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Deep Dark Experimental Snapshot Feedback

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  • 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!

  • 1
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    I think that the warden shouldnt spawn immediately, instead there should be a new mob, maybe a warden hound, a small mob that gets summoned by the shrieker. warden hound specialises in hearing the frequencies that the player can make and ignores other sounds. it will search for any sound and when it hears something it will run to the shrieker to activate it. killing it will make a loud sound that alerts the shrieker, but it will take a while to summon the warden, to let the player have time to loot the city. if the hound comes to the shrieker when it heard a player, warden will come out immediately. Hounds also have insane speed when they heard a player, faster than a sprinting player (not sprint-jumping). Hound then turns hostile and attacks the player with the warden, and can make a screeching sound that makes warden more angry and knockbacks the player (to prevent players from towering up and safely killing the warden.). hounds also hate bats and make special sounds that causes their echolocation to fail and they die from flying into walls and stuff. The hound could look like a sculk-infested wolf or something else entirely. Last ability would be to call the warden to bring loud mobs to the ground with him, instead of to make him burrow out of the ground. sculk then would spread according to its exp value. 

  • 3
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    Dear devs, i think you should add the enchanted golden apple to the city chest loot table to make it worth everyones time to go and explore the cities since not everyone will want to get swift sneak

  • 1
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    Warden:

    *Should not go after bats (They look so silly doing so, but they get way too distracted) or give it a kind of attack against flying creatures. I thought about a paralising scream that would make gravity apply to them for a few seconds, but its up to yall

    *Could take less time to attack mobs

    *Make the Wither Boss Target the Warden

    *The warden should only spawn on Sculk blocks

     

    Deep dark:

    *Replace Snowballs with pebbles (A throwable stone item, cause it doesnt seem fitting to have snow on the deep dark)

    *There should be more Sculk decorative blocks to add variance into the generations, maybe a sculk grass, Sculk Mushrooms,

    *The Sculk Blobs should be bigger/Connect into each other/Look like a certain pattern, instead of veins

    *Sculk Blobs

    *This decorational Variation should make the Deep Dark more pleasant and Interesting

     

    Sculk Thingies:

    *The Sculk Shrieker should trigger if any entity step on it, allowing for simpler contraptions to activate it

    *A way to apply the Darkness effect without summoning the Warden

    *The Sculk is amazin, I love you devs

     

    Ancient City:

    *Reinforced Deepslate Should do something special, since they can't be broken, but I'm sure you guys are working on that ;p

    *Dripstone Pillars generate too often inside (through) deep dark cities

    *Waterfalls Generating Throught Ancient Cities

  • 1
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    when you use a shreeker under the water it makes the noise of the warden spawn but the warden dosnt spawn

  • 0
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    I love this so much I just wish the warden could attack you if you pillar up to high or even go in the room there’s two blocks tall and then he can’t attack you and I would also like if the Asent City would generate it with just that no drip stone And all of that

  • 3
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    since the deep dark is "deep" and "dark" maybe it could generate below -64, so it has a chance to generate in already generated chunks with the new blend feature

  • 0
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    It's easy to avoid if you just tower up with some blocks or just digging a hole, also the animation of the warden emerging from the ground is weird when it emerges in 1 block instead of 4. Also, the shrieker summoned a warden the first time it was activated, but its deffinitly horrifying and my first impression in survival was scary, you guys nailed that part

  • 0
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    So, I feel as though the concept of the warden has worked. You accomplished that kind of first night experience. Which is good, however the most important thing currently wrong with the warden, is that u can easily beat him by cheesing the boss. Now I know your intention is to try to have us avoiding it, but when I first played it in survival Minecraft, I literally had no stuff, yet I was able to kill the warden easily.        do you want to know how? Well... I towered up and punched him with my fist. Like... the Most Powerful beast. beaten with a few punches of my hand. I don't think this was intentional, however it makes the warden significantly less scary than he is supposed to be, and really makes me hope this will be changed ASAP! but other than that major change, the Warden was actually very fun to avoid, it made me actually feel scared, and that is what i want to see from the warden. Just fix the towering and it's a 20/10 for me!

  • 0
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    The warden comes out from the ground when it spawns so it should be able to move through it at anytime it needs, crawling through the floor, like a true horror monster, so it isn't stopped by walls, cages, or anything like that

  • 1
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    This is a really cool update, but I feel like you can get around the Warden pretty easy by just using a pillar or digging into a wall.

    I think that this could be solved by increasing the reach of the Warden so that is as long as a players reach, this would make it impossible to get just stand and hit the Warden whiteout it being able to hit you.

  • 0
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    right now you can kill the warden by building up 3 blocks and hitting it with a sword. It is essentially an iron golem with more damage and health. It would probably be better if there was no way to kill it with a sword easily.

  • 0
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    • Was the Warden challenging?

    No, I was easily able to avoid any contact with the warden by either Placing down a bucket of water or Pillering up 5 blocks or having a trapdoor as we've gotten away from mobs this way in every version ever.

    • Describe any encounters you had with the Warden?

    Well, I went down fully geared up and because the Deepdark city was intersecting with the Dripstone caves the normal zombies gave me way more of a Nuisance than the warden who got trapped by a few dripstone blocks.

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

    Yes, They were easily able to loot a chest or 2 without being killed since again I just find a safe place and loot them or destroy the Shrieker nearby.

    • Describe how the darkness effect felt?

    The darkness effect was one of the few good things just wish it was a bit darker kinda like the mod Hardcore darkness it shouldn't matter if you have brightness Bright or Moody it should always be the same darkness.

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

    Not scared at all please make it scarier I want to feel the fear factor I used to in alpha Minecraft so badly

     

  • 1
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    So I have some things that I wanna add as there are a couple warden cheeses that I don’t think people are talking about much and something else. Before I talk about warden cheeses I want to say how I think that no music should play if you enter the deep dark biome so that is it eerily quiet and it is just you, the warden, the cave, and the sculk. Okay now for the warden cheeses: bats. When a warden is angery it can get distracted by the bat and I found that annoying do I think you guys should remove bats from the deep dark. Next we have power 5 bows with harming 2 arrows. Probably the highest damage weapon at the player’s disposal as it can two shot a player in full prot 4 netherite due to harming’s true damage so you guys should make the warden immune to all negative potions like harming, poison, slowness, etc, but maybe make it to where positive can still affect him like swiftness, strength, jumpboost, healing, etc. Another warden cheese that some people aren’t talking about too much is wool. Placing and breaking wool should still trigger sculk blocks like every other block so you can’t just bridge through the whole place. Another cheese that I saw was how players were jumping around on the taller parts of the city so some sculk sensors should be placed around there to pick up player movements. The last cheese that no one had talked about is fishing rods and holes. You can lure the warden into a hole to get stuck and use the fishing rod to kill it with fall damage.

  • 0
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    The warden being undead is cool and all, but it means you can just pop a few withers in the deep dark, and collect what they leave

  • 0
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    I thought overall this was amazing and I am super excited for the official release. The ancient cities are really beautiful and the whole environment is really spooky and constantly has you at the edge of your seat. One thing, though, that I would really like to see is the Warden getting the ability to break blocks because I found it to easy to tower up or box myself in to the point were the Warden couldn't touch me. I just think the ability to break blocks would make the Warden a lot more intimidating. But other than that I thought that it is so far a really cool update in the making and I would like to say thank you for the sneak peek it was fun.

  • 0
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    The warden was really good in the intended way of dealing with him. Carefully opening chests or sneaking around felt good. The fact that after the initial 3 shrieks, it only takes one shriek to spawn a warden didn't feel that good, It is a good idea to have that but after awhile it should go back to needing 3.

    The warden in its current state is horrifying but very easy to avoid. You can pillar up, you can put down water buckets, you can put down lava buckets and it easily avoids them.

    Suggestions: the warden should only be able to emerge or tunnel back down through sculk blocks. This would be a better way of being able to use shriekers in builds but also making "security systems" for your base.

    The warden should be able to phase through sculk blocks and come back out of them as he pleases or when angry. He should also be able infect small areas of blocks and get to players by doing this. This would fix virtually every cheese as the warden could get extremely angry and move very fast to get to the player no matter the cheese.

    While you guys probably have plans for the middle "portal" a fast travel thing would be so incredible for this. It could be activated by some late game block (maybe nether star) and be linked to one other portal in the world like portal a goes to the other portal a in the world. If you try to activate a third portal with block a it would do nothing. This would be an effective way to travel large distances in the late game without the nether. 

  • 1
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    I think that the reinforced deepslate frame should be a portal to another dimension! :}

    (no not an existing dimension, I think a new dimension should be added!)

  • 7
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    Better loot in the chests in ancient cities would be ideal- otherwise there’s no reward for exploring such a dangerous place. It’s kind of like “what’s the point of taking that big of a risk if I won’t gain much from it?”

  • 0
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    The darkness effect enhanced the already chilling and cold atmosphere. It made me feel alert and ready for what is going to happen while at the making me feel anxious. But it's kind of too much. Even when using bright lighting you can not see your own feet.

  • 0
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    Any problems I've seen with the warden have already been addressed in other comments, so I'd instead like to mention the new enchantment, Swift Sneak. I like it, being able to sneak faster is good for building in high areas and of course for evading the warden, but I don't think it should be a boot enchantment. Yes it makes the most sense to go on the boots, but there's already four boot exclusive enchantments, Frost Walker, Feather Falling, Depth Strider, and Soul Speed. I'd instead suggest having Swift Sneak be a leggings enchantment, as there are no leggings exclusive enchantments.

    One more small issue, the loot in the Ancient Cities is severely lacking. Yes, enchanted books are nice as is the Swift Sneak enchantment, but unless villagers won't sell Swift Sneak there's no reason to go into the cities. Take End Cities for example. They have exclusive end game items that allow the player to do things no other item allows. And while I don't think an item as game changing as elytra should be in the end cities, it at least needs something better then Swift Sneak.

  • 5
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    There should be some basic netherite loot in the Ancient Cities: non-enchanted pickaxe, or a few pieces of ancient scrap / debris (this might be a good way to tie the lore of ancient debris to these ancient cities - not just because their ancient...but also because their ancient - slight joke but serious). Or the rolls on swift-sneak should be re-balanced to slightly increase the chances of finding them in chests.

  • 1
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    firstly; the warden is unfortunately very easy to distract, and in fact, gets incredibly distracted without any effort on part of the player. the no mobspawn in deep dark biomes helps this, but due to the way they currently generate, mobs just wander in immediately, and bats in particular are a HUGE issue, as the warden will agro onto the bat and follow it all the way across the cave. proposed solution: change the biome to generate relative to the sculk clusters/ancient city, so there's a defined no-mob zone around it every time, and make wardens ignore flying mobs entirely.

    secondly; getting away from the warden after upsetting it is far too easy, but some things that you would think might work, don't. as some people have mentioned already, you can just tower to avoid the warden like you would an angry iron golem, but squeezing into tight spaces isn't always effective due to the peculiarly thin size of the warden's hitbox. i suggest that the warden be able to throw/break blocks to prevent players from being able to just tower and dig away, and to make the warden's hitbox wider to make hiding in holes a little more effective.

    and thirdly; unless the theory that the central structure is a portal is correct, the matter of being able to escape with the loot is currently irrelevant, as it isn't worth the expected nor current risk trying to get it. it's like how you only go to a stronghold for the portal, as the loot itself is just stuff you can make at home or find elsewhere easy.

  • 1
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    First: The Warden still despawns/burrows back underground after a bit even if it was named. Not sure if there is any particular reason for this, but being able to keep a specific Warden in the world would be a fun feature that could lead to a different things the player can do to interact with it. Some ideas would be to; have it remain in a certain area; acting as a guard mob for a player's base or some form of highly dangerous neighbor; or simply to have an angry companion in the cold of the deep dark biome. ;)

    Second: Too easily can a player simply pillar up with any block they have and dodge any form of challenge that the Warden is there to provide. Giving the Warden some property like climbing or a ranged-esc attack can benefit the warden and equally challenge the player into focusing on sneaking around the warden, rather than just bumbling through deep dark biomes and then pillaring up with blocks when a Warden threatens them.

    This snapshot was amazing and really got me hyped for the next update that is coming. I can't wait to explore these new areas and see what will become of them in the future. I hope that greater interactions with the Warden will become more apparent with future updates and I am looking forward to what new features will be added. Great work on giving me nightmares while traversing through these stunning caves! 

  • 0
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    Hey! You folks have done a marvelous job with this mob. I like how it inflicts the darkness effect, that really chills me, as there's nothing like that in minecraft yet. The ancient cities look STUNNING! The only things I have to add is perhaps make the shriekers fire TWICE before the Warden appears? In my testing, it seems like one shriek is all that is needed. I also feel like the loot of cities should be far greater, more on par with End Cities, OR add something unique that can be found in the chests (perhaps a potion ingredient for haste? Or maybe a new effect, Sneaky?) The warden is also rather easy to cheese. Lava, pillars, digging into a wall. It would be far nicer if the warden could climb, similar to a spider? And perhaps LAVA resistance. I'm aware that the Warden is a subterranean creature, sunlight would still hurt it. Also, perhaps Leather Boots would muffle walking? Perhaps the range of the vibrations is decreased?

    Thank you for reading!
    -LordQwerty

  • 0
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    I think that the warden could have a bigger reach (so you can't cheese it) but also it should have a HP reduction instead of 500 it could be like 300 similar to the wither, loved the experimental snapshot, it made me feel like i was in a horror game. The warden really presents a challenge in it of itself specially if you're not expecting him and don't know what to do. Also, the warden can be easily cheesed but if it aggroes at you there is like no time for you to pillar up to kill him (because of his speed) also, i would really enjoy for the reinforced deepslate to be obtanable in survival, it's a block with very unique properties and i would like for this block to remain the same with the bonus that it can be mined in survival. If you're planning for this block to have a special portal or something to another dimesion then leave it as is. also, I loved the ancient cities and all of the sculk blocks, they are very unique and have very cool properties.

  • 0
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    I really feel like the sculk block, if not the related blocks as well, should have soul fire on top when you light it. It makes sense, given that it spreads from killed mobs, and it would be nice to have more blocks that you can get blue fire from.

  • 0
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    eu amei o deep dark amei tudo o warden e as cidades ancestrais so que ta facil de matar o warden pfv faz ele quebrar bloco ou subir pra ficar mais legal e e so isso o resto ta de boa pra mim nao tem bug nenhum ta tudo perfeito.

  • 3
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    I think the wardens is too not that hard if you know what to do. You can block yourself or trap it and it won't get out. You can put on lava and it will die. Their a way I think you can fix it make Warden immune to lava and fall damage