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Deep Dark Experimental Snapshot Feedback

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  • 13
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    I think swift sneak should go on leggings as the boots have lots of enchantments already and the leggings don't have anything special just for them.

  • 0
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    The warden's animations look kind of out of place. Its too "alive" when compared to the other mobs.

  • 0
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    The Warden has to be able to phase/burrow through blocks.
    Moving inside blocks would be at a slower pace, but Warden would choose it if it is faster than pathing around obstacles. Should use the same option to climb up through a pillar if there is no surface path. And of course, it has to be immune to suffocation damage or contact damage from any blocks that deal it, such as lava.
    Another idea is just aesthetic, would be interesting if even the brightness of the interface (hearts, hotbar) dimmed somewhat from the darkness effect (toggleable off with accessibility or graphics settings).

  • 1
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    I really feel like Wardens should only be able to spawn in Deep Dark biomes (not just anywhere a sculk shrieker is placed). Additionally, I don't think players should be able to avoid the warden by towering up a few blocks (at which point you can hit the warden but the warden cannot hit you). 

  • 0
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    The warden was easy to fight because it stayed on the other side of the wall apart from that I liked it a lot, the chests were surrounded of a bit to many shriekers so I was killed, I liked the darkness effect a lot but if you put enough torches it doesn’t really do a lot so I think it should probably be a bit more intense. The warden was very scary especially when his hart beat rises.

    have a good day 

  • 0
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    The update was amazing! Ancient cities look great and the warden was very very creepy. But a bit too easy. Not in damage nor in its HP, but being able to tower up 2 blocks and hit it till it's dead was kinda lame. Maybe give it a ranged attack to knock you off buildings, or (my personal fav) make it able to break blocks. It would be fair since it mosly only spawns when a player is near, and will also go back into the ground after some time, making the damage only minimal. And he should only be able to break blocks when he's fully aware of you (when he does that animation where he leans foreward).

     

    Regarding the ancient cities:

    I personally think the loot was too underwhelming. Since the warden is probably one of the most dangerous mobs in the game, it should be high reward to even get near it. I alse think that the ancient cities should work like bastions, having more variants. Because so far i've seen, the cities were all kinda the same. 

    So my final conclusion: buff the warden with a new abilty to counter cheesing it, and buff the ancient city loot and make more variants.

    (sorry for my bad english apriciate it if you red all this, enjoy your day :D)

  • 0
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    The new Sneak Speed enchant being incompatible to 3 other boot enchants doesn't make the most sense. If Soul Speed is compatible with Depth Strider and Frost Walker, why can't Sneak Speed be too? It would make sense that the 2 water enchants be incompatible, so I think the 2 speed enchants being incompatible fits better.
    But though, even if Sneak Speed and Soul Speed were compatible, there's nothing much game breaking or overpowered from them being combined anyway. Sneak Speed only makes you sneak as fast as walking, but not as fast as running/faster than walking. Plus, if somebody were to go on a bridge of soul soil/sand with both enchants, why would they sneak and activate Sneak Speed? Running with Soul Speed is way more optimal anyway.

  • 1
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    It would be cool if there was better loot in the cities, the warden fight is very hard and the stuff you get from the buildings isn't really that good. also fighting the warden is not worth the hassle since you don't get anything from it.

  • 9
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    Even though it is very easy to not get hit by the warden, by pillaring or digging, this mob is very very scary, so I would say the warden is perfect. However, the warden's AI on getting angered by other mobs is slow, I would suggest that the warden would be more easily angered by other mobs. And please make the ancient city's "portal" an actual portal.

  • 1
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    It would be great the loot in the cities would be a little more rewarding instead of loot you could find in a dungeon, since the challenge isnt the same. Something like diamonds or enchanted golden apples and emeralds, enchanted armor items maybe? Something thats worth more than an enchantment book that gives you more mobility against the warden but nothing else that the average player can really feel like that was an adventure worth risking

  • 0
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    La estructura de la ciudades antiguas hay mucha pasillo le falta más para investigar

  • 0
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    Warden took knockback from a punch II bow, making it fairly easy to keep away and kill. It would be nice to see some more complicated fighting mechanics with it, like fleeing from lava and climbing. A roar attack like the Ravager might also help against players pillaring. This last idea might not be practical to code, but I think it would be awesome if the Warden could "see" nearby dripstone, pick it up, and throw it at players.

    Also, sculk blocks with absorbed xp should drop xp when blown up, to prevent player and mob griefing of xp farms...and so we can have fully automated farms.

    Edit: It would also be really cool to see what devs talked about at Minecraft Live about the Warden kind of living in the cave walls and floor become an actual fighting mechanic. Like if players tried to block themselves into a part of the cave or pillared up to a higher cave, the Warden could go into the walls and come back up near the player.

  • 1
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    Warden was challenging, but 3 block pillaring or lava makes it easy. It's good that the warden goes down after some time, but you could increase the time it remains above ground. Also, you could add that when the warden goes in the ground it gives a shock wave damaging all the entities (or only players) nearby.

    I enjoyed running from the warden, sometimes it was able to catch me, sometimes I was able to escape.

    I was able to loot chest sometimes with the use of wool or destroy the sculk shrieker before looting. I found that mechanic perfect

    I felt like the Darkness effect was one of the best things in the update. No complaints/suggestions there.

    It was scarry to see warden screaming and just emerging out of the ground and the darkness effect, but I liked it


    Also, I hope that the reinforced deepslate frame will have some cool use in future updates like a portal to new dimensions. 

    And please don't remove the ability to move the reinforced deepslate with piston. It's fine that it can't be obtained by mining it and to use it somewhere we will have to use flying machines and whatnot but please let it be as it is.

    P.S. Make it so that we can put swift sneak on pants(leggings) as it has so few enchantments 

     

  • 0
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    the visual design of all of these features is fantastic.

    Ancient Cities inside of Aquifers are kind of annoying and don't look good.

    the Warden can be cheesed easily by pillaring up, similarly to Iron Golems.

    The loot is somewhat underwhelming.

    It's a popular idea for Swift Sneaking to be moved to Leggings which I support.

  • 1
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    It would be nice if the skulk drops XP when exploded by TNT as this could be a new game mechanic for XP farms and a good challenge for new designs.

  • 0
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    The warden was really challenging because its a very buf boss but one thing i don't really like is the spawn rates of the warden, if there are multiple sculk shriekers in 1 place u can have like 3 wardens.
    How the wardens roams and searches for you is really scarry but really cool because of how it searches i wasn't really ableto loot certain chests in the ancient cities.
    So i suggest a change to how the warden spawns and maybe the damage but the damage is nice

  • 0
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    For redstone builds that use the Skulk sensor, how about a function where, if the player places a wool block under the sensor, it prevents the sensor from making its sound or perhaps even the particle effect that signals where the sensor is.
    But the sound prohibiting function alone would be very useful if one wanted to build proximity signal lamps or other skulk sensor contraptions without having to hear the skulk sound every time.
    Alternatively the function could be that, if a noteblock is placed underneath the skulk sensor the sensor will make the noteblocks sound instead of the skulk sound if its activated.
    This way, if it absolutley has to make sound to be balanced in some way, this could be a fine solution.

  • 0
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    1. The warden is not a challenge in its current state. I spawned in 4 wardens at once and all I had to do was stack up with some blocks and I was fine. when I couldn't stack up, I simply mined into a wall that it couldn't fit in. 

    2. looting was too easy, because of the warden's lack of ability to kill me. but the loot itself was cool. I like the new enchantment and it's awesome you can find skeleton skulls here. there needs to be at least one more exclusive item here though.

    3. was the warden scary? at first, yes. when I first summoned it I was scared. the darkness effect is great and made it even spookier. It was fun to run through the corridors and escape the warden, but once I used the block stacking trick the fear kind of went away. Please make the warden able to climb blocks, be fire resistant, and have a way to get people who are hiding in small holes. 

    4. I will say, actually sneaking around the warden is quite difficult. when you are not running away or just using simple tricks on it, just sneaking around it is terrifying! also, give the warden more health. and also, he should be able to call out to other wardens if he is having trouble finding you, but he knows you are there.

    5. The ancient cities are great, and I like how it is designed. I do think that there should be more types of rooms and areas, maybe some indoor areas. like, it would be cool if there was a prison area kind of like in the strongholds. anyway, there are a lot of changes to be made, so keep going! 

  • 0
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    The Warden would be challenging, but, if you bring an iron golem (with at least 32 iron ingots), you could cheese the Warden, building up 4-5 blocks (or digging down 3 blocks) would be easy to defeat/avoid the Warden. The encounters were nice, especially the animation of it roaring towards you, but the aspect of it just standing around you doing nothing for a second even detecting you (and then roar) ruins a bit of the immersion. Getting away from the Warden is both easy and non-easy, if the warden is within close range, it is difficult, and that's cool, but if its 15-20 blocks away, it'll be very easy to build up or dig down to avoid it. The way to get loot in how I got it, is to get a stack or two of wool, then build up against the walls, then bridge to the chests to grab the loot. The darkness effect is a bit annoying sometimes, but its great for the immersion. The Warden was very intimidating when walking/running towards you, even on creative and something behind me, I still thought it was going towards me, and it's scary when its running towards you, its a great aspect of the warden. 

    • Overall, its a fun snapshot to test with. I would think it would be nice to give it the ability to destroy 1-2 blocks to get to the player (only if its on the highest heartbeat/anger level with a 5-10 second cooldown) so its less easy to cheese, but not impossible to get away from.
  • 0
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    I hope you update the biomes before updating the end as much as i would want an end update the other biomes i think should be finished first

  • 1
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    When the first video of the deep dark was shown, it was a relatively small, linear deepslate cave. It made it feel quite a like a special, spooky biome. Of course, deepslate is now quite common and instead sculk blocks will be the signature blocks for the deep dark caves.

    The sculk, however, is distributed in randomly in blobs along the walls of regular caves. These blobs, in my opinion, just look weird to me and not at all spooky or atmospheric, especially in the largest chaverns. It is obviously a work in process, but I think it would look far more unique if the deep dark consisted of small caves absolutely covered in sculk, because right now it just feels like regular caves. Perhaps some particle affects could even be added to really distinguish the deep dark from other caves.

    The city and the warden look already absolutely spectacular though. I'm super excited for the end result.

  • 1
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    Sprinting before crouching with Swift Sneak III will allow you to walk slightly faster than just crouching with sprint sneak III

  • 0
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    1) Warden is very easy to cheese - It can't swim so if it gets submerged in water and has even a one block jump up to the player, it can't get to them. Player can pillar up three blocks to avoid attacks. Maybe the warden should be able to use a ranged attack if it can't reach the player for a certain amount of time, or maybe it should dig underground and come up next to the player.

    2) Deep dark cities have very useless loot. Aside from the swift sneak enchantment, there is no reason to visit them once a sculk catalyst has been acquired. Looking cool is not enough reason to visit such a dangerous structure.

    3) Reinforced deepslate should drop its block when mined or should be obtainable in some other way in survival mode.

    4) Swift Sneak should not be incompatible with depth strider / soul speed or should apply to leggings instead because they have very few enchantments.

    5) Why have sculk catalysts in the deep dark if no mobs can spawn? Not dangerous enough.

  • 10
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    Warden is too easy to avoid. Maybe to prevent pillaring, you could give it a screech attack that can knock players off of structures, or make it to where the Warden can break blocks above it if sense the player.

  • 0
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    the wardens challenge is the health and speed honestly, but it is a bit easy to cheese.
    i think so far its really well made and really feels like it got a lot better than when it was first annouced, so it was very much worth the wait, but in my personal experience it still need some tweaks on behavior and how he acts himself.

     I feel it got a bit weird once he sniff its target out he wouldnt lose it, it felt like his rage made him grow xray vision... he instantly knew where it was and no matter how fast it moved (and at quite a distance too) he still knew where it was to the block and pathfind there knowing all of its surroundings.
    it also felt weird that he would give up and go back underground while in high alert/chasing state after a bit of time.

    I loved the detail that the warden will not go out at the sun. would be quite interesting if all the sculk corruption were weak to it.

    for the questions, ill compile it all in one answer:
    i did enjoy the encounter with the warden and teasing it, its not hard to sneak around it, specially cus he loves sounds from bats and other mobs that happen to appear around. i think the biggest challenge at the start was trying to not call up the warden, so it took some sneaking and perception, but in the end after i got used to it it became quite easy, as in: carefully take down the shrieker(s) and enjoy the loot. wardens only appear for them after all.
    the darkness effect is what it is. it help the first few scares, but after that i got used to it.

  • 0
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    Warden is very easy to defeat. Just dig 4 blocks into a wall and kill it or place 3 blocks beneath you. Warden is pretty scary with the sounds and animations are very nice, but the fact that it is not a huge threat kinda ruins the immersion. Darkness effect works nicely. I just "found" 2 ancient cities and i had to use /locate because finding one looks almost impossible, the closest one i had was 3000 blocks away from my spawn.

  • 1
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    1)it's not that challenging, first of all it's easy to avoid summon the warden without sneaking sometime because there aren't many shrieker, second the warden need a little bit of speed, third we can pillar up a few block or put him in boat or a bat can confuse him easily
    2) The ancient city need more shrieker skulk censor to give it its own atmosphere

  • 0
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    I know you've probably heard this everywhere, but if we could have a new dimension with that reinforced deepslate portal looking thing, that would be insane. 

  • 0
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    Oh my goodness it was so fun I took on a netherite armour set a bow sword and some food and gave myself the challange of looting the place and I had so much fun I really like REALLY like sneak speed and walking around trying to not awake the warden made it so fun and actually intresting and the darkness affect made it alot better. The warden it self was a good boss really showing if the player makes a mistake they pay for it and altough it did have alot of health I was still manage to defeat it. Overall AMAZING uptade and well done to all of Mojang.

     

  • 5
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    I think sculk catalysts should be renewable, maybe they could be crafted using a warden drop? or maybe they could be grown by planting catalyst fragments on sculk blocks