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Deep Dark Experimental Snapshot Feedback

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  • 0
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    Sculk sensors and the Warden should sense you taking fall damage regardless if you're sneaking or not. I already love how you have to be aware of your surroundings. Water is already Sculks best friend, so it's nice to see water sprinkled around in the Anient City a bit. Fall damage could also be interesting to think about how you're moving vertically, and it could ask the players to take a lot more risks and be less reckless.

    Also, I personally feel there's too many of those corridors with wool in them. So far, at least to me, it has just been about getting to those corridors as quick as I can when the Warden is out. But there's still absolutely nothing wrong with having traversable ground sprinkled around the Ancient City. To me, there should be bit more of a balance between safe, traversable ground and risky areas.

  • 1
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    Totally loving the snapshot!! However, the Warden is too easy yet too hard. Its easy in the way that you can cheese your way out of it by building up, however I am aware that it will eventually have a way of countering that. But it's hard in the sense that it's inescapable. It's smelling function makes it almost too OP, being able to track down players without even needing its sense of hearing. And new players would have absolutely NO idea what they are facing! My friend has just started playing and I brought him down to a Deep Dark biome, then he activated all the shriekers without knowing and thought the Warden was a passive mob because it didn't attack. Then he pulled out his sword and got insta-killed before he could land a single hit. Not like he knew of its many complex mechanics.

    Also, it would be totally cool if a chase theme played whenever the Warden was chasing you to add to the suspense of the fight-or-flight moment (especially since flight is the only option)

    Apparently, the loot chests were going to have never-before-seen loot with abilities that were extremely beneficial. How about a helmet that makes mobs not notice you? I know mob skulls already achieve this effect, but something that lasted for longer would be better. And we need some singular, foolproof way to narrowly escape the warden. Just anything, maybe a throwable item that would distract the warden and lead it underground, even if it gets consumed.

  • 1
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    I think players need new portion this portion skill is no sound.

  • 1
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    How about confusing the Warden by summoning other players?

  • 2
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    Add an item that temporarily disables the Warden.

  • 0
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    Warden got in an infinite feedback loop with one of the Skulk Sensors. Kept setting off the Skulk Sensor with its own vibrations, and stood there growling angrily at the Sensor while it repeatedly went off over and over again until I finally used the kill command on it.

    Also, it's practically impossible to occlude Skulk Sensors from any surrounding noises because they are also surrounded by Skulk. I haven't managed to find a single way to open a chest without immediately summoning the Warden, and I've tried in 5 different worlds so far.

  • 0
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    I posted some feedback before, but I'll provide more about the Warden. Keep in mind, I've been modding in the Warden to 1.18 alongside a few other people, so I've gotten an early peek at what would make the Warden more challenging and fun to play with. I'll sort this list by priority of what should be changed.

    1. The Warden NEEDS to follow any vibration instantly, and its pathfinding NEEDS to be fixed. The current Warden ignores over half the vibrations it detects, quite literally defeating the purpose of being a warden. The Warden also won't follow a vibration if it's still wandering from when it was idle- use entity.getNavigation.stop(); and THEN tell it to move to fix this.

    2. The Warden should be able to attack anything it's sniffed once or detected one vibration from if it's close enough. The current Warden doesn't do this, and is therefore no challenge.

    3. The amount of damage a Warden can take at a time should be capped at around 10.

    4. The roaring mechanics NEED to be revised. The Warden should only follow something it roared at for 6 seconds after it sniffs or detects it, and afterwards, it shouldn't be able to follow it. The current Warden suddenly gains eyesight after it roars.

  • 0
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    What a wonderfully horrifying experience to add to the game! While it’s easy to cheese The Warden in survival, exploring the ancient city in Adventure mode truly does have that horror aspect. As others have mentioned, it needs more mobility, perhaps it can dig through patches of sculk to reach the player if they get too far? Also, not sure if this is a thing, but sprint jumping and sneaking in a certain order causes you to sneak at a faster speed than normal, the effect is removed after touching a wall. 

  • 0
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    Although I have not played it since I don't play Java edition, here is my general feedback

    1. I would like to see fog in the deep dark/ancient city's to get that horror atmosphere a little more as development continues

    2. From videos that I have seen, it is too easy to cheese the warden. Pillar up like 3 to 5 blocks and you could easily kill it. Maybe later down the road add 2 to 3 ways for the warden to stop you from pillaring or escaping away from the warden. Because in my opinion, it needs to be a little bit faster for the warden to catch up to you. But I'm sure you guys can find ways to implement these ideas/feedbacks

    3. More new loot in the dark deep city's. Right now the new enchantment is very cool and useful, but there is still not a reason to go down there. Maybe a new item that so many people really enjoy like the eltyra. Or maybe it involves a new way to play the game. Or even maybe like a huge new crafting recipe that creates a new weapon, way to heal, tool or even a new food

    4. I feel like the deep dark biome is slacking it's environment. Maybe some new scary decorations or scary blocks to add to the deep dark for its horror side of the game.

    5. Maybe in the near future of the warden, maybe it avoids the water so it doesn't get stuck as often or completely. Or maybe it swims faster at the same speed as the player

    Thats all I have for now and can't wait for more to come

  • 0
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    Even though the Warden is clearly designed around avoiding it and not defeating it, I feel like the player should still be rewarded for defeating it, because of the challenge that presents. Players should be rewarded for thinking outside of the box and going out of there way to do overcome something difficult like that. A useful new drop would be nice but I think a challenge advancement would also be a nice reward, especially since the Warden isn't included in the Monsters Hunted advancement.

  • 0
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    Towering or stacking up could be an issue, but I think that tunneling into a wall could also be a problem. A simple solution would be to let it break blocks like the ravager. This could make a scary immersive situation where one could be strip mining near a skulk growth, awaken the warden, and then try to escape as the warden punches through the rock towards the player. However, a possibly more elegant solution would be to let the warden crouch or crawl/squeeze through a hole or corridor, thus shortening or constricting its hitbox size to get to a hiding player. This would also help because the Warden is the tallest mob, which could restrict its moving ability especially in the complex and cramped setting of the Ancient City. Great work so far on the Warden and Ancient Cities, this is shaping out to be a very immersive part of the game!

  • 12
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    I think the warden should be confused if you play a music disk, but then it will break the jukebox when it goes to it. It would be a fun easter egg

  • 9
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    I do want to mention that it is pretty easy to avoid the warden. You can just tower up like 4-5 blocks and kill him. Maybe give him ability to climb walls and stuffs. Attack damage seems to be more, atleast it should be able to kill an iron golem in 1 hit because you want us to avoid it so pretty much that WILL do the work. I do feel that the loot in the ancient cities should be a little bit better. That's pretty much I have to say. Please please give warden the ability to climb walls and kill iron golems in 1 hit so that we actually have fear of this enormous beast!

  • 0
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    Hello there,

     

    Here I answer some questions about this snapshot. feedback time

     

    The warden was quite challenging, but it was still fairly easy with full protection armor.

    The warden was enjoyable to encounter because it was pretty scary. My encounters with the warden were scary and tensive but were still enjoyable. I was able to sneak around the warden with sneak and also with the enchantment. I was able to loot the chest But my tactic was mostly dependent on the wool so I could remove the shriekers without awakening the warden. The darkness effect was the creepiest of all. It felt claustrophobic and creepy; the sounds were the creepiest. My encounters with the warden were pretty scary on a scale from 1 (normal) to 10 (very scary) i would say 8 out of 10.

     

    So that was it. 

     

    Greetings from me and belgium =).

  • 0
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    First of all, thank you for this wonderful snapshot. I have been waiting for this moment for a really long time :D
    I think the deep dark looks cool but personally I would have expected a bit more "biome-vibes" with the deep dark itself. As the deep dark is part of the caves, there are mobs. That means, if I get close to a shrieker, the warden will spawn immediately (feels a bit too easy for it to spawn) and will never despawn, as it will chase after all the mobs in the cave.
    Personally as someone with an anxiety disorder I feel like the darkness Effekt is too dark. I would like to at least see a bit more of my surroundings. I tried the accessibility setting and turned the darkness Effekt down but that also felt a bit harsh, the Effekt is pitch black or pitch black and more far away or completely off. I would like it more if it would fade into darkness.
    I also feel like the darkness Effekt in combination with the heart beat could be extremely scary to children. I am a 27 year old grown up and it made me pause the game as it felt too scary.
    BUT, the ancient Citys look AMAZING! I am in LOVE with these structures. I feel like they need a bit more unique loot for me to want to get down there and explore. Especially with the risk of the warden one hitting me.
    Also my personal wish. Please make the structure in the middle a portal to another dimension at some point. That would be amazing and would make me want to get down there even though the warden scares the living *** out of me :D

  • 0
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    Great sounds and animations design, warden is actually scary if you first encounter him, you can pretty much cheese him easily as others already feedback. Though my biggest problem is ancient city, it has no incentives beside messing around with warden. Loot chest is terrible, not really worth the exploring, the city needs something else than swift sneak enchantment. Now i did see reinforced deepslate which i don't know what mojang will do with that, hopefully a portal to another dimension like the end or the nether or home of warden or sth.. to explore even further with more items for end game contents like ancient debris in the nether (something like beacon 2.0 that let you instamine wood or deepslate with netherite gear). Still this snapshot is a good one to see mojang's decision to make the game a bit more difficult which i appreciate a lot

  • 1
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    The Warden is definitely challenging if you're on the ground (unless you have a punch bow) but if you build up 2 or even 3 blocks high the challenging aspect of the Warden no longer exists so I would suggest that it could climb up walls like a spider so it's more of a challenge.

    The reinforced deepslate blocks could become a craftable item (crafted by a mixture of obsidian, deepslate & warden bones (a new item drop from the warden)) This could also mean that the reinforced deepslate blocks wouldn't break when broken instead they could be picked up 


    It would be nice if you could have depth strider 3 and swift sneak 3 on same boot
    s.

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    The ancient city in my opinion is lacking it would be so much cooler if you had to explore throughout the city fighting all sorts of creatures from a new dimension called the "Deep Dark" to find the portal to the dimension.  Then in that dimension there could be some resources to gather to craft some sort of Warden protection for your armor but in the dimension is were the Wardens will spawn to hunt you.

    To ignite the portal you could use some dragons breath, flint and steel or something completely different (this would give dragons breath another use than just lingering potions).

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  • 3
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    when multithread?

  • 1
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    Hi Mojang Studios. I think we can warden very easily. Plz made warden super challenging so that we have fun to defeat him. Improve Warden to become super challenging mob ever. Thank You! I hope you will listen to the minecraft players what they and i wanted.

    Thank You

    Bye

  • 0
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    Right now it is easy to defeat the warden, but I know you guys will figure out ways to stop us ;) One of my personal additions to the Warden should be the ability for it to duck: If the player flees into a tunnel which is only 2 blocks high, the Warden should duck to become only 2 blocks high, but he would also become slower. Hope you like the idea :D

  • 0
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    I think a great way to create a counter to pillar cheesing the warden, along with hiding in small holes, would be giving the warden a ranged attack where it throws a block at the player.

  • 0
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    I tested around with the Warden quite a bit, and I have to say it's one of the most fun I've had messing around with a mob in a while. 

    I love messing around with the different sculk blocks, and using them to create fun little minigames.

    The ancient cities are great, my only problem with them are the chests, which have honestly terrible loot. There should be more special gear, such as armour and enchantments in it, considering it's a bit hard to find a ancient city in the first place. It could also be great if there was a unique music disc there as well.

    Finally the Warden, I had fun sneaking around and building my way away from it, and placing blocks to distract it. I spent a lot of time figuring out how it worked.

    My problems with the Warden arise in how cheesable it is.

    Aside from the obvious "build 3 blocks upwards and wait for him to go" You can also just dig a small hole to escape it, but my major problems come when it came into contact of Water and Lava.

    The Warden is a terrible swimmer, and can be defeated with a single bucket of lava and is almost unable to go past a stream of water.

    An Idea I have is that the Warden could be able to ignore streams of water, and walk past it as if it isn't there. As for lava, it should be fire resistant, since it has no real reason to be damaged by fire.

     

    All in all, I think this stuff is great, and I'm excited to see it fully implemented, but please make sure that the warden can't be cheesed.

  • 0
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    I really like it! The only suggestions I can think of at the moment would be to give the warden more reach and make it faster, and it would be cool (though not necessary) to give the warden a smaller hitbox and perhaps a light version of mining fatigue which might encourage more caution and discourage people from manipulating the environment while the warden is present.

  • 0
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    My Big Suggestions

     

    • Warden Should Be able to Climb this would stop pillaring by players
    • Name Tagged Warden's shouldn't de-spawn this is important for mini games
    • Shirkers should be able to be silenced by placing wool over them. 
    • shirkers should be able to send a redstone output when activated. This allows for more wireless Redstone options. 
    • If swift sneak is becoming a leggings enchantment as KingB suggested. Then Feather falling should reduce the sound when falling in addition to damage. 

     

    Less Likely Suggestions

    • Skulk should burn Purple (Dark Fire)
    • Skulk should allow for crafting Dark Fire Lanterns
    • Skulk should allow for crafting dark fire camp fires
    • Skulk should allow for crafting dark fire torches
    • Replace soul fire lanterns and sole fire under city center with Dark Fire



  • 0
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    I have a few suggestions to make the warden more challenging and easier. First you should lower its health. I had a god sword and axe and it took me forever to kill with crits. Second make it be able to break blocks occasionally cause you could just go kill it like an iron golem and build up 3 blocks and defeat the purpose. lastly, you should decrease the damage a small bit by like a heart or so cause with full netherite protection 4 I was getting 3 shotted. That's what you should probably change about the warden to make it better in my opinion.

  • 0
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    i wish the game devs could a way to find the deep dark cities, if the devs dont want to its completely fine

  • 0
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    The first time I ran into him, I was terrified, screaming, he dug down and rose up behind me... chased me, it was terrifying and exiting but after 3 times ... Meh... he's very fast. BUT once you know how he works it's a bit too easy
    3 X shrieker trigger and he appears... just tower up and he just walks around you a bit frustrated, no digging, no climbing, nothing... 

    takes about a stack of arrows to take him down. shoot only one and he just stands there... kinda frozen...

    so you can easily do this a couple of times while you take out the shriekers then you can have a look at the loot, which is quite disappointing... so first of all... this is about as challenging as the dragon, should definately be a boss... 

    should have a drop or more interesting loot or a reason to go to the deep dark... cause if you only go to confront the warden to obtain a spell that keeps him from hearing you, what's the point, you might as well just avoid him

    now if you need to get to the portal, that's a whole other story!!! that would make it kick ass!!! if in every chest there is some piece of the puzzle to open the portal! (this would also make you have to fight multiple wardens to obtain the puzzle pieces) that would be a lot of fun

    I get you don't want to "force" players to go to the warden, but you're also kinda not forced to fight the dragon or a wither... but you can if you want to do certain things... I would absolutely love a purpose for the deep dark, for the warden boss (instead of just a mob)

  • 0
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    He's scary... this is one of the best mobs ever made!!!! the darkness effect, the shrieker sound, the whole atmosphere is so well made, the animation, the sniffing, the heartbeats, the audio is amazing! so so creepy, but he's a bit to easy to take out as long as you have a stack of arrows + nightvision potions

    should be a boss

    the statue should be a portal... maybe for a dimension update... maybe for 1.20?

  • 0
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    It is curious that it is called "The Warden" and that in reality you can attract more than one warden in a deep dark city which makes it impossible to walk through those cities calmly, and it is really easy to kill the warden since they still do not know how to swim and they can't hit you if there's a stream nearby, they also don't know how to climb and with only 2 blocks high you can safely start hitting them. The Warden should know how to climb and swim so that it is not so easy to run away from him, also in the Ancient City there are many obstacles that you can use to your advantage, places that you can cross but that the Warden cannot. I also see that there is an error with the Sculk Shriekers, and that is that when the 3 warning attempts have already occurred and then The Warden comes, after that throughout the world every time you activate a sculk shrieker The Warden will always come regardless of the place of the world and will skip the 2 or 3 warning attempts and The Warden will always come out from under the ground.

  • 0
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    The sculk needs to better allow the player to determine if they are getting warmer or colder when searching for an Ancient City. Sculk, even in the immediate caves surrounding Ancient Cities, is too sparse to provide any directionality to where the city is located.

    Sculk should generate as follows:

    • The sculk in the city itself is fine. It would be a shame to destroy all that nice architecture with too many sculk patches.
    • The immediate area just outside the city radius should be nearly solid sculk on the floors and walls of the caves.
    • As you get further away from the city, the sculk should become more patchy and eventually fade to normal caves.
    • This should happen in a mostly horizontal manner for a radius of 512 blocks. While sculk should appear in upper layers, it should rapidly decrease as it nears the surface. Sculk breaking through the surface (or being visible in a surface cave opening) should be a rare occurrence.
    • Ancient cities should be more common. Using the locate command has shown sometimes they are over 5000 blocks away from spawn. It should be very likely that at least one Ancient City can be found within a radius of 1500 blocks. It is not practical on mobile devices to search in a 5000-9000 block radius due to the world file space requirements.
    • Animal surface mobs should show odd subtle behaviors when within 200 blocks of cities, perhaps showing a tendency to migrate away from the city when moving?