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Deep Dark Experimental Snapshot Feedback

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  • 0
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    The warden felt to hard to kill, it took at least 20 axe and I know that was probably your aim to not try and kill it but avoid it completely.my encounters with it felt different and scary. I knew how to sneak around him mainly because I watch a lot of videos on Minecraft. I found looting chests to be unecessary as the loot in them * at the moment is not worth risking it, the darkness affect was cool and also spooky and mysterious I liked it alot. I felt a different kind of fear from the other mobs, which I quite like because this game needed a new scary mob feel. An idea I had for what the warden could drop is that when you kill it, it drops like some ore thing and when you get four, you came make boots which make you sneak faster than the other books, another idea is that he drops his heart and you can make that into a sort of edible thing (like the golden Apple)

  • 1
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    An idea of how to make the warden less "cheesable"
    -Make it so the warden can break blocks if in full aggro 
    this would disable the build up a few blocks "cheat" and make it so the warden has a lesser chance of getting stuck somewhere.
    OR
    -Make it so the warden can climb blocks if in full aggro or sniffing
    this would not be many blocks but being able to pull itself up 3 blocks in a cool animation would make it so that it can still reach the player if they got some height.

    I love almost everything with this snapshot so far but once you can cheese something by clicking 3 times below you it removes some of the horror unfortunately I just want it to be whenever the warden gets aggrod on you, you feel like you have almost no escape.

  • 0
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    The Warden and the darkness effect make minecraft more like a horror game, and younger players may be scared by the warden. I also think that the strength of the warden needs to be reduced, since it can 2/3 hit a player in full prot 4 netherite.

  • 0
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    warden is way too cheezable ruins an otherwise great experience. even in my full god armor it was a challenge but nothing hiding in the wall or building up couldn't get around. i think it'd be really cool if the warden teleported you out of places like that once they have a lock on you. whether actual enderman like tp or ripping you through walls and blocks like how it tunnels itself. would just really add to the "avoid dont fight" idea if they could just easily tp you next too or near them once they've locked on

  • 1
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    My one, loud, comment would be switching the Swift Sneak enchantment to another Piece of armor. the boots are already pretty overloaded with Souls Speed, Depth Strider, Frost walker. So I would suggest maybe the leggings, since it is movement based.

  • 0
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    My encounters with the warden were absolutely terrifying. definitely the scariest mob in the game, but also rather cute at times. i find it pretty hilarious when it gets distracted by bats.

    sneaking around the warden is a very tense experience, but it's fairly easy once you understand how he works. i would've liked it to be a tad more difficult, personally.

    the darkness effect was very good. at times it makes it extremely difficult to see, but coming prepared with torches is essential for caving anyway.

    overall, the warden is absolutely horrifying. somehow he managed to jumpscare me even though i was looking right at him (honestly, i'm very jumpy when it comes to minecraft, so it might just be me. i once got scared by a diamond ore). but he does have an issue of getting stuck in small spaces a lot.

    in my first encounter, he spawned in a hole where he couldn't reach me. in another, he got stuck in a space he was unable to get out of (i dug him out and that's what led to the aforementioned jumpscare).

    overall, so far i find the warden to be an extremely well done monster. i look forward to figuring out how to lure it into a cage and keep it as a pet.

    speaking of which, naming the warden with a name tag does not stop it from digging underground and de-spawning. if this is an intentional feature, that's a bit of a shame. i do hope it's not, because naming a warden Gerald is funny.

  • 0
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    When you go in the deep dark biome, I feel as if Night Vision should be severely turned down to make the Deep Dark, Dark...

    BUT. If you are in creative or spectator you can still keep Night Vision Without it being turned down or off.

    AND There could also be a Game-rule which turns this feature off.

  • 0
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    The warden was not challenging at all. It can be easily avoided by pillaring or digging a hole too small for it to fit through. I found it very easy to loot the chests because, while creepy, its spawning animation takes so long that you have plenty of time to run away before it notices you. The darkness effect felt really cool and added to the horror of the deep dark and even though I knew the warden was not a threat at all I was still a bit scared.

    My suggestion to make the warden more challenging is to make it able to break blocks or make it teleport to you if you get to far away. You could use a similar animation to it spawning for the teleportation so it looks like it tunneled through the ground to you.

  • 26
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    The Swift Sneak enchantment should go on leggings, instead of the boots because there are no leggings only enchants, and there's 4 boots only enchants. Also, you use your knees to crouch, and your knees are on your legs. 

  • 0
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    I generally enjoyed the experience, but i do have a few nitpicks problems and ideas.

    I feel like the deep dark is too small. me and my friend went threw a few on our survival world and it took barely any time. also, there isn't very good loot in the chests, leaving me with a lack of reason to explore the deep dark in the first place. 

    there isn't very much of a challenge with it either, as skulk in the city is fairly hard to find. the only time me and my friend got cought was when we were messing around and throwing snowballs everywhere.

    also, the warden itself is very easy to cheese and kill. the idea that every one had been getting was that the warden would have some powerful ability that would prevent pillaring or digging, as that was what the devs had been saying, but the snapshot comes around and nothing. even then if you anger the warden he charges straight for you even if you are out of reach instead of going the long way round to get you, making the wool tunnels safe havens that downgrade the experience.

    also, not enough different types of skulk. i had an idea for 2 new types of skulk blocks as well as ideas for mobs, structures towers and items that could make it an even more amazing experience. here are the links:

    https://feedback.minecraft.net/hc/en-us/community/posts/4411472181645-skulk-infector

    https://feedback.minecraft.net/hc/en-us/community/posts/4411528306957-skulk-reaper

    check out my profile for the rest cause I'm out of characters

  • 1
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    1: The Warden was pretty challenging to fight against but there are too many easy ways to escape them. It would be better if they could destroy blocks or jump higher. I wish there would be a way to keep them around because whenever I named them they would later disappear into the ground.
    2: I felt like the Warden would spawn too frequently and should have a certain percent chance to spawn. It would be great if the Warden could only spawn in the deep dark or a way to separate the spawning from sculk shriekers. (I wanted to build a haunted house with shriekers but wardens would just keep spawning).
    3: It is easy to just worm around or block the Wardens off so it was pretty easy to avoid them. Maybe increase the range of their attacks.
    4: It was pretty difficult to get the treasures at first but after doing parkour and bridging it became easier. I wished there were better loot.
    5: The darkness effect was really good but I wished that the darkness would instantly appear when the shriek comes out.
    6: It was pretty scary but I felt like it could've been more scary if the footsteps were louder and it was a little faster

  • 1
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    I love the look of the warden it’s so creepy and scary and i love the new swift sneak enchant but i really think it should go on the leggings since the boots already have a lot of enchants and it’s gonna be weird to have to choose which i want more. the leggings make sense because you’re like bending your knees when you sneak and the leggings really need more enchanting options. i just think it’d be cool

  • 0
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    In order of apperance, here are my thoughts

    • The warden was not challenging, I hope the ai can counter basic strategies like pillaring or digging a hole. The next thing is that using snowballs, eggs, or arrows to distract the warden just seemed to never work. Mabey the warden hearing things should take precedent over smelling the player?
    • Sneaking around the ancient city, and the spawned wardens was fun. Once the warden detected me it was kind of boring, again pillaring or hiding in a small hole made the fight boring.
    • The wool in the ancient city's is awsome
    • Yes, but the loot wasn't very rewarding compared to the effort other than the sneaking book I found
    • The Darkness felt great, although I found it hard to see what was directly in front of me, I think that the 1 or 2 blocks directly around the player should be affected less.
    • About as scary as a block game can be. The only thing is the warden hurt and death sounds don't sound scary in the slightest
  • 24
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    I don't like how the normal Minecraft music can play while you're in the deep dark. It ruins the atmosphere and it doesn't make me frightened whatsoever.

  • 1
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    It would be cool to have more levels to the ancient city, maybe just a few small stairways to an undercity area. It could be more constricted (but still warden traversable) and full of sculk where more valuable loot can be found.  This would increase warden spawns and the danger, but would lure in players seeking the best gear.

    It would also make sense, lore-wise, as a civilization capable of building giant cave-cities would surely be able to hollow out some area underneath their city and wouldn't just build in one big flat plane.

  • 0
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    The Warden shouldn't attack bats. They can distract the warden easily and also are hard for the warden to hit. Honestly would be cool if the Warden and bats were friendly with each other. Like the warden might play with the bat? They do both find their way with sound and live in caves. Also, the warden chasing bats is really cute until the bat dies. 

  • 15
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    Using spectator mode on the warden is the normal spectator, but isn't the warden blind?

  • 0
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    Considering the Warden can smell you if you aren't making any noise and still aggro on you that way, I think it may be cool to make a new potion that covers your scent. Even if the highest level of the potion is brief, it would be a nice thing to have if you accidentally make too much noise around a Shrieker.

  • 0
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    In terms of actually going head to head with the warden in combat, it definitely achieves its goals being something to avoid at all costs. However, in its current state, it definitely has some drawbacks- as soon as you get it stuck in a hole or you tower above it, it can’t do anything to you, making it very easy to just cheese the fight at no real cost. The obvious solutions all have their drawbacks; allowing it to break blocks, etc- but a different approach could be utilising the burrowing animations that have already been created to actually allow the warden to burrow underground and pop back up again near the player in the event it cannot reach the player, but it would probably come at the cost of the animations looking odd in the event it has to enter a small space or otherwise. I have already personally encountered some interactions with the warden’s AI and the animations that seem a bit out of place, like it’s ability to burrow up or down through a floating block in the air rather than a suitable area of the ground. I’ve also noticed some quirks with which sometimes it will seem to get stuck and refuse to interact or recognise the player at all, appearing to stick to blocks and not be able to move or otherwise just suddenly running off or not being able to path-find to the player for whatever reason. Overall, it does a perfect job of achieving the desire to avoid it aspect, but the ability to cheese it at the moment is definitely a concern.

  • 5
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    Not sure if this is on purpose, but the Warden does no damage to the Wither. The Wither can damage the Warden though

  • 0
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    • Was the Warden challenging? If so, what did you enjoy / not enjoy about your encounters with the Warden? 

    So I prepared for a visit to the deep dark by gearing up and locating a Depp Dark City in creative mode and exploring the area in Spectator Mode.

    Then I entered the area in Survival. I snuck around breaking skulk sensors and shriekers as I went w a Silk touch Pick.

    I visited most if not all the chests, and whilst getting some Warden whines and Warden groans angrily, I never got a warden to appear or any Darkness efffect. I ended up not worrying about the warden running around and jumping, I even set up an area with sensors and shriekers with a Jukebox playing some nice Lena Raine Otherside and haveing a bit of a dance around. Lots of shrieks and warden noises (I have subtitles on) but j ust couldn't get any contact w a Warden. I'll obviously go try another seed, I am playing one in pure survival but need to gear up and travel to a city first.

    Note: The city was merged with a dripstone biome, and I mined a lot of Dripstone, which didn't seem toalerst the sensors , to use to pillar and bridge around.

  • 0
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    I found the darkness effect to be really unique and it definitely creates the ideal atmosphere for its situation.

    The overall feel throughout the ancient cities and any encounters with the warden is amazing, and can be genuinely terrifying at times.

    I think for someone who doesn’t have any idea about the warden exploring an ancient city for the first time might be slightly difficult to understand, but after some time it would definitely become clear what caused it to spawn and they would be able to avoid it, however this would be after the inevitability of death and punishment to it.

    I personally think that the shriekers being activated 3 times before summoning should apply every time the warden is spawned rather than just once, as if you accidentally spawn the warden just once every time from then on that you try to loot a chest or mistakenly make a small sound that is picked up by a shrieker it will spawn again, and if it becomes impossible to cheese then it will be far too difficult.

    I’d like to see the ancient cities have some better quality loot as the challenge to get it definitely deserves a better reward than solely some various enchanted books with only 1 exclusive item, and the rest just bones, snowballs, etc. that you can easily get yourself elsewhere without the risk of being in the deep dark. The problem is that unless you need the swift sneak enchantment you could easily just ignore the biome as a whole and never need to or want to go there.

  • 0
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    I'm seeing a few people say that the Warden's spectator view should be black. I agree, except I think it should react to sound with some kind of pulse of light at the source of the sound. I'm not sure if that's possible with the engine but if it is then it would explain how they're so good at finding players and mobs based on sound (and smell) alone.

  • 0
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    Some things that in my opinion would make the Warden much scarier and threatening:

    • Some sort of ability to climb, preventing the strategy of just building up and killing it
    • Maybe some sort of less attraction to bats, as it targets bats pretty easily and can't reach them
    • Ability to break blocks when it's chasing something

    Aside from this, I loved everything else. The darkness effect really gives a good ambience to the deep dark and compliments the fear that there should be when the warden spawns. My only issue with this snapshot is how easy it is to kill or avoid the warden.

  • 1
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    Okay first off, Overall I do love the warden and the deep dark but I have a few things I weren't very fond of/didn't like

    Firstly, the frequency of the Wardens spawns are way to much. The Warden is a boss mob and I dont think something that powerful should have more then one in a Deep Dark Biome? Or at least a invisible timer before another one can spawn if you kill the first one. Them just spawning immediately after the first one dies if you happen to make a mistake, or having multiple can spawn at a time just seems kinda lame? I know your not meant to kill them but becuase of how hard it is to do so, you should be rewarded SOMEWHAT if you manage to do so. If not loot, then immunity to explore the city even if its for a short period of time. 

    Also idk if they scrapped them completely but I kinda miss the teaser structures way back when the Warden was first announced with the small poke holes in caves with little rooms. I def love the city but I hope these will still be included in smaller pockets around the world.

    These are mostly nitpicks but;

    • I dont really like the name Ancient City becuase well, its not really a city? More of a Ancient Catacombs or Ancient Temple to be honest.
    • I still do think the Warden should have a Boss Bar, its def a boss. 
    • I know they said its not gonna have loot but I still think that's not a good decision tbh. Even Elder guardians drop sponge and scales! And they're only really there to make the Ocean Temples harder.
  • 1
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    On the topic of cheesing the Warden, I think that you should give it more vertical reach and fire resistance. In this case if the player towers up enough to still hit the warden the warden will be able to them back. But if the payer goes too high then both player and the Warden won't be able to hit each other. 

  • 0
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    Ancient City 

    • Reinforced deepslate seems cool, I like that it's near indestructable but I'd like to hear why it can't be collected for building.
    • The first city I found was mostly submersed in a lava lake. Don't know if that's intentional but worth noting. 
    • The sneak enchant seems cool, but how about introducing a new unique item to make the ancient city seem worth finding, if the reinforced deepslate isn't going to be acquirable. Personally would love to see Bow variants added to the game. 
    • Sculk could seem more creepy if it could form on the ceiling / upside down / out of the walls. 

    • A portal in the ancient city has been speculated on by many... I say go for it! More portals in Minecraft would be fun!
  • 0
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    Just some ideas I had
    Enchantments

    Soul seeker

    Allows you to see where the wardens heart is (helmet)

    Vibrations roduce

    Makes the range of the skull sensors and the warden from seeing you (chesplate)

    Echolocation

    Allows you to see blocks nearby to you (helmet)

    Items

    Wool Shield

    Allows to block vibrations

    Schulk heart

    Mechanics

    Warden

    - Can blind enemies

  • 1
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    Wow I'm already really impressed with the warden and the ancient cities. The Warden is terrifying.
    The first ancient city I went too was half submerged in water and (like everyone else has said) it's too easy to get away from /kill the Warden. Seeing as how he seems to already phase through blocks when emerging, it would be cool to see him phase through walls or up the pillar I build. Phasing would of course slow him down a little and there would be particles based on the blocks he is phasing through (like when he emerges from the ground). Perhaps instead of just phasing he could crawl into the ground/ dig into a wall which would allow him to re-emerge through any other connected block? Like if I build a pillar up, he can dig into the ground (or the bottom of my pillar) and re-emerge at the top of my pillar.

    I think he also need to be able to move through water and lava quickly to prevent using water or lava streams to keep him in one place.

    Also adding fire/blast protection to the warden would help prevent players from overusing explosives.

    One last thing, maybe the Warden should take the regular amount of knockback when being hit with a weapon that has the knockback II enchantment on it. Just to give players I little extra room to run if the Warden gets too close.

  • 0
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    I think the sculk shriekers were too easy to disable, and I had to summon the warden manually as they only shrieked a few times. If they spawned in groups, they would be harder to disable especially since sculk prevents wool occlusion (something I didn't know when playing). The Warden wasn't scary once I pillared up, but I know anti-cheese is coming in the future. I was able to distract the Warden fairly easily but I found it scary when I had the darkness effect, I was expecting the Warden to be a lot closer than it was.