This week we released a side snapshot for Java containing a work in progress version of the Deep Dark feature set, including the Deep Dark biome, Ancient City structures, Sculk blocks and...THE WARDEN!
As well as your general feedback, the team also prepared some questions that they would love to hear your thoughts on after playing:
- Was the Warden challenging? If so, what did you enjoy / not enjoy about your encounters with the Warden?
- Describe any encounters you had with the Warden - did they feel enjoyable?
- Were you able to figure out how to sneak around the Warden?
- Were you able to loot chests in the Ancient Cities without being killed by the Warden?
- Describe how the darkness effect felt
- In your encounters with the Warden, how scared did you feel?
For more details on in this snapshot and how to access it, check out the blog post over on Minecraft.net.
Post is closed for comments.
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It's very easy to avoid/defeat the Warden. Even if it is angered, it can only stare at you and won't attack if you pillar up by a few blocks - at this point you can then just wait for it to cool down and resume exploring, or just whittle down its HP while it stands there. Same goes for just digging a small hole in the wall/floor that it can't get to.
There should be some way for the Warden to deal with basic tricks like this, as this has been a known way of cheesing any hostile mob for a long time. Currently, the Warden/Deep Dark are just emphasising being able to react fast and make a hole/pillar before the enemy reaches you, instead of the stealth/sneaking/distraction aspects that the area seems to be designed toward.
If you summon the warden with "/summon minecraft:warden ~ ~ ~ {NoAI:1b, Silent:1b}", it still has heartbeat sound, instead of being completely silent.
- The warden is impossibly easy to cheese - first thing I tried worked flawlessly (4 block pillar and some lava).
- The warden fight is impossibly difficult in survival, that part definitely works. There was quite immediately and obviously no way to beat it or even to flee. My only concern is that spoiler-free players who don't check out the snapshot or anything will face an impossible challenge.
- What does and doesn't trigger the warden wasn't immediately obvious - it ended up attacking me when I thought it was still fine. Even when standing still, the warden walked up to me and pushed me, causing a sound that angered the Warden! The darkness also made it really difficult to sneak around. The general effect of the darkness is awesome - makes me feel claustrophobic and like there are unspeakable horrors just around the corner (because there are!).
- I was not able to loot the city. I think I could with practice, but the inability to place torches really hampered my efforts.
- I played without headphones, and even then I was terrified!
This snapshot makes me really excited. I would love for the Warden to be less cheeseable. The design of the cities is incredible, and the lore possibilities are still flooding into my mind. The darkness effect is really awesome, but makes it frustrating to try to evade the Warden because I can't see where I'm going. I love this update so far - can't wait to see it in a finished state!
My structure appeared completely flooded and there was a lot of volume in the rock, not sure if this is acceptable. I don’t understand why wool is needed to muffle steps? Better let there be carpets.
Sometimes digs in blocks and takes damage.
For my feedback, I feel make the Warden be able to slowly climb up if you are in an elevated space like a tower because you can simply build a tower to make the Warden not be able to attack you. This makes the deep dark feels less dangerous. I said to make it slowly climb because this can make the player react and also make it feel fair. Another thing is to make it fire resistant, this will make it less likely to cheese kill it.
Yes. And in my opinion he should be challenging. Sounds and animations, they are so great. You have created a very good atmosphere. It's so easy to kill him, if you just go up by 2 blocks, you can reach him, but Warden can't reach you.
I like how he climbs out, and again, animation is so good.
Snowballs.
Yes. How? Snowballs and blocks.
I think it's pretty scary.
If my 2 blocks tactic wouldn't work, I would be really scared, because he moves so fast, one mistake and you're dead.
Just give him more vertical reach.
Когда он впервые появился Я очень сильно испугался, Это было очень страшно. Очень необычно для Майнкрафта который я знал. Это новый уровень которой вы смогли сделать.
Мне было очень интересно Изучить новый биом. Вы МОЛОДЦИ!
Первое примечание. Как я понял WARDEN есть новым Мини-босс.
И у того же Дракона И Визера. Есть способность Ломать блоки.
То почему би не дать эту возможность Вардену. Потому что Так будет очень просто эго Убить.
ВЕЩИ в сундуках . На мое мнение вещи в сундуках нужно добавить немного больше и больш разнообразние вещи.
Эффект темноты Очень хороший Он дает преимущество Вардену. И лично меня он пугает.
способность Вардена К вынюхиванию Класная и необычная механика. Лайк
А в незеритовой Броне, Варден Дает Жару даже самым Смелым игрокам .Лайк
Также, возможно очень много шерсти в Древнем Подземелье. На мое мнение.
Я думаю вы прочитаете мое сообщение .
И возможно что то возьмете На Примечание.
Спасибо Что делаете Игру Для НАС. ))))))))))))00
When he first appeared I was very scared, It was very scary. Very unusual for the Minecraft that I knew. This is a new level which you were able to do.
It was very interesting for me to explore the new biome. You are YOUNG!
First note. As I understand it, WARDEN is the new Mini-boss.
And the same Dragon AND Vizer. Has the ability to break blocks.
Then why don't the bi give this opportunity to Warden. Because it will be very easy to kill the ego.
ITEMS in chests. In my opinion, things in the chests need to be added a little more and more variety of things.
Darkness effect Very good. It gives an advantage to Varden. And he scares me personally.
Varden's sniffing ability Cool and unusual mechanics. Like
And in non-zerite Armor, Varden Gives Heat to even the bravest players. Like
Also, there may be a lot of wool in the Ancient Dungeon. In my opinion.
I think you will read my post.
And maybe take something for a note.
Thanks for making the game for us. )))))))))))) 00
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- Overall, I like how the Warden works, and generally, it feels nerve-racking. But it is too easy to escape.
- Yes, but the Warden felt slightly derpy.
- Yes, since the Warden lacks any object permanence, it is quite simple to wait until the Warden is distracted.
- Yes, it is fairly easy to escape from the Warden with its loot and to even get away without triggering it.
- The darkness effect is exactly how I wanted it to be; I feel that it could have more of an effect on night vision though, as well as creating some form of a soundscape around the player.
- I felt excited and nervous but overall, not very terrified.
In general, I feel that the Warden is too slow compared to the player and should produce more sound as it chases the player. The heartbeat works but is too silent. The derby factor needs to be addressed as well, with bats making the Warden chase them, the animations occurring in weird areas that feel unnatural like emerging small holes and on single block pillars. The Warden should also be given a rough direction of the sound the Sculk Senser picked up that lead to its spawning. Sneaking should also have an ineffective range of a block, maybe two. Sculk patches should also always, at least, have a Shrieker and two to three Sensors. But, overall, a really cool mob with loads of potential that I'm excited to see progress.
I think the warden is a really great mob, but there are some flaws. For example: You can just get 3-4 blocks up and you are safe. (I think this will get fixed though), and you can just jump in a pool of water to gain some distance, as wardens are extremely slow in water. The Darkness effect is really nice, but I wish it was just a bit darker. All in all, I love the new features and good work on them!
First things first: the Deep Dark user experience is incredible. No notes. 10/10 would get absolutely suplexed by a Warden hell-in-a-cell style again.
The Warden does seem to need a bit of polishing imo: it gets stuck in water rather easily. Most deep dark biomes are currently located alongside dripstone caves and wardens get trapped inside the tiny water pools very easily, unable to move. Also they get distracted by bats a lot. But maybe that's more of an accidental feature? (It saved my life down there more than once lmao.)
As people have already noted, it's still pretty easy to cheese a Warden, but I know the team are working on solutions. Perhaps some sort of "sculk tendrils" equivalent to evoker fangs? So if a player pillars or digs out of a warden's reach, the sculk tendrils reach out and damage them (or maybe even pull them closer towards the warden?). Just a suggestion though.
Chest loot is easy enough to find once you know the areas where they can spawn. Currently the actual treasure is a bit lacking (as it currently stands, enchanted books and some candles aren't worth the risk of clearing a city) but I suspect the loot tables will tweaked as time goes on. Humbly requesting a chance for god apples please and thank you.
Keep up the great work!
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A lot of the warden's animations are rather clunky, but I assume they're just early stage so I don't pay much mind.
A suggestion I'd make is make it so the warden only emerges in and out of sculk blocks, it looks rather odd seeing it dig through solid stone. Could even make for cool systems, as it'd allow for control of where and whether the warden spawns.
About the ancient cities, I don't have much too add besides that I think carpets would look better than wool blocks (though carpets would have to be changed to also occlude vibrations). Also, this might count as a bug report moreso than feedback, but since this is an experimental snapshot, there's no bug tracker, so I'll report it here: below the structure made out of reinforced deepslate there is a cavity with a bunch of soul soil (which can sometimes be replaced by sculk which will have soul fire on top), sometimes a warden can spawn there and obviously get set on fire, sometimes getting trapped there until it dies, so maybe make it so wardens can't spawn on blocks that are on fire or have other non-solid blocks on top of them.
This is a coherency suggestion that might also double as an Easter Egg: when spectating from Warden's POV in Spectator mode you can see as you normally would with any other mob, given that some mobs (creepers, endermen, spiders, etc.) have "easter eggs" when you spectate them, adding the Warden's POV as a blind mob guided not by sight but by vibrations would be awesome.
It would be really cool if you name tagged the Warden it wouldn't dig back underground again so you can have a pet warden.
Maybe make the warden negate knockback and punch enchantments because with a punch bow it is very easy to kill the warden.
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The first thing I tried was placing the reinforced deepslate. Would be nice if it were rotatable like other pillar blocks and logs. Warden vs a wither. Warden attacks wither but causes 0 damage to wither. Warden vs 2 iron golems. I found that if the golems get the warden cornered it doesn't fight back.
Sprint Sneak should be a leggings enchantment rather than a boots enchantment, mostly because there are far too many boot enchantments in the game currently, many of which can't be used with Sprint Speed. Since it is a reward from one of the most challenging section of the game, I don't think using Sprint Speed after the player obtains it should result in them having to sacrifice one of their other boot enchantments, and rather they should be able to just put it on their leggings.
Java Edition IGN: prototype464
- Was the Warden challenging? If so, what did you enjoy / not enjoy about your encounters with the Warden?
- The Warden is very difficult to kill, and I think this goes well with the fact it's not really meant to be an enemy you're supposed to fight, but rather escape from.
- I love that multiple Wardens can spawn at once, making the situation increasingly tense.
- Unfortunately, players can either nerd pole with wool (or really any other blocks), or jump onto a tall structure in the Deep Dark, and the Warden cannot pursue them.
- My suggestion to fix this issue of nerd poling and climbing to escape the Warden so easily is to make it so that the Warden has a climbing mechanic, where he can climb the sides of blocks with his arms, going upwards. This could be defeated with a lip over the edge of a tower or a wall, but at least that takes a few extra precious seconds.
- You guys did an amazing job with this creature and its design aside from that!
- Describe any encounters you had with the Warden - did they feel enjoyable?
- I don't think "enjoyable" is the word I'd use, but rather "scary", and yes. - Were you able to figure out how to sneak around the Warden?
- Yep! Just bring wool blocks, keep your distance, and don't place them directly on sculk sensors like Captain Sparklez was doing XD
(Continuing in a 2nd reply because of the 1500 character limit)
(Continued from my original response because 1500 character limit)
Were you able to loot chests in the Ancient Cities without being killed by the Warden?
- Yes. I think there could be a little more in the loot table, however.Describe how the darkness effect felt
- Suspenseful, and quite cool!
In your encounters with the Warden, how scared did you feel?
- I haven't played many horror games, but this is such a close feeling to Amnesia: The Dark Descent, being pursued by the Warden, I was always checking my back. It's genuinely terrifying!
Overall, I really love this so far. All that's needed is some anti-cheesing measures, better loot tables in the chests, and that'll be great! You guys do amazing work <3
While I'm at it, please add a way for datapack creators to adjust the table of what bonemeal places or fix double tallgrass from bonemeal. I greatly dislike the change to bonemeal where it places double tallgrass, even though you can bonemeal regular tall grass - Not very fun for decorating lawns and grass features on builds :sWhen testing the darkness affect, it seems like an rgba error but looking at skulk blocks whilst the darkness affect transition the colours go into a rainbow affect. I don't know if this is deliberate or not but it does seem odd
Seems too easy to avoid the warden, and I'm not saying it should swim in water but it doesn't avoid deep pools when you're in it and it can't swim so it just sinks. Also it's too easy to just tower up and avoid it entirely so there should definitely be something to combat that. Another thing is resistances, this thing is the embodiment of that first night so I think the fact it can be killed fairly easily from range with enchantments is a little too easy
- Without pillaring up, the Warden was a difficult challenge while trying to fight it. Knowing which items I had in my hot bar and how to switch to them keep me on my toes. I enjoyed hunting the Warden. I couldn't just hit it a few times and be done. It very much felt like a 1v1 against two demi-gods. The heart beating made my heart beat faster as well. I enjoyed that feeling very much.
- It was enjoyable. Choosing whether you wanted to sneak or risk it was a great feeling. The Ancient Cities I went to were tight and not as fun as they would have been if it was more open.
- After a few tests, I was able to sneak around the Warden. I first tried with boats in the hope it would get in. It did not get in and it killed me. The main method was just using a bow with Infinity. The Warden reacts to where the arrow hits.
- The chests were hard to find at times, but getting out was easy. Just mined in a direction and left.
- The darkness effect felt just right. Still about to see around me but not enough to know what is going to be in front of me.
- When encountering the Warden I felt scared. Even with Prot 4 netherite armor and shield I constantly felt like one mistake would cost me. My heart was beating faster than normal.
The warden wasn't very challenging. I consistently avoided it by being cautious and patient. I didn't like how I could simply run away as soon as it spawned. With the big, open, areas, that was quite easy to do. I loved encounters with the Warden in tight corridors. Those were the tensest moments for me when my means of escape were restricted. In one of my encounters, the warden became very angry, and I ended up being cornered, leading to a very scary, but entertaining death. It didn't take me very long to grasp the warden's mechanics. Its animation and sounds clearly show how it works, and I am very impressed with the design in that department. I looted many chests. Those were never much of a challenge since I could quickly grab one and bolt. The darkness effect was cool, I don't have much of an opinion on it, but I am a little confused by when it activates. I've had the warden spawn without the effect, and I've had the effect hit me without the warden. I couldn't quite grasp what was causing darkness, but it was spooky. The encounters with the warden were surprisingly tense. The scariest moments were when I accidentally summoned the warden in a tight space, like at the bottom of a pit. Again, tighter corridors make the warden infinitely more terrifying to deal with. Though, now that I experienced the mob, I am not too scared, knowing that it's not too hard to deal with.
When I loaded a world the ancient structure had a mineshaft crossing into it and overlapping and destroying some of the blocks. I know mineshafts are common and ancient structures are massive but i don't think they should overlap. This has happened to others as well.
-Yes, I hated every second of it. the Heartbeats and sniffing made my skin crawl. The darkness effect is even worse than blindness. You guys did an AMAZING job at making the warden feel scary.
-see the first point. TL;dr: it was horrible, I loved it.
-It was the right difficulty... if you don't build up. Sneaking around the warden was a fun challenge. But Getting away from the warden is too easy. you can just pillar up with wool and you're good. Something should be added to combat pillaring.
-yes
-Terrifying, Not being able to see the warden, or basically anything at all is a BIG tension factor
-yes
If you spawn a Wither there, The Wither and the Warden try to attak each other. Non of them can damathe the other. the only thing that hapend is that the Warden got stuck between blocks and took damatge from that.
When in spectator mode and clicking on the warden, the player should be blind.
There should be anyway to get you you warden like a "pet". Because actually can't be ride on minecarts and boats, and I tried to keep him on a evelated glass chamber with a name tag and he also digged down to the glass and despawned, so it will be interesting anyway to keep a warden alive if you want to expose him and show it to your friends. I like to capture mobs and I think this mob will be so funny to get. Hope you read this and think about it ^^
all of the above was satisfied and all i felt was scared / enjoyment
i find it lame that you can just tower up or just dig a hole around yourself and the ward would not be able to touch you so i suggest giving him the ability to jump ( with a jump animation too ) tho he's hard to kill you can balance the jumping by boosting the loot and dropping more enchanted books and maybe add mending to the chests with a rare chance ofc
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Few main issues i encountered with the deep dark biome
Whilst the ancient city and warden are absolutely amazing! The deep dark biome itself felt incredibly lacking, it felt more like a regular cave with a few Sculk patches than an actual biome itself, so you could maybe cover the caves in Sculk and maybe even add in a miniature structure to fix this. It also felt like the deep dark biome generated way too high up in the caves when i think it should really exclusively generate into deepslate levels and no higher.
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