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Deep Dark Experimental Snapshot Feedback

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  • 1
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    3d biomes blending is unstable and has patch's of the top biome mixed in cause mobs to appear 

  • 5
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    mineshafts can overide parts of ancient citys

  • 1
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    Hello, I really loved this Experimental snapshot. The Ancient Cities are amazing and a really creepy experience overall. Same goes for the Warden. I have also found a small bug while playing around.
    When using the /effect command
    For example
    /effect give @s minecraft:speed 1000000 x 

    x being the level of the effect, it gives x + 1 to the player.

     

  • 3
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    answers to the questions: The warden one hit killed me, but I could easily avoid the warden by standing under a 2 block tall gap(under a block)

    Encounters with the warden were enjoyable but I feel like it was too overpowered when running towards me, I would've enjoyed it more if it "lost" me 

    I was able to sneak around in the ancient city without triggering the warden, I feel like there should be more shriekers / more spreak out, sometimes there were none for ages and another time I saw 3 in a ~5 block radius.

    When the warden found me, he instantly killed me, I could've probably survived if I was more careful

    the darkness effect is super scary, great job.

    The warden made me quite scared, awesome!

     

    general feedback:
    The "3 layered walls" / pathways should connect to more of the ancient city, they were often cut off abrupt.

  • 5
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    The Deep Dark cities are more like Castles to me because they have big long corridors with barely any buildings attached so maybe add more buildings that attach to the long corridors (with or without chests) but still keep some big open areas like there already are but other than that, great job (other than pillaring up).

    Also, like a few other comments I saw, the deep dark biome is waaaaaaaay too rare so maybe you could amend that because especially for the adventuring time advancement, it would be a pain to find and if people need to grind to find the biome, it might mean they are pretty advanced and could take the whole city down easilly without enjoying it so maybe make it more common or make a way to find it like woodland mansions or strongholds

  • 2
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    the mechanics of the warden are very good, the truth is that all the work they have with such an incredible monster is very surprising, but I think they should be polishing their attack mechanics, since it is very easy to avoid or defeat him, so with putting 2 blocks underneath ours, putting lava on it can defeat it, also when submerging ourselves in the water the warden cannot swim

    As for the underground cities, they are very beautiful and large, they are great, only they are very rectangular at the time of generation and I think that as far as the loot that is in the chests they should improve it, because I would not go into a city in ruins just to look for corruption blocks, candles, snowballs and books. Being the warden an extremely powerful monster, the loot should be more valuable for the player to risk entering the underground cities. The loot could be diamonds, enchanted books, night apples, emeralds, something similar to the end cities but not quite the same, I also remember that in minecon they said that the loot that would be in the chests would be new and super valuable items, I hope add soon

  • 7
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    I've been playing since beta1.7.3, and I'm very excited to see Minecraft finally get something like the Deep Dark. However, that isn't to say that the Deep Dark is at its full potential. Here's what I think should be done to improve it:
    SCULK/GENERATION:
    Sculk Shriekers should be a LOT more common. I shouldn't be able to go through the Deep Dark AND the City with just wooden tools. Something needs to actually pose a threat, which isn't happening with the lack of Shriekers.
    Sculk Blobs w/ Catalysts need to be MUCH more common as well. At the moment it just doesn't feel like the Deep Dark, increasing the size and frequency of these will build the immersion and look much better.
    Some Sculk Growths should have a large radius and use noise to generate, crawling on floors, walls and ceilings.
    WARDEN:
    The Warden should be able to dig through player's barriers and towers like a mole, they NEED a proper punishment if they can't sneak and avoid the Warden properly.
    The Warden should be able to dig through the walls of caves to follow a player/mob it's angry at so it can't escape just by walking away.
    Use EyeFeature overlays for the Warden. You can change the alpha of them dynamically by setting the Red, Green, and Blue values below 1.0f at the same time. It looks MUCH cleaner than the current Warden overlays.

  • 2
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    The Warden is definitely difficult, but it can easily be cheesed by building up a couple blocks. If you play how you're intended to, it's fairly balanced and intuitive to sneak around it. The Darkness effect is also perfect and is really terrifying, especially if you think a Warden is nearby.

    But I think the Warden shines when it instantly kills mobs that wander nearby. Perhaps the Warden specifically could act like a catalyst when it kills mobs and spreads Skulk without the need for a catalyst, as a way to make its encounters with mobs feel even more powerful.

    I personally think the Ancient Cities need much more loot, especially if this is the only possible way to get the Swift Sneak enchantment. Since this is meant to be a late game area, there needs to be more incentive to go here other than just for the experience of the Warden.

  • 1
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    I didn’t even need to build anything, I just went inside the ancient city structure and the warden couldn’t find its way in. It just sat there and let me punch it until it died. In addition to having some sort of ability to counter obstructions, it seems like it may have some pathfinding difficulty as well. Currently it seems they’re about as dumb as Zombies

  • 0
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    The Warden climbing out of non-Sculk blocks feels wrong. It seems like it should only be able to climb out of Sculk blocks.

  • 5
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    The ancient cities need more sculk shriekers, because at the moment it is very easy to avoid them. I also think the actual deep dark biome feels a bit empty, because Its really just patches of sculk here and there. If there was more sculk on the cave walls and floor, along with smaller structures and blocks like polished deepslate and candles dotted around, it would feel more interesting.

  • 3
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    - When playing the intended way, no pillaring or hole digging, the warden felt like a perfect stealth challenge. I found myself using snowballs strategically to snag chest loot quickly when the warden was active, and if I had made mistakes in stealthing I would have likely been killed. I playtested again, but with the intent to try and ‘cheese’ the encounters. Like others have said, it seems it’s too easy to simply dig into a wall or stack upwards to avoid the warden, however I assume this might be combated against with some anti-cheese mechanics. The main ways I found you could easily avoid the warden was using a lava bucket (it moves very slowly through lava), stacking up, digging into a wall, and blocking it’s path to the player off within one of the ancient city corridors.

    - I did enjoy each interactions I had, I love the Minecraft horror feeling that the warden invokes. It’s animations are executed wonderfully, and the sound design is especially effective. The darkness effect adds a great stressfully claustrophobic feeling I hadn’t felt before as well. The only thing I’d note is that when the warden screams before charging it’s target, it doesn’t seem it’s scream is ferocious or audible enough to me.

    - I would say it’s scariness is limited by how you can avoid it quite easy, but the general horror ambience is set perfectly. Once those avoidance strategies are dealt with I believe the warden will be in a great state.

  • 1
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    Just gonna be answering the thoughts they wanted to hear-

    The warden is honestly pretty easy to fight after seeing it the for the first time, all you need to do is just build up or tunnel down and you'll be safe from it.

    When I saw the warden for the first time I had triggered it by accident and I gotta say I haven't felt that uneasy about something in a while, the sound design and darkness effects just make it even scarier! 

    I discovered that using too many projectiles just seems to anger it further and I also may have summoned two wardens on me at the same time :p

    Also looting chests isn't *easy* but it also isn't too hard I guess, if the chest is swamped by sculk and shriekers I would either look for a way to use a hopper or just leave the area entirely and search for a different lootable area.

    I've also got some suggestions with the warden and one question that I know won't get answered-

    The warden will be cheesed from- lava, towers, and holes which basically removes the danger. If it could somehow get up to you by destroying blocks or maybe even leaping/climbing to you? Also maybe it could dig through the ground to get to you, similar to how it spawns. Also IT CAN SPAWN INSIDE BLOCKS AND DIE!

    Sometimes the cities can also spawn inside aquifers which is really cool but also extremely annoying, 

    Aaaaand my question- what, if any purpose could the reinforced deepslate and lamps hold? I keep on thinking its some kind of mechanism that needs a "key" or needs to be triggered somehow

  • 0
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    The atmosphere, sound design, animations, and the darkness are all absolutely perfect. You guys have really nailed this, Minecraft’s sound design has always been gorgeous but this is a whole other level. Hearing the shrieker go off and hearing the warden dig out of the ground is horrifying!! Also, I play with subtitles (I’m not hard of hearing I just think they’re useful) and the phrases “warden approaches” and “warden advances” when the shrieker doesn’t spawn the warden immediately gave me some goosebumps.

    The darkness effects works wonders too, while it was active I was always battling in my head whether to place a torch down to see better or not, because I didn’t want to set the warden after me. A bug I noticed is that the icon doesn’t appear in the top right while it’s active, only can be seen in the inventory.

    Sadly, when you look at what the warden actually does it’s a bit underwhelming because of how easy it is to cheese. I always thought hoglin were a great hostile mob because they had a long attack reach, even when you’re separated by a black they can still get hits on you. The warden needs a much longer range, it should still be able to hit you when you’ve built 3-4 blocks up. If it is unable to reach your position at all, it should enter a second phase. He would start giving you nausea and making your player character slowly move towards the warden’s position. It could also climb maybe, it digs, why not climb up wall, maybe it would be limited to flat wall tho.

  • 4
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    • 1. The Warden was fun to sneak around on flat ground. However once I learned that the Warden can not reach me if I just pillar up and bridge above the Warden to access chests, it became too easy.

    • 2. Tried to lure one Warden away with snowballs but accidentally summoned another one. Terrifying but great. However I also noticed Warden AI isn't ideal. There was a bat stuck in a crevice, and it angered the Warden and the Warden will just ignore me, even if I ran around or attacked it.

    • 3. Yes, see above. Though it isn't hard to be overly cautious with lots of wool. Maybe add more normal sculk around/under/above chests, and more "hidden" sensors/shriekers.

    • 4. Yes. Among other strategies above, elytra is SUPER OP. Fly in, break chest and fly out. Maybe add a roof/multiple floors to some of the chest rooms, so its not easy to fly in and out and avoid Warden. Same for pearls

    • 5. Suffocating (in a good way). It was scary to hear the Warden mill about but not see it, and does give a scary feel, especially when he pulses into view.

    • 6.Very scared until I learned "how to beat the monster". When I learned how limited the threat range and how easy it is to dip in and out, Warden did lose some fear. But the arrival animation and the sound design is amazing!
  • 3
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    I found it pretty easy to loot the chests, because you could just sneak up there, open the chest, which spawned the warden, and then before he was really done spawning you had already closed the chest again and looted it. Then you just had to sneak away. If the warden noticed you, he just went to the chest and you could run away fast enough.

    The loot in the chests is pretty bad and have little use outside the area. Besides, you can get it anywhere else:
    - Candles can be craften
    - Snowballs you can get by mining snow
    - Potions can be brewed
    - Bones are not needed
    - Books you can craft
    - Enchanted books can be made by yourself

    The only useful thing there is the new enchantment Swift Sneak. But once you have it there is no reason to loot anything in the Ancient City.

    Also, the smelling from the Warden doesn't really feel "normal". Once he smells you, he can see normally again. I could walk around as many corners as I wanted, even without making a noise, and he found me over and over again. (Also, his target doesn't reset when you go into creative mode, as soon as you leave it the Warden tracks you again).

    Another thing I would suggest is that the Warden ignores a certain amount of armor. So he wouldn't do too much damage with bad armor, but would still be a real challenge even with Netherite and Protection 4.

  • 1
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    Deep dark & ancient cities should try to spawn under y=0, and they should be more common. The biome itself feels like just another cave, it's boring. The entire biome, including the ceiling, should be covered in sculk! The EXP that you'll get from this is not overpowered as it's still a slow way to get EXP. Alternatively, use new no-EXP decorative sculk blocks to cover the biome.

    I love the idea of multiple Wardens being able to spawn! A biome filled with Wardens is quite the terrifying sight. Right now, one Warden isn't enough as it kept getting distracted by random mobs, and it takes too long for Wardens to kill players & other mobs due to the animations, and they're often out of reach. Wardens spawning outside of the deep dark biome is great for minigames, but it'd be cool if you can nametag a Warden to prevent it from despawning.

    I really like its high health and damage, PvE combat becomes fun again for fully maxed-out players. Darkness effect is great. I wish there's more powerful enemies in the future, ideally an aquatic arthropod to make Bane of Arthropods & Impaling enchant useful. They need to have cool drops!

    After playing some more, I realize that there's often not enough sculk shriekers to summon the Warden, they could be increased a bit. Ancient cities need more buildings!

    Thanks for all the hard work, Minecraft vanilla can finally compete with high-end mods! Please take inspiration from popular mods as they're often a culmination of what players want.

  • 3
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    First of all. I love the entire experience so far! The entire concept is definetely a 11/10 But I think there still is a lot that has to be done before the release of 1.19

    My Feedback:

    • WARDEN: First of all, the Warden is still way too easy to avoid. Just tower up or place a few blocks and you're safe. I think the warden should have the ability to slowly climb and dig. 
    • Maybe only make the warden vulnerable using projectiles by hitting it's heart
    • Give it the ability to shoot the sculk particle to damage players who try to cheese it
    • I love the ancient cities! But I need a reason to go there beside exploration. The only usefull thing you can find there are the books for the new sneak enchantment
    • Talking about the new enchantment. I think this enchantment should be equipable to leggings, not boots. Boots already have a ton of enchantments and leggings don't really have any special ones. So it feels like this would be a perfect change
    • Darkness effect is really awesome! But does give me a hard time because placing torches isn't really an option. Maybe give a bit more short-ranged visibility
    • Remove bats from the Deep Dark
    • Overal love the entire thing! Only thing that I would have loved to see is the more blue colored deepslate from the first trailer about the deepdark at minecraftLIVE, because I feel like the deep dark biome isn't that unique besides the ancient city. The biome itself is just a few blobs of sculk

     

    Can't wait for the next snapshot! This is really going to be an awesome update.

     

  • 2
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    Извините но можно пофиксить то что если ты поставишь 4 блока вверх или 3 то ты можешь его спокойно убить или ведром лавы
    А так мод очень даже зороший

  • 0
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    1) the warden is definitely challenging, make a noise and a great big killing machine climbs out of the ground to get you, I like that it equals out players, whether you have netherite or leather armour, your the same to the warden. I would suggest making swift sneak work a little faster, to make it feel worth it, swift sneak 3 should be nearly as fast as sprinting (and consume the appropriate hunger), so that sneaking in the deep dark is even less annoying.

    2) The warden is easy to kill, just pillar up a few blocks, but the thing is, what's the point it takes a while, is very boring, and once your done you will probably have just accidentally spawned another.

    One thing I would say is that the ancient city is massive and is very hard to traverse without breaking or placing blocks (and summoning a warden) and so it might be a good idea to make it a bit easier to travel around.

  • 3
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    The whole concept of warden being killable is not good and kind of nullifies the fear factor. sure it takes a lot of hits, but that is not enough. never will be.

    some good horror games in similar subject solves this problem by making the monster undefeatable. the more room the player character gets for active response to horror elements, the less scary and tense the content will be. imean good chuck of fandoms are out there just outright farming the warden for god sake. despite the fact that warden drops no loots whatsoever.

    warden, being a mob with an unique and special position, deserve much better. 

  • 1
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    ehhh about the sound system
    in my opinion it would be a good idea even if you jump on shift it made a detectable noise
    if not in ancient cytis or deeb dark biome, just stay in shift and there will be no more dangers

  • 11
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    In my opinion, the Ancient City's chest loot tables are lacking. I feel like we require more incentive to actually go there rather than avoid it entirely due to it's high risk.
    In other words, it needs a more balanced risk-reward system.

  • 0
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    Alot of my ancient cities were completely flooded, so it was hard to find one, warden damage overall wasn't bad with at least minimum of diamond. Didn't pillar up, didn't use shield, overall happy that the warden doesn't take like 7 hearts in full netherite, woulda killed players moods.

    Wool for flooring looks weird, and would probably set the entire city on fire.

    Wool fix, and less flooding would make this way better... for my feedback.

    Probably need these updates next... End Update, Bigger Boats, Aether Dimension or Similar Floating End Isles in the air, Pig speed for pigs, Spears, Controlled Villagers?(Blame Minecolonies)

  • 1
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    Hey!

     

    I really love this snapshot its scary and cool to explore the Deep Dark 

    But the animations of the warden are a little bit buggy 

    I got an idea for the big "portal" in the middle of the cities that when you killed an Warden he drops an item so you can light that portal and it brings you to a new dimension where everything is made out of sculk 

    Cheers

    NoName

  • 2
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    Extremely easy to fight. 3 blocks pillar and some stone axe, a bor or lava bucket. He supposed to be challenging and scary. You can easily distract him with a projective and even RUN when he is distracted with something different. Even is he runs towards you - you can make a few steps and he will not find you.

    MAKE HIM IMMUNE TO LAVA AND ARROWS. He must be immune to fire, lava, magic like other bosses.

    Then it will be challenging. Because now you can rush to the city, quickly clear all shriekers and since no other mobs can spawn in the ancient city - it's all yours.

    MAKE HIM HARDER. It's not for beginners. If you are a noob just don't go too deep. Ancient cities are quite rare.

  • 2
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    -The Warden can be easily cheesed. However, if I wandered into it now, I just tower and wait until it despawns. I'm not spending five minutes to kill that thing.

    -The encounters felt good, but I feel like Ancient Cities could use more sculk areas. It's not the same if most of the city is free of the stuff.

    -Sneaking was neat, and I liked how the Warden can get distracted by bats, it gives a new utility to bats that is very much welcome.

    -I didn't loot many chests, but when I opened them it wasn't very clear when did they make noise and when they did not.

    -Darkness felt extremely claustrophobic! I think this mechanic is spot on.

    -Pretty scared, to be fair. Having to deal with a close Warden is a big problem, but I loved it when I tried to run and ended up spawning two!

    I also love that the Warden is immune to knockback, it makes it look like a heavy, immovable beast. Maybe you could make it so it's unnafected by water? That way it wouldn't get easily stuck/pushed away.

    Also, one of the devs posted on Twitter a meme with the Warden with a fishing rod and I kind of think that's exactly what it should have to avoid the players cheesing it! Think about it! If you tower up, it can pull you down. If you hide in a tunnel, it can pull you out. If you throw it into a lava pool, it can pull you in with him! I'd make it only do this attack when it's angered and "knows" where you are but you're out of melee range.

    I hope you take these ideas into consideration. Can't wait for the Wild Update!

  • 4
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    I think the Warden should be able to path-find out of lava, maybe even be able to m out of it. It has the health enough to do so, and I think these would be a delightful level of scariness at seeing the fiery Warden rise up out of the lava when you push it in.

  • 1
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    Firstly I do want to say, excellent work from the entire team. The Warden and the Deep Dark Cities look amazing from a texturing standpoint, as well as modeling and structure building. The sounds of everything is superb, especially the Warden. Further the movements of the Warden are unique and creepy, perfect for the situation. Hats off to the entire Mojang team.

    Some of the issues are likely repeats from others, but the Warden has some issues functionally. Being able to tower up to attack the Warden without fear is no good, and needs some kind of way to either knock the player off the pillar, hit them with a projectile, or allow the Warden to climb or jump high. Secondly the Warden should be lava resistant as it is too easy to kill that way. It also needs to be able to swim and breathe underwater as it drowns easily. And also to an extent, it needs to ignore bats or always prioritize the player as its main target.

    In order to keep the creepy factor, I think in some way allowing the darkness effect to be lessened should perhaps be limited to a command instead of a menu slider that people will cheese to make it easier.

    I also think in some way, the Deep Dark biome needs some alterations to differentiate itself from other biomes besides carrying the city in it and the random blobs of Sculk, and should perhaps also only spawn below y=0, a risk versus reward for digging further down. (Plus it is the "Deep" Dark). Adding unique music or plants could help with that.

    Excellent job!

  • 0
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    The warden is too easy to defeat it can't reach us with a two blocks pillar and it can't cross a one block gap apart from that i find it really well made.

    Also the sculk vines don't feel quit right on the edge of the block they feel too linear