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Deep Dark Experimental Snapshot Feedback

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  • 5
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    (1)

    First of all, amazing work with this experimental snapshot, the ancient city structure is perfect, and I can't wait to see what is to come.

    I did a run through the city in survival, looting the structure and getting out unscathed. It wasn't too bad since I'm used to game mechanics similar to other games that involve sneaking around and disarming threats.

    I thought there was a balanced amount of shriekers, some close together which provided a good challenge to get rid of as alerting the warden is unavoidable.

    The warden is a huge threat. but after setting off a shrieker enough times and spawning a warden I found running away from the area quickly out of range of the warden stops both the darkness effect and his ability to sniff you out, making all my warden encounters easy to get out of. Perhaps you may be able to solve this by increasing the range of the effect as well as his sniffing range.

    The loot table was a bit unsatisfactory for the effort put into exploring and sneaking, although the books would make exploring the structure in the early game worth it and the bones are plentiful and creepy. Swift sneak is a great addition and a great unique item, although I do believe you should be able to put it with most enchants such as depth strider and frost walk. The loot table could be greater by adding certain items that are worth the potential risk like a diamond block or up to enchanted tools and weapons, possibly a loot value a little less of which you find in end cities. 

  • 3
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    (2) 

    To answer more of the devs questions, the darkness effect is perfect. I had the darkness bar set to the maximum and could see about 3 blocks in front. With the warden in the vicinity, I was terrified when I didn't know where he was, it could be better if its effect on night vision was increased by a sliver.

    I do not feel I need to say anything about being able to cheese the warden at this time, as I know the anti-cheese methods are not in place as of now and would be better to critique them when they are released.

    The spawning of the warden at times was janky is the best way to describe it. In one instance I had the warden spawned in a two-block gap in the wall and started suffocating until he burrowed back into the ground and other times almost out of range of the player, although it would be too harsh to make the warden spawn underneath the player. Distance from the player if it's already a factor may need to be tweaked.

    That's my feedback, continue to keep making this game even greater 👍👍

  • 1
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    u can just tower up 3-4 blocks, and start and auto clicker.  come back a minute or two later and the warden is dead.  there needs to be some anti-cheesing things the warden can do, like have the warden be able to rumble the ground and u fall off your block tower.

  • 2
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    The Warden itself was definitely challenging, although still had many easy methods to counter it, ESPECIALLY in Mineshafts. Due to its hitbox being as tall as a wither skeleton, you can just go under a 2 block gap and dodge it completely. Or perhaps even just towering two blocks, it loses its ability to hit you.

    The A.I. itself was a bit weird, it kept getting stuck on blocks. Rather than going around an obstacle like most mobs, the Warden gets very aggressive and tries to directly go towards you, which sometimes is a disadvantage to it.

    I also found myself being able to outrun the Warden, although the darkness effect hindered that a little. Perhaps the longer the Warden gets aggravated, the faster it gets?

    In my opinion, the Warden is already perfect until it reaches its anger stage. The Sculk Shrieker placement is a little hard to dodge however, having two sculk shriekers and two sculk sensors around each other makes it impossible to "defuse".

  • 0
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    Everything in this experimental snapshot was absolutely breath-taking! From the Warden to the Ancient City, I was stunned with the attention to detail and ambient sounds that were included! I just have two suggestions: 

    1. The Warden packs a huge punch! I fought it with Protection IV Netherite Armor and it was dealing four and a half hearts per hit! I didn't want to cheese the fight, so I just fought the Warden in a open cave. I was eventually successful after three deaths (granted I not great at PVP by any means). Based off of this I would suggest that either the Warden's damage or health be decreased somewhat. 

    2. As aforementioned, I thought the Ancient City's architecture and overall look was phenomenal and a wonderful addition to go along with the Warden. However, based off the power of the Warden and the other dangers of being so far underground, I was hoping for some better loot in the chests. I really enjoyed the addition of the bones, enchanted books, and candles, but I felt that they were lacking something a little more valuable. Based off of my gameplay experience, I would love to see some valuables included such as diamonds or copper, useful (but balanced) potions such as night vision or speed, or maybe even an ender pearl or two for a quick getaway.

  • 0
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    When exploring the Ancient City I found 2 main issues with the structure itself: 1.  in the middle area with the soul fire, one of the poles with a redstone lamp on it was missing one of the bottom blocks leaving it floating 2. I found two instances of a floating soul lantern in the corridors around the city. Aside from those two issues, the structure is awesome and I look forward to finding and exploring these when the full release comes out. However, the Warden has a problem. He can't fit under 2 blocks meaning you can easily cheese the fight. When I was messing around with him though, I saw an animation where he bends down and charges. Perhaps this could mean he could bend over to chase you through the 2 block tall area? He also is easily knocked back with a bow that just has punch II allowing you to just spam him. It may be a good idea to decrease the amount of knockback he can take. All around, an excellent start. I am impressed beyond belief. The Ancient City is astonishing and the Warden is a great mob even if it's a bit rough around the edges. I can't wait for this update to drop in full and the team is doing amazing work.

  • 6
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    The ancient city's are sooooo awesome. They should clear out any intersecting aquafers though.

    the sculk blobs and the deep dark biomes and ancient city should only spawn below y=0. It kinda messes with the overworld feel. I like the idea of snapshots expanding on the game not changing the feel too much. Since 1.18 added expanded downwards, which was awesome. I think the new deep dark should be down there. It also gives more reason to adventure deeper into the world

  • 2
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    My encounter with Warden was very frightening, but it was easy to kill him by standing on a pillar of 3 blocks, is it possible to make him reach within the radius of the player's attack? And so everything is very cool to me, thanks Mojang <3

     

  • 0
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    Deep Dark biome is everywhere in deepslate caves. Is this a bug?

  • 3
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    Warden shouldn't be able to suffocate, one glitched into the wall for me and obviously outside of his animation, it shouldn't impact if he's half in the wall

  • 0
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    Something's glitched with the warden's health, it took 46 hits with a sharpness 5 netherite sword to kill him- I know he's supposed to be hard but that seems a bit extreme

  • 6
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    My feedback is that, the loot chests should be more op or valuable so there would be a reason to go to the ancient cities and the deep dark. I'd imagine a specific item that's valuable that can only be found in the ancient city. 

    IGN: _ArcuxCentauri

    -ArcDusk

  • 10
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    I wish that the deep dark biome itself have more decoration and content (besides the ancient cities) like dripstone caves and the lush caves does. Currently it's just patches of sculk around :P

    IGN: _ArcuxCentauri

    -ArcDusk

  • 4
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    I love the current animations and sounds for the warden! I'm not sure if its intended but it's weird that the warden takes no kb from the knockback enchantment but does from the punch enchantment. An easy way to defeat the warden right now is just by building up, so it would be cool if it could climb blocks or latch onto you and pull you down. Another way is to just put water down, which pushes the warden away. Since the warden is so heavy it sinks, it shouldn't get pushed by the water. Currently the max swift sneak enchant that increases the speed of sneaking is 4, but it would be fun if higher numbers also worked with commands. I couldn't find a way to keep the warden from despawning, so it would be cool if putting it in a minecart or naming would stop the despawning. The designs for the ancient city and warden are amazing and I am excited to see what new features come next!

  • 1
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    Warden needs to be able to climb blocks and be lava resistant. OR make him have a huge jump when he is angry. This would mean giving it fall damage immunity too however.

    The Warden is the coolest mob to be introduced and it really needs to feel like a threat.

  • 4
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    The Warden is easily one of the best additions to Minecraft, that many players praised! A bit of horror is what make games like Minecraft, FNAF, Among Us & Undertale so popular, spawning youtube reaction videos.

    However, it's extremely easy to kill & avoid at the moment. Towering up, digging a hole. Right now the best strategy is to have lots of mobs like bats nearby. The Warden is often too busy trying to kill a mob that's out of reach, and I can easily get all the loot.

    Don't make ancient cities too rare! Trying to find rare structures like mansions can be a pain, and travelling takes a ton of disk space. In the future, Archaeology should give maps that lead to ancient cities.

    The ancient city loot is very disappointing, it's not worth exploring. Add something really exciting! What about unique new equipments, like Ghost Cloak & Ice Wand from Minecraft Dungeons? Minecraft has a variety problem; most players simply spam Netherite, there is no room for other equipments & playstyles like magic etc.

    Deep Dark biome needs to be covered with a LOT more sculk to make it unique.

    In the future, I'm hoping that there's more scary powerful enemies & huge dungeons like these cities. In the late-game, most players just build & build, it gets boring. The combat & looting part of the game becomes nonexistent. Those should be easily repeatable in Minecraft somehow without exploring new areas. Portals to random dungeons that'll disappear & reset after killing the boss, perhaps?

  • 1
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    might be nice to integrate the city more with the surrounding terrain, having deepslate blocks connect to pillars and structures around it, sort of like how tall columns in caves currently connect to their ceilings, having more broken/ruined features with "fallen" parts on the floor of the builds. even having the ceiling lowered in certain areas or slanted and having some of the blocks sort of being thrust into some of the builds like a shifting of plates might help to really give that ancient underground city vibe instead of a underground build that generates and cuts into the world.

  • 3
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    The "Monster Hunter" advancement is not given for the Warden being the first mob killed.

  • 3
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    Deer Mojang.
    I have not fought the warden yet, but I have checked out the structures, and, I am disappointed.

    When I heard that there were to be underground cities I thought like ruined houses, portals, and workplaces. Like a normal village, just mutch more advanced, and destroyed.

    I hoped that the warden would become invariable to fire, range and fall damage when under half health. And though it would be cool if it could shoot sound waves, to prevent you from just blocking up, or digging into a wall.
    I also hoped that the loot tables would have diamonds, gold, iron, copper, and acasinly netherite.

    So it is a cool idea, I just feel like the structure and warden is a bit disappointing.

    Ether way, you must all have a nice day :D
    -Benja_010

  • 0
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    I have several ideas:

    The warden will come after one shriek of the sculk shrieker, I think it would be a bit scarier if it was two or three shrieks. I think this because now the shriekers seem like a ticking clock, hit the third shriek and you know what's coming, you can take some stuff from the chests, but take to much and the warden will come.

    Adding onto that idea, because chests are so close to the shriekers, it is hard to get any one piece of loot without summoning the warden, so this idea would help.

    When the warden eventually comes to multiplayer, it would be unfair it a warden would kill you because another players made a noise, the warden should have its own specific player that it kills first, only once they are gone does it kill you, so you have some time.

    The warden is currently a great big killing machine no matter how powerful you are, if there was a way to get away from it quickly not to stop it but to buy you some extra time, (maybe ender pearls are some loot?) then that would help.

    It does not make sense for you to kill the warden, but it does not make sense for it to be immortal, if a player does kill the warden it should have a slightly more impressive particle effect and sound.

    When the warden is searching for you it would be good if there were soul particles that would fly out and travel near and around you (they originate at the wardens chest) and then fly back. They wouldn't do anything but it would be a nice scary detail.

    Other than that I really enjoy it.

  • 1
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    The warden can't damege the wither...

     

  • 1
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    Some of the aesthetics of the city could do with a bit of work, it looks really good for the most part but I would say the reinforced deepslate structure does not look great because of how complex the texture is, the green/white contrasts with itself and makes the frame look very repetitive and to complicated and contrasts too much with both itself and everything around it, In think it would be better if the texture was a bit simpler, like obsidian.

    Also the soul fire under the portal, whilst looking simple it also looks a bit "eccentric" and chaotic, like when someone just sets an entire biome to fire, fire looks good, but for it to be at its best in a build you need to be sparing with how you use it, maybe just a bit of soul fire on top of some spires either side of the deepslate frame. 

  • 2
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    Overall, I like how the Warden was implemented. One thing I noticed is skulk shriekers and sensors feel overpowered. They can hear when you are placing down wool on skulk blocks, which I'm not sure if this a bug or feature, but I feel like wool shouldn't make a sound when placed on skulk. It makes it too difficult to diffuse skulk sensors and shriekers.

    Are multiple Warden's at a time intentional or a bug? One thing I think would be cool if there could only be one Warden at a time, but he could warp to areas that a shrieker/sensor warns him about and rise out of the ground there.

    I think that the Deep Dark Biome shouldn't always have an Ancient City. I liked in the Warden introduction that there were caves with skulk by themselves, I think adding these types of caves could diversify the Deep Dark a little bit. Also I liked that cabin structure that was in the reveal. I think that would be a cool structure to find in the caves.

    Besides these gripes, I'm loving the snapshot. Great work so far! Can't wait to see what else you come up with!

  • 7
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    I think there should be more sculk in the Deep Dark because this biome doesn't feel like individual biome, but normal cave with some more details (like dripstone blobs before adding dedicated biome for it). It's even hard to tell where this biome starts unless you see some sculk (but biome is bigger than it's apperance). Instead of some blobs of this blocks this biome could look similar to lush caves - nearly an entire floor of sculk and more skulk on walls and ceiling, maybe adding something like sculk vines. With that we will clearly see where the edges of this biome are. Dripstone caves shouldn't blend with Deep Dark after all. Biome apperance should be way deeper, from around Y -16 to the bottom of the world (It's DEEP Dark after all). This would equalize amount of sculk that apeeared higher in the world (deeper but more instead of higher and less). Anicient Cities are epic and really fit in game (but sometimes air generation around this structure looks bad and leaves tall, flat walls - it's still work in progress I think). Warden sometimes appears in weird spots, like on the top of city walls (so you can see his entire body before unburrowing). He could have restriction to spawn in 3 x 3 area filled with solid blocks.

  • 11
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    I really like the work the team has done with this snapshot! They've been working hard to perfect each aspect of the Deep Dark and it's features. However, I still see a lot of room for improvement. Here are a few points-
    1. I feel like the Deep Dark biome is just a bunch of regular caves with a few sculk patches, this really doesn't feel unique and is more like a regular cave with a catalysts spread out rather than the deep dark we saw at Minecraft Live 2020 and 2021. More sculk should generate on the floor, and should be more closely packed together.
    2. It generates since y level 0, even though its supposed to be exclusive to the deepslate layer.
    3. I understand that the Deep Dark is supposed to be a rare cave biome, but right now it's wayyy too rare. Using /locatebiome almost always says that it could not locate any such biome within a reasonable distance, and I usually have to teleport at least 2000 blocks away, and even then it's generally at least 1000 blocks away.
    3. Swift Sneak is a really cool enchantment, but I don't understand why it's mutually exclusive with Depth Strider, Soul Speed and Frost Walker??? It doesn't affect the behaviour of any of these enchantments.

    Other than that, great work Mojang!

  • 3
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    The warden was not very challenging for me. If you can see skulk blocks from far away, all you need to do is sneak up to them and break any shriekers, and the warden won't spawn. Even when the warden does spawn, it's pitifully easy to kill. You can pillar up a couple blocks, dig into a will, dig down a couple blocks, and suddenly it's no longer a threat. Even when I wasn't trying to hide or escape, I wasn't particularly worried because it's pathfinding is... not the greatest. I walked up some starts, walked a couple blocks down a walkway, and the warden was just sitting on the ground below me. It easily could have killed me if it was able to walk up the stairs, but it couldn't. I believe this could be resolved if the warden had an attack that was able to reach far away players. Whether it brings the warden to the player, brings the player to the warden, or is a projectile of some kind.

    That being said, the darkness effect is nearly perfect. Restricting the player's vision makes running from the warden much harder, and if the warden was able to effectively chase the player, then the warden would be a threat.

    I also feel like there could be better loot. All I ever saw in the chests were some health potions, bones, books, and various enchanted books. It feels pretty underwhelming for such a sprawling structure. Perhaps some level 3 potions could spawn rarely in the loot chests, so there's something more than just a single new enchantment to find there?

  • 2
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    I noticed some of the loot in the ancient cities was normal books, I imagine there will be better loot later on but I thought that the books would make an interesting opportunity to add a bit of lore to the cites, they could be something cryptic (a bit like disk 11) like this:

    Diary of S____ __a__ 

    All I c__ see is d_arkne_ss, it c_mes. It hea__ you. don't m_ke a s__nd.

    they com_ fr_m an old c_v_lisation  calle_ th_ ________a__  of t_e _____er cities.

    if y_u ar_ _ere, get out now

     

    The underscores representing parts that are worn away in the book. some parts of the book would always be hidden, (like this line: they com_ fr_m an old c_v_lisation  calle_ th_ ________a__  of t_e _____er cities.) but if you find another of the same book elsewhere you might be able to piece together what the rest of it said. There would be many short books like this, with missing segments, just to make it seem old and as though others have been here before

  • 2
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    For work-in-progress content, all of the Skulk stuff is looking really good; big fan of the particles, especially the Skulk spreading effect. The warden is also looking (and sounding!) really good. One gripe, though... 

    All of its animations look really good— when used for their intended purpose. What I mean when I say this is that it's sniffing animation looks good when used for sniffing, and its walking animation looks good for walking (duh)… But It's "running" animation is extremely silly; being its walking animation simply sped-up. 

    So while yes, an encounter with a warden is scary, I can't help but chuckle as it quickly waddles out from the darkness towards me. 

    TL;DR, add an animation specifically for its charge/run. We want it CAREENING at us!

  • 2
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    Its very easy to kill the warden by just placing flowing water inbetween you and the it, and shooting it with arrows until it dies, also you cant build iron golems in this snapshot.

  • 2
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    1. I feel like the warden is a very challenging thing to fight, although, the fact that you can just pillar up, makes it easy, because all I need to do is go up four blocks, with my sharpness 5 diamond sword, and I can crit it to death with ease, perhaps make the roof lower, and out of blocks that take longer to break, might be a good counter.

    2. I never properly looked at the warden in survival, all I have done is get chased by him in a superflat world, although the encounter in superflat was still quite scary, because throughout the whole time, he was trying to chase me.

    3. N/A

    4. The darkness effect... it is quite a cool effect, making it harder to see really adds to the suspense, I feel that if I was exploring in the ancient cities, getting darkness, then the warden appearing, would be really scary, trying to work out where the warden is, may be a bit difficult for people who don't play with headphones, perhaps something that could help with that could be the screen sort've giving some sort of indication to where he is, or else people don't stand a chance.

    5. N/A