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    After sneaking through the ancient cities a couple of times, I found that it is too easy to accidentally summon the warden and too easy to avoid the warden. This makes the warden feel more like an annoyance than a threat to sneak around.

    To fix this I would suggest making shriekers only summoning the warden every third or fourth time rather than every time, because you will almost always set off a couple of shriekers. To fix the warden being easy to avoid I would suggest applying a new status effect at the same time as blindness. This new effect would prevent the player from placing blocks. This would remove most methods of "cheesing" the warden.

  • 0
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    The warden was challenging, I enjoyed trying to defeat it

    Yes- It's animation was cool

    No, not yet

    Yes

    Felt way better than blindness

    I felt kind of scared, but kind of excited, too

    You should add the warden's health bar at the top  of the screen when you encounter it

  • 0
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    Current warden animation lasts long enough that players can run away from sculk shrieker preventing warden from spawning. Perhaps increasing the speed of beginning of the animation or increasing despawn distance would fix this. I am aware the AI is not complete but I hope this particularly does not make it into the final update as it makes avoiding the warden entirely too easy regardless of how open or enclosed a given area is. Otherwise warden gameplay is quite enjoyable and a very interesting game mechanic, the only other improvement that needs to be made is improvements to wardens AI regarding cases where it cannot reach the player (towering, 1x2 holes, etc)

  • 2
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    the snapshot is not showing up under Versions list

  • 1
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    Warden is kinda challenging, being slow and avoiding any sound is cool concept, its like playing some horror game, i like how before he shows up there are 3 warning sounds witch adds the horror atmosphere.
    Sneaking around warden isn't that hard (if careful) i like how he doesnt just goes away and can smell you.
    Looting chests sometimes can be heard and sometimes can't but i feel it could be more rewarding like some ores (i haven't got any, maybe bad luck).
    I feel the darkness effect could be more dark but it adds more creepiness to warden encounter.
    When i encauntered the warden it felt like when encountering main enemies from outlast (or so i've seen)

  • 0
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    I personally think the warden can be easily avoided. So a great idea to stop players from building up so it cant get them, like adding a projectile that the warden fires. It can not be obtained in survival nor creative. It does less damage than the warden's melee attack. But it fires quicker.

  • 1
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    These all regard the Deep Dark biome itself.

    First, the developers mentioned that some of the skulk blocks contain some kind of bone material, but it isnt present anywhere in the biome; I kind of thought some form of this bone material would be present in the biome as it's own block and/or feature.

    Second, I was under the impression that the Deep Dark would spawn exclusively in the deepslate layers of the ground, yet I've seen plenty of examples spawning in regular cave layers. Whether its intentional or not, it feels out if place in the stone caves.

    Third, why is the biome just splotches of skulk? I understand the functionality of the catalyst, but why would the biome be dependent upon where the catalysts are (If anything I'd think the biome creates the catalysts)? As a biome, I would have imagined almost the entire cave (floor, walls, and ceiling) being covered in skulk and bone (see above) blocks.

    Finally, what does the biome itself have to offer? All the appeal of exploring the Deep Dark is in the ancient cities with the prospect of finding unique loot. The Warden provides a nice challenge guarding that loot (and/or city), yet it can still spawn in the biome where there is no loot for it to protect. So, why have the biomes generate without cities, or why not have something else in the biome worth the Warden's protection?

    It may be incomplete, but the Deep Dark seems like it may be the most interesting aspect of modern Minecraft. Keep up the good work

  • 11
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    Just a little idea- you should be able to throw an xp bottle on the ground near a sculk catalyst to make it grow. If the sculk takes the xp from the dead mobs, then it would make sense to take the do from the bottle as well. 

  • 0
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    In order for the experience of the Warden to be great using RTX two features would best be added:

    Entity PBR support - Having the ability to make the Warden's beating heart and other portions use per pixel emissives would significantly enhance the experience, creating situations where the flashing light of the Warden serves as a warning for how near it is to the player as well as adding to the ambience of an encounter with it.

    Darkness Effect - Currently with Ray Tracing turned on the darkness effect simply does not function. There may be a way to get it working in a way that very closely matches the effect used without ray tracing though. I'd suggest using same distance based fog as the blindness effect normally uses with RTX (although the bug with distance fog only using the skybox colours instead of the defined colours would have to be fixed to implement this properly), and to mimic the behaviours of the darkness creeping upon the light levels of emissive blocks, the irradiance cache data could be temporarily flushed. This would result in the secondary bounce GI disappearing temporarily, which would make the distance that PBR emissive light travels become very small in that time period.

    Through RTX the Warden has the potential to be an incredible experience, hoping to see these features implemented!

  • 0
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    i have ideas for a new sculk variations,

    the first is a sculk vines. there sculks sensors that hang on the ceiling and grow down.

    Another is a sculk amplifier. there a variation of the sculk catalyst but instead of growing sculk when an entity dies it slowly gathers the experience from the mob around it to grow, regardless of if it dies or not.

    one more is a sculk howler. It's a variaton of the sculk shreiker, it does the same thing, but it's weaker so it takes more to make it summon the warden.

    Thank you for reading Mojang! I hope you can add these sculk variations to 1.19. I would love to see it work in the Deep Dark and the Ancient Citys!

  • 0
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    Please give warden update

  • 0
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    • The Warden was very challenging when it wasn't stuck on terrain or structures. A lot of the time when I'd finished escaping, I would look back and it never even moved because it was stuck on dripstone or something. It kind of ruins some of the effect knowing I could do everything to anger it and half the time it still wouldn't be able to chase me.
    • One time I accidentally tripped a Shrieker and found myself with a Warden right behind me. I made a sprint for the tunnel I came in from-- and ran right into another Sculk patch thanks to the darkness effect, which summoned another Warden behind me. Then I had to scramble over the cluster of dripstone in front of me while two Wardens were breathing down my neck. Most fun I've had with a hostile mob encounter in years.
    • Yes. I sprinted during the emerging animation while it couldn't hear me, snuck around after, and that typically worked. Once I figured out the mechanics behind wool placement, I finally gained control over the situation and wasn't summoning Wardens constantly. Took roughly 3 hours to disarm the entire city, and I appreciate that there are situations where you still have to summon and evade a Warden while doing that.
    • Yes. Didn't make my time in the city any less nerve wracking.
    • It really helped counter the effectiveness of just recklessly sprinting everywhere and made the open spaces of the ancient city feel less open. Also it was spooky.
    • Extremely. Even summoning one safely in a large pit in my base I was on edge.
  • 0
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    i got a few ideas for the deep dark biome, warden and special loot item

    Warden :  as for right now the warden is easy to cheese by pillaring or going through a hole. A counter measure which i think would be good.
    Warden Special abilities : A high frequency roar , which would knock down the player from 1-2 block pillars if it detects the player is a few blocks above hitting range.  Next ability for players going through 1-2 block holes , It could summon skulk mites  to attack player when the warden is unable to harm player.


    Biome Idea: the deep dark needs variety to not make it look plain and dull, i believe bio luminance plant or crystals for the cave ceilings and walls could be  added to give atmosphere ,making the players feels like its inviting but is also dangerous at the same time.

    Special loot Idea: Goat horn could be used for stunning mobs radius around player for 5-10secs which can be saving grace when warden is chasing player. Shield enchantment called reflection which reflects a small % of damage dealt on player  back towards the dealer.  Or a Special weapon either a wand which summons 1 undead mob with enchantment to increase the amount of undead mob player could summon

  • 0
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    I think there should be some smaller structures in deep dark biomes when cities don't spawn. I spent forever trying to find a deep dark biome in survival without using /locatebiome, only for the first one I found to have no city, which gives me no reason to really go there unless I want sculk sensor contraptions or sculk farms, or if I just really want some Warden-related stress in my life without any of the loot or deliberately planned environment design of the ancient cities.

    Some surface indication other than the deep dark just being under mountainous and inland areas would also be much appreciated, especially when most players don't even know those are the spawning rules for the deep dark. Or add some other feature that helps you find one like with explorer maps or dolphins. If you want the deep dark to be something you encounter on accident for the spookiness factor, then I suggest maybe making it something players can feasibly encounter in the first place. From the testing I've done so far, it seems like on average you would have to be mining 1000 to 3000 blocks out in every possible direction to find one of these, and even then, it's way easier to miss underground biomes and structures compared to surface ones. I only found the ancient city in the second deep dark biome I found because I made several long and methodical tunnels, basically strip mining for it. No idea how someone is supposed to find that on accident, especially if they don't know it even exists.

  • 1
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    The warden was not challenging enough as it is easy to pillar up 3 blocks or dig into a hole in the wall or ground where it can’t reach you and kill it. I would suggest some sort of ability that the warden could have to prevent that.

    Aside from that, when I fought the warden it was scary and was enjoyable, and it’s atmosphere with the darkness effect is very good.

    Yes, it was possible to sneak around the warden, and its sniffing mechanic made it so it’s not too easy to sneak around it, but still possible.

    Yes, I was able to loot chests, but every time I opened a chest a warden spawned, so it would be better if there was a clever way of preventing the warden from spawning; I tried putting wool around the chest , but there’s usually sculk under it, which prevents the noise occlusion, so if possible make it so sculk doesn’t spawn near the chests to reward players that think ahead and bring wool with them. The loot is also not worth the risk of traveling to the deep dark, but I’m assuming more loot will come in future snapshots.

    The darkness effect was very good, and it made the fight with the warden scary, but not too scary. It and the warden’s sounds created a very intense atmosphere, and the cities themselves had a good atmosphere; I just wish there were more types of unique structures within the cities to make them seem more like cities than castles. There should be many different types of rooms, almost like a woodland mansion.

  • 0
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    A lot of people are saying climbing, a projectile, or block breaking to stop warden cheese. However, as suggested in one of the top comments, an evoker fang-like spell attack, or "sculk spikes" would be best for several reasons.
    1.) It looks cool and would be more unique.
    2.) This spell would be summoned near the ground, which is where the player would be at all times anyway. So even if they pillared or dug into a wall, the spell would still reach them as it would spawn beneath their feet. Though, players can still use an elytra to escape. But this might not be a problem as flying around inside of a cave while having the darkness effect might not be the best idea anyway. But if you wanted, you could also make the spell grow vertically to reach the player. 
    3.) This solution is pretty universal. There is nothing a player could do to escape from it. Blocking off the warden, pillaring, digging, bridging and then removing the blocks - all of these tactics would be thwarted (as long as the warden isn't distracted by a bat or something. Hey, that gives this spell another use! They would be able to kill bats easier!). Except maybe ender pearl (and elytra as mentioned before). However, maybe you could make the attack track the player so that the spell would hit them even if they pearled. But it only tracks IF the warden is locked on, so players can still get away if they are being sneaky. 

  • 0
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    The Warden has some issues attacking certain mobs. (like the Wither) Something's wrong with the hitboxes, or maybe it's intended to be that way. ;) I felt the Warden moved way too fast when angered, it doesn't make sense for something so large to zip around like it does. I think the warden should have some interactions with soul sand/soil, which would certainly tie in with the souls in its chest. Maybe the warden regenerates health when standing on soul sand, or maybe it moves faster, almost like it has soul speed. An interaction with Jukeboxes playing music discs would be amazing! Perhaps it distracts/attracts the Warden, or makes it harder for it to locate you. Since both items needed to do this are relatively difficult to obtain, it wouldn't feel cheap/cheesy.

  • 0
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    As regards to the ancient cities, the design is really cool, but there are a few things that might need changing. The big portal in the center and the small portal statue should be redesigned so they reflect the current look of the Warden. (i.e. Antlers instead of looped ears) Beyond that, I felt that the cities were too open. Parts of it felt very disconnected from the rest. Sometimes it was hard to tell what was city and what wasn't. Also, I feel you can't have a "city" without buildings. As it stands, the city is a bunch of open corridors and disjointed shrines. Having places to 'hide' or "get cornered by the warden" would make sense. 

  • 0
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    One more thing: It might make sense to add a food item that can be eaten without making vibrations/sounds. As it stands, there isn't any way to regenerate health without alerting the Warden. Maybe it can be found as loot in the Ancient City chests, or maybe its some kind of skulk-related plant. It would need to be relatively difficult to acquire, perhaps being a rare drop if enough skulk veins or blocks are broken, (Kind of like apple drops on oak leaves.)

  • 1
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    Well the warden doesn't drop loot but xp, at the very least add some more amount of xp since it too is a boss. Or some good overpowered loot. 

  • 0
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    this is my first time posting a comment on feedback.minecraft.net so plz be nice

    one thing i noticed immediately is that towering up 3 blocks still works just like with the iron golem but its an experimental snapshot so its understandable if its not fully implemented yet.

    but aside from that i have TWO main points to make and i had to put my second point in a different post because of the character limit

    the warden looks very similar to the iron golem right? but the iron golem and snow golem are classed as UTILITY mobs yes? well the warden being similar to the iron golem could also be considered a utility mob because since the warden is a natural disaster and not a hostile mob your supposed to kill. like with other utility mobs the warden should be immune to fall damage.

    is sculk a flammable material? the warden being a natural disaster should be immune to all fire damage. this way the player cant cheese it by pouring a bucket of lava on it. or a bucket of water. it should have full depth strider at all times to walk through water at high speeds since water is part of the natural environment and the warden - natural disaster

    to sum it up the warden could be classed as a utility mob just like the iron golem. and be immune to fall damage and fire damage as well as not be slowed down by water. there could even be a deep dark ocean or aquafer which is entirely underwater and has swimming wardens (who cant drown) the sculk vibrations could have something to do with the water

  • 0
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    my second point to make is about the sculk jaw...

    the sculk jaw is part of the sculk family. it would be very sad for it to be forgotten about.

    sure the sculk shrieker is meant to replace it but you can see the shrieker easily and then make sure not to make noise around it. but imagine this. you are under the darkness effect you can barely see anything and the sculk jaw could blend in with other sculk blocks. you may not see it- TOO LATE you stepped on it.

    the sculk shrieker and sculk jaw could coexist but im just posting my thoughts and hoping it makes a difference. plz give justice to the sculk jaw

  • 0
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    Looking at the other comments I realized there were ways I could have cheesed it, but I will say from my first experiences that I loved it. He is very tanky (it took 46 hits with a sharpness V netherite sword to kill him), and he also does a lot of damage (6 heats even will full netherite armor), which is exactly what I'm hoping for because he has to feel like an extreme threat to make stealth feel necessary. I suppose it would be possible to climb on a pillar to escape him, but it feels like it wouldn't be worth killing him like that since another one could just spawn when you make more noise, and it would also take quite a while. I think him not dropping any loot enhances this, because it means players have even less incentive to try to kill him, and more incentive to just stay quiet and sneak around. 

    I also really liked the darkness effect, I almost wanted to make it more intense (maybe like 110% in the darkness effect slider) because it adds a certain layer of mytique that makes the warden feel less like a miniboss and more like a force of nature. I'm not sure scared is exactly the right word, but watching him sniff the air for you as the world gets darker is certainly tense. 

    I'm not sure what changes need to be made, but I'd say if anything make him a little more common, easier to call out. Maybe make a few wardens spawn naturally, with more spawning when you make a lot of noise. Having a deep dark heist with your friends would be one of the coolest things in the game.

  • 0
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    Warden and the deep dark don't seem immersive. The Warden itself, seems easy to get around, so I think maybe some enderman block moving mechanic or some explosive mechanic is needed. In regards to the deep dark itself, it feels like there is no deep dark biome, just patches of skulk everywhere. When I think 'moving' to a new biome, I think of a color shift and scenery change. For the deep dark, I expected some kind of skulk grass flooding the field, growing with veins and blocks. That way its harder to see the default stone/deepslate. In addition, a constant brightness dim when entering the biome could signal players that they are in a dangerous place, maybe even a weaker version of blindness.

  • 2
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    The warden shouldn't burrow or despawn when named with a name tag. The player went through the feat of naming the warden, it shouldn't just despawn or go away because of it.

  • 0
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    THE wadern is easy to take by pillraing nerf smite for wadern it can be 12 shot with crits and bow if u have smite 5 and strength pot just eat a enchanted golden apple and u will be able to take it on and rn its just pillraing 4 blocks pls change it and make it sink underground and rise from the block the player is standing on HAHHAHAHAH.

     

     

     

     

     

     

     

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  • 1
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    I like this snapshot