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414

Deep Dark Experimental Snapshot Feedback

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  • 2
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    throwing snowballs at a boat destroys the boat

  • 3
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    If you unload the ancient city chunks, the loot regenerates

  • 1
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    The warden should not be killable. at all. 

    there is a reason why it's not considered as 'force of nature' rather then a 'boss'

    the 'boss' is while somewhat stronger than normal enemies, they are intended to be eventually slain and give the player reward from doing that.

    warden, however, is different. it's not supposed to be killed, immensely threatening, and does not provide the player any kind of reward. and for a good reason. because the 'reward' part is the loot within the city. but if it's killable, the intended position and concept will not work. the player's prowess in horror games mostly comes from the ways of avoiding the threat, NOT fighting them. the player's defense against a foe who intended to scare people should be proactive and preventive, not so much active. and I am not saying limit people's options, just lead them to some different kind of areas of options.

    in the current version, the warden mob tries to discourage players by not dropping any loots, which is not enough. to really discourage players, the best way is making warden unkillable.

    And doing that will not have any downsides. because the warden is already not meant to be killed in the first place. and it will also make players who do not understand the concept of the warden currently, really understand that the warden is a different case than other mobs, and should be encountered with a different perspective. Because no man should be brute forcing the warden. period.

  • 3
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    I think the Warden is too loud. I understand how you want it to be heard from all across the city, but I think 30-40 blocks of hearing distance should be more than enough. Or you could make only its heartbeat loud, and the other audio quieter, so that you know it's there, but it doesn't make you deaf. You shouldn't have to turn down your audio volume when you meet a mob in Minecraft.

  • 6
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    Side note: I've noticed that the warden appears to still be able to smell the player in creative/spectator mode, which prevents the warden from despawning. this might need looked into.

  • 0
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    I feel like the warden should be able to dig towards you when you anger it, both horizontally and vertically. This would stop players from cheesing it by pillaring above it or blocking it off by digging away. Another solution to the building up problem would be to allow it to climb on walls, but I don’t see this part getting implemented

  • 3
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    Please ad a wardenspawn gamerule.

  • 0
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    Dear Mojang,

    it would be a great pleasure if there could be a portal to a next dimension in the accienst cities, this would probably increase the fun of the game enormously.

  • 1
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    All is well! The Warden is a little difficult but you can fool it if prepared properly. BTW, I hope the mouth at the statue of Warden is a portal to another dimension. Please add another dimension!

  • 1
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    I Killed the warden with a punch 2 bow and speed 2 while shooting and walking back with the speed 2 (it was on super flat so a bit harder in cave but it can be done if u walk in a circle). it take a small amount of skill but I believe there should be some fix to this maybe the warden could have less knockback? Btw I was wearing OP Armor but I managed to not take damage if i had it would be impossible, maybe another way to fix?

  • 0
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    I think that:
    - Warden should be able to throw off the player from higher builds
    - player should not be able to use blocks, place them or even destroy them during darkness effect
    - more sculk vegetation and other related blocks
    would be a great idea as well
    - sculk spread and darkness effect itself are absolutely amazing, nothing to change
    - maybe some kind of new weapon as a chest loot would be a cool idea

  • 1
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    bulk ideas for the warden: -He could cross and "swim" in the blocks so that we cannot escape him -also why not launch a shockwave that crosses the blocks in a straight line or in a certain radius around him when he is angry - add the "stalker" (first abandoned concept) in addition to the warden which would be less strong, but more numerous in the deep dark (my idea is that the stalker always remains close to an entity that it spots and attacks this one and make noise if he feels he is being spotted) -add netherite items as loot in the chests (the deep dark must still be interesting to visit) -add a secret room under the statue with an item inside that allows you to build a "beacon / conduit" that prevents the spawning of hostile mobs in a wide radius -add bone blocks (warden color) and jaw blocks (kind of trap that inflicts damage, makes noise and blocks the player for a while) that we saw during the very first presentation via the catalyst - other variants of the warden inspired by concept art with slight differences in play, just to make the warden more unpredictable

  • 1
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    Currently Warden is too easy to beat with pillaring or digging into a wall

    Maybe add a feature where the Warden has some sort of projectile to get you off pillars that can pass through walls so that he can get you even when he can't reach you? Or maybe some sort of pulse that when the warden hears many vibrations but cannot reach the player, he releases this pulse in all directions that deals some damage and knockback.

    Another Solution would be to make the Warden be able to climb on the side of blocks with a cool animation so pillar-ing up wouldn't work? Another idea would be for the Warden to be able to burrow through the ground to find you, we already know that the warden can burrow into blocks and come out of them, so maybe he could dig through the wall to reach you if you have dug in.

    Finally I think making the Warden be able to crawl through tight spaces to reach you when he otherwise is too tall to fit could also be cool

    I feel like those would make the warden nearly impossible to cheese and make the players understand that the Warden is not to be messed with, other than those things the warden really is a scary mob and facing off against him in survival was a real challenge! The ancient city structures are my new favorite structures in the game.

  • 4
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    If you sneak while sprinting with the swift sneak enchantment, you will sneak almost as fast as you sprint which I think is unintended

  • 0
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    If I summoned the warden in the  ancient city then if I had five blocks I could easily sneak away and pillar up to the hight of one of the passageways and jump onto it and run away. Since this is an experimental snapshot I hope That you will fix it. You could ramp up its vertical reach so that something as mundane as pillaring up wont help 

  • 1
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    I think it Reinforced Deepslate should be placeable sideways for Creative Users, because it's a really cool looking block, but visually it's hard to use it in any other direction than vertically

    Also, when exploring the Deep Dark, in big caves, the sky is bright blue during the day, and with a low render distance, you can see the blue sky when underground. I feel like if possible, the sky should be black in the deep dark.

    Another thing is I think you should be able to name tag a Warden for it to not go back underground. This is just a random idea but I feel like there should be a (complicated) way to make the warden a sort of body guard to the player that 

    I also feel like there should be a Deep Dark specific soundtrack, banner pattern and maybe even music disc. (The last two are to have more reasons to search for ancient cities, because the loot so far is nothing I would travel 4000 blocks for)

    Lastly, I think there should be some way to find these ancient cities and deep dark biomes without cheats, like there is for Strongholds or Woodland Mansions. 

    But overall this snapshot is great, the structure of the ancient cities is just so impressive and I love the sculk blocks. You guys did a great job on making the warden scary.

  • 1
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    I love tis snapshot.

    I was just wondering that is the mesterious frame is for a dimension like aether or anything ?

    Also i would like to know about the loot in the ancient city because i don't think that the loot worth for killing warden that is twice tough fight from ender dragon. Like there must be something special thing like a super useful item like elytra or `a god tier armour as warden easily beats you in netherite or maybe some ingredient which could be crafted to go in a mysterious dimension ( If there is any though ) or anything like beacon or conduit .

    Overall the ideas in this snapshot are excellent and i only think about adding more cool things in it rather than taking out any thing ( appart from warden spawns and animations).

    Thank you

  • 0
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    I have a few problems with Deep Dark:
    - the biome generates too rare and it's too small
    - The Warden gets distracted by bats, which is annoying, it blocks it's chance to hide back into the floor

  • 1
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    Good Snapshot

     

  • 0
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    I think the Warden Distance should be stored locally to each Shrieker, not globally:
    Say I have activated a Sculk Shrieker one too many times. A warden spawns.
    I let it leave, but then afterwards (well, actually before too, from triggering a different Shrieker) any Shriekers EVER found in the game immediately spawn the Warden...

  • 0
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    The big portal shaped thing should be a new way too get to the end.

  • 1
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    If the warden can dig out of and back into the ground, one would think it should also be able to slowly climb blocks as well. This would provide a solution to the ability to pillar up and evade it, while also not destroying blocks like the wither does. It also would help when the warden gets stuck in holes or off cliffs. Similar to spiders ability to climb, but a climbing animation would make it amazing. 

  • 12
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    I think it's a good idea to make able Cartographer Villagers to sell Deep Dark Cities Explorer Maps

  • 0
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    The pathways in the ancient city sometimes have gaps in between them (seed 210038739648219219, coords -19 -33 -649). Can be dangerous if you are walking on the wool and then fall and cause a noise. 

    Also, I think there should be deepslate present below the structures (like villages have it) to avoid the structures floating (mainly the pathways).

    One more thing, I think the snowballs should be replaced with a "pebble" made from the sculk veins.

  • 0
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    PLEASE keep the reinforced being deepslate movable by pistons

  • 0
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    I noticed a very strange issue. After taking damage it is impossible to fast move items in the inventory on Windows 10. After damaging a mob it works again. It really annoys me and would be a good fix for the next experimental snapshot.

     

    Edit: sneaking in general doesnt work either, specifically when bound to left shift

    i am using a QWERTY keyboard 

    no my shift button isn’t broken, it works just fine outside of Minecraft

  • 1
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    when the warden kills you, your items should despawn immediately because right now if you die, you could just run back to grab your loot. This would also add another level of terror when you know that if you summon the warden, you will probably die but also you will lose everything you own.

  • 4
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    the warden is too easy to run away from when he is spawning in. I just run the opposite direction when I hear shriekers activate because the warden takes a couple seconds to spawn in and by that time I can run far enough away that Im outside of his range.

    either increase the range the warden can listen to you at or give slowness the player for the first couple of seconds after the warden spawns in.

  • 1
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    Haven't had the opportunity to pick up the new snapshot myself yet, but one thing I'm unfortunately seeing a LOT of online is people complaining about how difficult the Warden is to kill and/or calling it a new "boss", meaning they're kind of missing out on the point of the whole update.

    Making it harder to cheese is probably a good idea, although the "three strikes exactly once until you die" system actually seems the most cheeseable to me (and really obnoxious if you're in Hardcore). That said, is there any chance of making it completely invulnerable to damage? That'd be the quickest way to sell the point of "you're not supposed to fight this thing" that I can think of.

    (Also, nametagging a warden with jeb_ should make it flash rainbow instead of just blue and I feel this in my soul)

  • 0
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    I have a few ideas to refine the concept of the Deep Dark based on how it looks like in the experimental snapshot. Maybe some of this thinks are already planned, maybe not. But I'm here to give my feedback on how I think it could be improved.

    1. The biome
    A lot of people I saw said it and I agree, the Deep Dark needs to look more like a biome. The Skulk needs to be more spread out, it needs more decoration blocks to add to the atmosphere, maybe something hanging from the roof, this kind of things.

    2. The Warden
    I think the Warden should only emerge from Skulk Blocks and shouldn't go too far away from where the spread is, so that could add to the idea that the Warden is part of the spreading and is a guardian to the Ancient City and the Deep Dark itself. It could also serve so players could escape the Warden going away from the biome until it stop chasing them, making it a menace only for who stays in the biome. It would also open the possibility to make the mob even harder since it would be limited only to the Deep Dark.

    3. Ancient Cities
    There's nothing I could say about it, they're perfect. There's only a few generation issues and the loot needs improving, but I imagine these are things that you guys are already planning to solve. I see that you guys seems to have some things planned that we don't even now about yet. So I can't wait to see everything that is being prepared. Good job!