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Deep Dark Experimental Snapshot Feedback

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  • 0
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    Hello a have a good idea for add skulck jaws the sckulk block who have teeth the warden Can concert every block you use to Make a tower for escape him in sckulk block with a skulck jaws at the top of your tower of block this skulck jaws Trap you and Make you falling fast trought the sculck block for Make you fall to the ground and the warden Can NOW Mutch easier kill pkayers

  • 0
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    Love the update, only concerns are in the warden’s behavior it’s too easy to simply tower up and wait till it goes away/kill it. Maybe there could be a feature enter it could climb or maybe convert blocks to skulk and break them? Other than that I feel like the darkness effect is too flickery/sporadic an could potentially br an epilepsy trigger.

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    Warden can do nothing, if you pour water underneath. And he must have Fire resistance. Maybe it would be cool for the varden to jump on blocks 3, and if the Warden can't get to the player, then dig underground, getting out next to the player. When Varden is angry, he could emit vibrational waves that could freese the player.

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    I definitely like the warden, but if you just run backwards in a straight line for infinite amounts of time, it never seems to catch up. It buffers just went it gets closer to you. It also gets stuck underwater, and I feel like that could be a problem. Another problem I came across is when it rose out of the ground, it climbed right into a wall and started suffocating. Other than that, terrifying, amazing, and definitely very nice to see in the game!

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    An interesting mechanic that would make the warden more difficult to kill and make it more interesting as well would be making it hit-based, so no matter how much damage you do, you have to hit it a certain number of times. This would tie into reinforced deepslate as well which shares some similarities with the warden (extremely hard to destroy, and drops nothing.), since reinforced deepslate is not affected by efficiency or any tools. Making the warden take 500 hits to kill no matter what would add to the difficulty, if 500 is too much it could be changed to 150 or 200, and still have the same effect because it would take so many hits.

  • 0
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    Был ли Страж сложным? Если да, что вам понравилось/не понравилось в ваших встречах со Стражем? Со Стражем было несложно, так как от него можно убежать. 
    Опишите свои встречи с Хранителем – были ли они приятными? Жуткое существо.
    Вы смогли выяснить, как прокрасться вокруг Стража? Да
    Удалось ли вам обыскать сундуки в Древних городах, не будучи убитым Стражем? Да
    Опишите, как ощущался эффект темноты.
    Насколько вы были напуганы во время встреч со Стражем? Очень)))

     

  • 1
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    Warden and deep dark cities are very cool, finally ingame.

    1. Not really challenging if you are prepared, just pillar up 4 blocks and swipe it with your sword till it's dead. Needs more vertical reach or a fix for cheesing. Very nice ambience and kinda derpy, which I like.

    2. Very scary

    3. Yes

    4. No

    5. Also very scary, couldn't really see where the warden was when out of the darkness effect reach even though I could hear it

    6. On the edge of my chair

  • 1
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    How about if the player pillers up the are can fuse with the block turning them into skulk and the sculk will creep up to the block the player is on and spawn the warden their to killvthem or knock them off and it can work for tunnels too

  • 1
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    Someone else mentioned it already, but i really like the idea of the Warden being able to phase through a certain amount of blocks or being able to travel underneath an obstacle that you built as way to block off the warden from chasing you. It wouldn't require destruction aswell, which i know is a design principle Kingbdogz/the team preferably stick to.

    Like Kingbdogz said during Minecraft Live, "it can be underground or IN THE WALLS'. It sounds really cool aswell to see a Warden being able to phase through walls (horizontally, not just digging into the ground) to find a prey while idling around e.g. (or even as a way to catch a player trying to escape it by blocking themselves off in a tunnel, and Wardens being able to dig/phase through a certain amount (a certain amount, so escaping via this way still remains somewhat viable) of blocks horizontally)

    It be pretty scary to see a Warden you spawned some time ago, but managed to get away from, pop up near you randomly from a nearby wall trying to look for prey out of nowhere. It wouldn't have to phase through a wall close to you everytime, but it could happen, and it would be a nice jumpscare element to see him pop up right next to you out of a wall e.g. But even seeing it phase through a wall in the distance in a corridor you're walking or just somewhere else in the distance would already be pretty scary/eery and put you on guard.

    (CONTINUOUS IN A FOLLOWING POST DUE TO CHARACTER LIMIT...)

  • 1
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    (CONTINUED FROM A PREVIOUS POST DUE TO CHARACTER LIMIT...)

    Right now the Warden is tense & pretty scary but this would be a nice addition to the 'scary' factor of it & add a bit more unpredictability to it & that would add to the suspense once it's spawned in & it would make running away feel less like an easy way out if you're still somewhat near it/in the ancient city (on a somewhat different note: maybe make this ability ancient city exclusive idk), since you know it can idle its way through a wall in e.g. a large radius around itself/the spot where it would've gone into a wall. It could make letting players know when it's legit gone more difficult though, but rn i'm merely sharing the potential in this, not a fully polished feature; although i suppose they can just make the noises for the Warden legit leaving/despawning vs going into a wall/exiting out of a wall different to signal these different actions. 

  • 1
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    What if the Warden is hyperflexible and can rotate each of its bodyparts individually 360(+) degrees forwards  and kind of 'rolls' it way up to the player that's pillaring up? That would both be a way to get up without destruction & be creepy/warden fitting to see happen. Like an owl (but that can go full circle) with each of its limbs, torso and legs; that is able to roll each part forwards and sticks itself to the side/front of the pillar/wall and climbs its way upwards in this 'rolling' fashion, vs a human/squirrel-like climbing animation.

    Rolling upwards against the wall like a clunky sticky blocky 'wheel'(without becoming a ball and body retaining same dimensions). Each indivudual part of the Warden acting in a rotary locomotion way (unlimited 360degrees rotating upwards/forwards) power wheeling itself upwards. As if the guy from "Getting over it" would spin his arm/hammer-stick (but in the case of the Warden: this motion, but with all of its limbs) round and round against a wall and it working to get him up somehow.

  • 0
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    While I think the new frames are a very interesting addition - being piston moveable while being incredibly blast resistant - I think some of the novelty is worn thin by making it impossible to pick them up. This would make certain redstone contraptions impossible to make in any dimension other than the overworld, and the way to transport these frames would take far too long to be viable for their properties. I legitimately think it would be easier to gather a massive amount of ancient debris for a blast resistant, piston moveable block instead. Maybe the player could pick it up with a silk touch tool?

  • 1
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    I'd like to preface that what I am about to say is my own "general feedback" and it does not necessarily answer any of the additionally optional questions you have set up.

    Now, in regards to the Deep Dark Cities: I believe that the rate at which the cities generate is too incredibly scarce. Presently there is absolutely no way to feasibly find these cities in Survival Minecraft. Unlike Stronghold structures that can be found by the player via using Eyes of Ender, the game currently provides no solution to finding the Deep Dark Cities for players in Survival Minecraft and preferrably without the use of the debug screen or (developer details).

    A possible solution to the problem of locating the Deep Dark Cities in Survival Minecraft (and preferably without heavily relying on the debug screen) could be that "archeology could tie into the ancient cities. Like you could find fragments of a map at archeology sites that would lead you to a ancient city." The idea of trying to dig up ancient fragments of a forgotten paper map (or stone tablet map) which helps the player actually locate the deep dark sounds extremely viable. Also the fact that I mentioned the word "fragments" means that the player would need to find all the fragments in order to craft them into a map. Though the fragments should appear as a map, just a map that is unfinished.

  • 1
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    The warden does not give the monster hunter achievement. 

  • 0
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    To be clear: My girlfriend is new to the game, and she just never get caught by the warden in survival, even once. 
    And after playing for pratically 2 days, we just cant find any ancient city neither deep dark while exploring normally. Again, frustrating.

    But!!!
    The first time we've experienced the deep dark, it was reaaaaly scary. An incredieble experience!
    A incredible job was done here, and i know that the developers will make the experience even better, just like happend with the caves and biome generation.

    Good work guys!

  • 1
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    I'd like to preface that what I am about to say is my own "general feedback" and it does not necessarily answer any of the additionally optional questions you have set up.

    When it comes to the Warden's "digging" animation or the one it does when it is "leaving," it looks unfinished. The warden seems to dig not even one full block deep and then magically disappear in clear view. This is breaking immersion and I feel the warden should actually bury itself into the ground instead of just scratching a few blocks and then disappearing out of thin air.

    For reference, see Prowl8413's video on YouTube titled, "HOW TO AVOID THE WARDEN | Minecraft 1.19 Update | Guide Through Ancient City And Deep Dark" and navigate to exactly 21:45 in the video. The clip starts at 21:45 and ends at about 21:48 in the video.

  • 0
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    There seems to be some generation issues with the ancient cities. I've noticed several spawned inside water and lava aquifers, often with significant sections submerged, which when under lava is a serious issue.

    With regards to the experience of the warden, I think it will be much scarier once the anti-cheese mechanisms are added in, as right now it's too easy to kill. It's also far too easily distracted by bats, which seem to spawn despite the Deep Dark not being intended on spawning any mobs.

    Obviously the loot is still a WIP, but without any unique loot, there's really no incentive to raid the ancient cities.

    As a biome, the Deep Dark itself is rather bland. I think if the sculk would cover the majority of the biome rather than just occurring in small haphazard patches here and there, it would be better. Perhaps a similar block density to the foliage in lush caves or the dripstone in dripstone caves. Random bone structures and perhaps even unique decorative sculk foliage would also help add more atmosphere.

  • 2
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    I tried submitting a bug report but idk how for Exp. Snapshots but villagers dont seem to be scared of the warden

  • 0
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    The Warden was not challenging in my opinion because it could be cheezed too easily by either towering up or putting blocks above my head. (But I suspect and hope you guys will do something about that)

    I was able to sneak around it and it was really enjoyable with the self-imposed challenge of not cheezing.

    I was able to loot the chests without being killed pretty easily.

    The darkness was fine. I'd say it was mostly just annoying but it did make it a little spookier.

    I was not scared at all encountering the warden.

     

    If the sculk jaw was added and the warden couldn't be cheezed, it would be PERFECT. I cannot stress how much I think the sculk jaw would improve the deep dark.

  • 0
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    Overall this seems like an amazing start to the Deep Dark and Ancient cities. But there are still some improvements that could be made. Here are some things that need work…
    • The warden obviously is too easily killed and or avoided, but otherwise I think it is really good
    • The loot is lacking, I love the swift sneak but I feel it isn’t good enough for someone to specifically seek out a city to get
    •  Lastly from what I’ve tried it seems nearly impossible to loot the city without summoning the warden

    •  Also more side structures would be cool.

    Overall really good start!

  • 0
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    WARDEN:

    It could be better If the shrieker could only spawn Wardens when it is near an Ancient City, so the players could not farm it that easily. It is Also easily avoided by putting it on lava that already spawns in the cities or by the player.

    ANCIENT CITIES:

    The cities have awesome ambience (that can be messes up with the dripstone clusters that look out of place and the lava and water aquifers) but still quite simple. Being just a bunch of hallways with some chest rooms with sculk spread around.

  • 0
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    In my opinion, the warden is too much of an op boss to not drop anything. I would like to see some sort of special drop from it that could be useful to players.

  • 0
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    Please make the Warden be able climb up blocks, as to stop pillaring.

    So if a Warden is name taged, can you please make it so it doesn't despawn or go back underground.

    Thanks much love.

  • 2
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    As a way to prevent from blocking/fleeing the Warden, when there is no way to walk to the player, it should be able to dig itself then show up somewhere where it can walk to the player.
    This wont prevent pillars, which could maybe  be dealt by having a shockwave attack when you can't "teleport" to the player.

  • 0
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    I messed around in a few worlds, trying different ideas on the best way -and least dangerous way- to loot the ancient cities. I definitely would bring lots of wool, torches, and a hoe. Sneaking around, locating and destroying shriekers, then sensors, and then lighting and looting, seemed to be the best way I could go about it. My hand cramped from holding the shift key so hard, not wanting to set off any shriekers and summon the warden of course. The darkness effect is very appropriate, I love the kind of pulsating effect it has and I love panicking and not being able to see fully whilst running, or better, sneaking from the warden. I love the idea of the warden roaring and causing a vibration as a counter attack to pillaring upwards. It only makes sense that it uses vibrations to locate you, and that it can also use them to hurt you. Swift sneak is a great enchantment, I don’t think it should be a legging enchantment(like some suggested) I definitely agree that you shouldn’t be able to combine it with something like soul speed. The ancient cities are amazing, although unintentional, I do like the look of some parts being submerged; obviously chest rooms and alters should not be, but the look of the halls adds to the ruined aspect. I do however, think that more unique loot is necessary to be a better incentive to risk possibly encountering the warden (maybe unique weapons or artifacts). A semi-related suggestion I have is using the goat horn to “stun” or confuse the warden.

  • 0
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    I would like to say the recent 1.19 snapshot was an incredible snapshot to say the least. It gives the playerbase a general idea about what the deep dark will be.

    The Warden is an interesting mob. It has really smooth overall graphic design and includes some great animations for it spawning in, as well as despawning. Its sheer height is jarring and adds onto the feeling of horror in which it invokes, as well as the way it is spawned through the ear-piercing sound of the Shrieker.

    It is a very challenging mob if fought legitimately, with the high health and damage it deals, however, can be cheesed very easily, either by pillaring or using lava. I feel to combat this problem, the Warden should be fire-proof and have a greater amount of health. The player could also be given weakness/mining fatigue if close to the Warden, giving people less of an incentive to be near the warden in any way.

    I also love how the darkness effect gives the entire area an actual atmosphere, which I heavily support within the game - I'd personally love for the deep dark to have an overall darkness effect (similar to void fog) when being inside the biome, as currently, the amount of light within the deep dark ruins the immersion IMO.

    One thing I would like to see within the Deep Dark would be a larger amount of Sculk within the caves, as the current patchy theme of the sculk is very underwhelming and not the greatest to look at. I'd love to see caves completely full of the blocks.

  • 0
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    The Warden

    As of now, it's just not that scary. As long as you crouch and back away from him, he'll be gone within a minute. Maybe a solution would be that you could make him faster? You can also cheese him by simply in a room with a 2-block high ceiling or you pillar up 3 blocks. I feel like something to counter this (and make him x10 scarier) would be that he can crouch into 2-block gaps, only being slightly slower than usual. He could also climb on walls, being able to reach you from pillars. Maybe he could even walk up to 10 blocks on the ceiling before falling?

  • 1
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    When the warden goes back into the ground, its shadow is still visible for a second after its gone.

  • 0
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    Hey, Minecraft

    i feel like the warden should be able to go into the ground and come back out on a solid block for purposes of the warden not being able to hit if you just pillar up 4 blocks or are in a spot wear you can just hit the warden, and there is nothing it can do about it. For example if I pillared up 4 blocks and the warden knows where I am but just cannot reach, then he could sink in the ground and pop up on top of the 4 blocks.

    thanks for reading.

  • 0
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    Skulk blocks should drop experience orbs when they explode. This is not currently the case on Java edition, but is essential for the intended use case of skulk blocks, which is AFK mob farms. Requiring player interaction to drop the xp totally defeats the purpose of turning the xp into skulk blocks in the first place, since if the player had to be breaking blocks they may as well just be hitting mobs. Given the only way to currently get xp without player interaction is with zombie piglins, and that is intended to be removed from the game at some point, this is an absolutely necessary change. I don't envision this having any balancing issues given I'm fairly certain this is already the case in Bedrock experimental, and the skulk blocks only containing xp orbs with 1 xp each already limits the speed of any xp farm utilizing skulk blocks since the player can only absorb 1 xp orb at a time.