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Deep Dark Experimental Snapshot Feedback

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    As you may know, it's easy to defeat the Warden, that's why i suggest that he can break blocks like the wither or the ender dragon with a cool animation, or climb and jump high or something

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    It is currently very easy to avoid fighting the warden, by simply building a few blocks up.

    My suggestion - give the warden the ability to knock players back while he screams, to make the fight more challenging and strategy based

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    Remove the sniffing feature as players can’t avoid the warden as it tracks players after spawning and if you.run it gets you if you stay still it gets you

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    The use of Sculk blocks as xp storage is underwhelming. When carrying a stack you will always get back 64 xp and therefore 128 durability, requiring 12+ stacks to repair a diamond pickaxe. On the other had, Bottles o' Enchanting give an average of 7 xp (448 per stack) and you don't even need 2 stacks to repair a diamond pickaxe. On top of the inefficient storage, it takes many times longer to mine the Sculk blocks than it takes to throw the Bottles o' Enchanting.

    If a recipe to craft 1 Bottle o' Enchanting from 8 Sculk and 1 bottle is added, you would alleviate this a few different problems:

    • Bottles o' Enchanting are impractical to acquire.
    • The aforementioned storage problem.
    • The aforementioned time problem.

    This addition might require a reduction to the average xp yield of Bottles o' Enchanting to an average of 6xp instead of 7 xp. This would still allow a higher production of Sculk than consumption but still have an xp loss in conversion. This would change the repair of a diamond pickaxe to ~2.04 stacks from ~1.74 stacks.

    (All repairing costs are calculated on the assumption that you are going from 0 to 1562 durability.)

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    Love the Warden so far. Great job Mojang!

    A few ideas for making the Warden threatening to even the most knowledgeable of players:

    Random Summoning - We fear the unknown. In horror, the monster is scariest when it is off-screen. It might be cool if the Warden took at least three shrieker calls to be summoned, but this was added to by a random amount. That way, it'll be impossible to predict exactly when it'll strike, but the player will still have plenty of margin for error.

    "Giving Up" - If the Warden is chasing the player but can't pathfind to it for a certain duration of time, it might just give up and decide to burrow into the ground. This will make the Warden difficult to cheese. Especially if it follows through with the next idea...

    Burrowing to Reach the Player - If the Warden can burrow through blocks canonically, why couldn't it just burrow through them to reach the intruders of its home? Arguably this makes the Warden very difficult to cheese. 

    These are just a few ideas, feel free to nitpick a favorite. I'm no professional game dev, so these could be terrible ideas. Whatever ends up making it into the game, I'm sure it'll be awesome. Stay safe everyone.

  • 0
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    Amazing Snapshot. Wondering When Frogs Will Be Added?

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    The fist time it was challenging but after some tries I got around him with ease (no cheese)

    You can just cheese the wardens: liquids, elytra, enderpearls, stacking, burrowing, blocking his path, Knockback, destroying shrieker, end crystals / respawn anchor, minecarts/other sounds, just running away, slowness/turtle master effect, going in nether and back, cobweb and probably way more

    Sneaking was working but if he sniffed me and I try to shoot an arrow to distract him he will just charge at me (the same if he hasn't sniffed me yet)

    With only an elytra and rockets I was able to loot most cities in about 5 minutes

    The darkness effect was scary in the beginning but after I figured out how to deal with it/ignore it it was just an indication that its time to go cuz Warden nearby

    Most of the time I was calm there where just some situations where I didn't see him and if he is right next to you it's rly scary

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    No me aparece la vercion cuando voy a hacer la nueva instalacion. Y alo cerre y abrí y nada. :v

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    The warden should be able to "attack vibrations." Let me explain. So how it currently works is the warden never attacks anything unless it IS attacked or it reaches its anger threshold. I think in addition to these, upon hearing a vibration, the warden should attack that spot. This makes interactions with other mobs less awkward.Ok so lets say you bring your pet dog to the deep dark. It takes a while for the warden to get angry and attack it. But with my idea, the warden would hear the dog walking and swing its arms to attack the spot where it heard it. It might not hit it, but it would keep any players with pets on their toes! Obviously this doesn't just apply to pets.If you throw a snowball, the warden will hear it, go to that spot, and investigate that spot by hitting it. Nothing is there, so it walks around aimlessly for a while before sniffing. Oh yeah, and this should apply to sniffing too. If it sniffs a player, it should hit the spot where it thinks the player is. The player will have probably moved on from that spot but this would be a really great way of teaching the players that the warden is blind. You've already done a great job designing this part of the warden - previous encounters with sculk blocks will teach them that it responds to vibration. However, this would be a little extra thing. And it makes complete sense, too. If the warden hears a vibration, of course it would try to attack it, even if there's nothing there, it doesn't know that nothing is there. 

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    So, after playing a little more in survival and actually dealing with the Warden, I have some thoughts.

    One, I think the sculk needs to do more to help him. Make the sculk veins also give away your vibrations when putting wool on it, make the screechers more sensitive, and make it so that screechers can go off while the warden is already there, and he'll quickly run over to it (if he doesn't already smell you). I can throw a whole stack of snowballs into an area littered with sensors and screechers, but it won't do a thing until I get close to them. And sometimes, even when I make a noise around half a dozen sensors, the screecher right next to them won't do anything. I think they just need to be more on the ball to make it feel more threatening, otherwise I just just run right through. 

    Second, the warden needs the ability to climb, and the ability to teleport to you (like when he hears a screecher). You can just outrun him and makes tons of noise, which just make it feel silly. I just spent most of the time walking on top of the many city walls since he can't do anything about it, even if he does hear me.

    Finally, the loot needs to be better. The occasional enchanted book is cool, but getting mostly bones and candles feels unrewarding in a place that is pretty hard to scope out and slow to move through. The rewards should feel like they're guarded by a one-shotting monster,  especially if he's changed to be smarter and more threatening.

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    I was able to add mending to anything in an anvil. I doubt this is supposed to happen, but right now, I have a stack of gray wool that has mending applied to it. It looks really cool, but I don't think anyone would want mending on wool. I was also able to apply it to everything else in my inventory, so maybe you should check into that? But everything else in the snapshot was really cool, and it's obvious you guys have put a lot of work into it.

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    In addition to an earlier comment that I made. The cartographer villagers should also sell ancient city maps. Oh, and still please make swift sneak a legging enchant. Also, I'd love to see the Warden drop its head when killed, to be used as decoration...maybe it lights up with motion or something? Could be a cool item.

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    The Warden is not challenging at all. I enjoyed my encounters with the Warden, but it could be easily cheesed. It is super easy to just get around the Warden. So easy, the Warden is pretty much just a minor inconvenience. Scary, but minor. The Warden can't go through water or lava, it can be bypassed with a 4 block pillar, and it can't reach you if you strip mine in a certain way to avoid it. I think the Warden should be able to walk through walls seeing as it just kinda comes out of the ground when it spawns. I think it should also be able to walk through lava or water like its nothing. With the amount of lava or water streams there are in caves, there needs to be a fix for this.

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    The darkness effect and overall ambiance in the deep dark biome feels amazing. My problem with it is that you're basically unable to enjoy it due to the warden being incredibly over-tuned. Even while making 0 sound after the warden has been summoned there's very little chance that you'll be able to just sneak away, it's just too easy for it to sniff you out. It really feels like the only way to survive the encounter is to pillar up, because the only alternative is beating it in a "legitimate" way. Which in most cases will just end with you dying due to it's movement speed and insane health bar.

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    The Warden could create sculk blocks and then throw them to his target dealing quarter damage his melee attacks do. It will ONLY do this attack if it's target is in a big height the warden can't reach or in a hole that the warden can 't fit. if not, it will prefer to do his melee attack. This way players will not just tower up or hide in a small hole. It's also easy to kill if you use a water bucket to slow him down with the flowing water. So maybe it could just swim or not being pushed by water? I think it makes sense that if a sword made with super strong material extracted form the depths of a hellish dimension can't push it, then a little flow of water also won't.

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    The Warden, in a 1v1 fight, is nigh impossible to beat.  However it is easy to cheese.  Pillar up 4 blocks and attack it.  By doing this it is easy to take down, takes a long time, but easy.

    The one thing I don't like about the snapshot is that if you were to create a farm to get the skulk family of blocks, the Warden is capable of spawning even on the surface.  I feel one thing about the Warden is that it should only be able to spawn in the Deep Dark and no place else.

  • 0
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    when i install the file it doesnt apear in the minecraft launcher what do i do i did all the steps and it wont show up

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    I feel like a new banner pattern should be added to the loot items for the deep dark. I would love to see a more speckles pattern, sort of resembling of stars like the Sculk blocks appear to have. Not too large speckles, but just really dotted. I have banner patterns that I would love to see have small, speckles, star-like dots across it. Thanks!

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    I had an idea to make the Warden harder; when you've trapped yourself in a box or have pillared up to cheese the warden, it can turn the blocks you placed into skulk, destroy said skulk, and then send you back on your mission to escape the Warden. 

    While playing, my natural instinct was to build a wall in-between the Warden and myself, allowing me to escape it unharmed and kill it with ease. Everything else about the Warden is near perfection. Can't wait to see what else is coming to make exploring an Ancient City a more attractive and rewarding expedition! 

  • 0
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    It's too strong, how much effort does it take for players to find it to kill it, it should have dropped some items, otherwise it's a waste of effort to not hit a strong monster without getting anything or what. I'm still wondering what the big rectangular gate is for

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    The new update is AMAZING! But... There are alot of bugs... So please do fix them! THX!

  • 2
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    This is how the warden should deal with players. I think that the warden should make sure that there is no players in the area it is chasing and if it is chasing a player that puts down blocks then it will grow sculk on the blocks and near them to either slow down the player, and/or to damage the player, and/or bring it back to the warden.

  • 0
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    I was playing with subtitles on and I noticed that there is no subtitle for the sculk shrieker shrieking.

  • 1
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    Potions effects should make the warden's sense of the player based on smell stronger. This could help counteract those who use night vision potions to make the darkness effect much less effective by making the warden more attracted to their scent.

  • 0
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    This update is really cool, the only problem I saw is you can avoid the Warden very easily, you can be 2 blocks high or you can just do a hole in a wall and start killing it.

    I would love the update if the Warden would not be cheeseable. Still, good job and great update even with those problems!

  • 0
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    The fact that it is so easy to cheese the Warden in its current state makes it seem less scary/threatening to me. I have a few ideas/suggestions for abilities the Warden could have for a few easy cheese strategies. These would be different responses of the Warden for different situations where the player cheeses it. These would give an added benefit of making the Warden seem intelligent and strong, to the point of seeming uncanny, giving a scary feeling to the player on top of not being able to escape using cheap tactics. First of all, if the player pillars up to get out of the Warden's reach, the Warden could start slowly climbing up the pillar. This could have its own lively animation too, where it grabs around the edge of the block with its arms, and pulls itself up. This would create some really fun moments of panic for the player. Another situation would be for the Warden to be able to hunch over to be 2 blocks high, to stop players from blocking the Warden away. This also creates some scary moments. Another big issue is the use of water to control Warden's movement, or keep the Warden trapped. Maybe the Warden shouldn't be affected by this, or the Warden can do a move which makes the water sources around it disappear. I also like the idea of the skulk itself seeming a bit more alive. Maybe if you're still for too long, the skulk growth grows toward you and releases poisonous spores or something (happening only when the Warden is active).

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    First of all, amazing work to the developers, they did awesome work on this snapshot, and i know that you guys know that so im going to cut to the chase.
     The warden should be able to break blocks, to prevent players from cheesing the fight with a tower, also another mechanic should be the warden runs away from lava, the warden inhabits a cold, lightless cave, so it only makes sense for it to run from lava, now I know that players could cheese the fight with lots of lava, but to counter that, the warden could have some sort of long jump (like foxes) to get over the lava and to the player (only triggered when the warden cannot pathfind to the player because of lava). Also, reduce the smelling range, it makes summoning the warden a death sentence. he can smell you even if you cannot see him with the darkness effect. Also one last thing; the warden should charge at you if you make him too angry, but only in the direction it got the last vibration from. so if you move out of the way while sneaking, the warden will run past you for about 10 blocks, or until it hits a wall.

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    In my opinion, the warden should spawn less but when he does it should be very difficult to escape it. Since it comes from the underground it should be able to follow you if you just dig a hole to avoid it and damage you while digging a tunnel away. It would be cool to have him come after you like a mole underground, with particles coming from the blocks and damaging you. 

  • 1
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    So, I think the whole deep dark is awesome, and totally worth the wait. The warden being easily cheesed is something I trust will be fixed and I think I heard something about the warden's roar shaking the player off and blocks, but then I read something about him being able to climb in another comment, which sounds awesome. one thing though, is this makes his roar do nothing again. This brings me to my idea for a new feature. I have seen the ancient cities merge with dripstone caves quite a bit, and I think it would be so cool if when the warden roars, your screen shakes, and then any pointed dripstone in a nearby area falls and crashes to the ground. This would be a cool way of showing his power, and also another method of attack. I have had this idea for about a week, and then completely forgot about this feedback website so it is a bit later than the others. Even if this doesn't get added, this will still be a very amazing update and I am very excited about the future of this game!

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    Maybe the vibration particles should travel a little slower so players can see what is happening. I rewatched the first warden reveal and it was a lot slower and a lot clearer to see that it was travelling from you to the warden, now its a little fast. Maybe to not mess up any redstone stuff the speed from anything to a sculk sensor can remain the same, but vibrations going towards a shrieker or to a warden can be slower. Also creates that "OH NO" feeling as you watch your vibration go towards the warden.