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Deep Dark Experimental Snapshot Feedback

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    I have a suggestion.

    Make Sculk Shriekers give "Placing Fatigue" effect that makes player not being able to place blocks, similar to Mining Fatigue in ocean monuments. That would make cheesing Warden much-much harder without making Warden extremely overpowered and having very complicated mechanics.

    It would also add a very unique effect to the game for players to play with. For example, it could be used for making adventure maps in survival, for prisons, for vaults. It's just unique.

  • 0
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    The warden is very strong:

    • In survival mode this mob is so hard to kill, he's life is infinite. 
    • He's damage takes away too many hearts, just as too few are taken away with a good sword.
    • The new enchantement isn't to be found.

    Sometimes I used google translate so there could be errors

  • 0
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    First off I would like to say I love the ancient city design and it has a great atmos(fear)!

    The warden is currently an easy fight to cheese, simple tactics like building a pillar or digging in a wall prevent the warden from reaching you. Reading trough other comments I do believe climbing would be and interesting counter. 

    Personally I would love to see a mechanic that makes it harder to escape the warden. Vines to pull you back could impede fleeing quickly on the wool paths in the city. A slow crushing/digging through blocks could both prevent certain cheesing strategies and make it harder for the warden to get trapped or stuck. 

    The skulk mechanics are totally awesome. The placement and concentration of sensors and shriekers make is possible yet dangerous to travel the cities. My favorite part is working out how to destroy sensors or shriekers without summoning the warden. It's a high stakes puzzle game with the reward of safeer looting. 

    It is very disappointing when you go through all the work to safely get to a chest when the only loot is bones and candles. The books are really nice but there are better ways to get enchantments.

    The cave generation around the cities can be a bit funky. Often times there are 1 block wide walls between sections of the city and it is quite obvious where the structures spawn spaces are. The same goes for the ends of the wool paths/walls ending in flat walls that stand out form the amazing caves. 

    Overall love the update and great work!

     

  • 0
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    That's one of the best things happening this year the 1.19 experimental snapshot "a very scary snapshot" was really great and awesome , i loved the warden , the shriekers , the sensors , renforced Deepslate , sculk , sculk Vien , sculk catalyst ...... That's gonna be one of the best years for the Minecraft community , and thanks for this snapshot

  • 0
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    Hello. Me again. Is too lte to post some some ideas?

    • With all of that "THE DEPP DARKO PORTAL" thing, i thought that the portal could be turned into an actual portal. When lit, it can tp you to another ancient city.
    • Would need balance. So, maybe it can stay lit and synchronized for 2 travels. So that way you can travel from one city to another, 1 time only. Each time the portal is deactivated, and reactivated once again, it syncs with a different ancient city. That way, it would become more of and adventure thing.
    • Also, when it its activated, it can trigger the summon of some wardens in the city, and if summoned this way they stay around a little more than usual.
    • Hope you guys use this idea. For me it would be SOOO cool to have those adventures traveling distances with those portals. But, no excpectations. Game development can be really hard and i know the team makes the better they can.
    • Last thing! Maybe each ancient city could have its own special loot that can be used to synch a portal to that specific city, that way, if you got totally lost, you could still go home. (Or at least, near your home)

    Thanks for the attention! 

  • 0
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    Tipped arrows no longer work with infinity bows for some reason. They just work like a normal arrow and waste no matter what type of tipped arrow. Normal arrows work just fine, please fix this.

  • 1
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    how about this?new storyline

    we need to go to nether to get blaze rods and enderpearls

    get eyes of ender and go to end defeat the ender dragon and get dragon eg....

    NOW!!using an exploding item break the dragon egg and itll drop a dragon essence(in  lingering potion particles form for 30 seconds)and like dragon breath we need to collect the essence in bottles

    then we need to get a skulk  and in the end dimension the skulk explodes into fragments

    then combine dragon essence and fragments and you will get warfire dust  combine it with flint and steel to get warfire lighter,then combine warfire dust with enderpearl to locate ancient city,then defeat the warden to get sound senser, go to the big portal and light the bottom with warfire lighter and combine sound senser with goat horn to get shrieker,use the shreiker near the  portal and activate it,go to the new dimension and defeat the new final boss(you choose what happens in the dimension)

     

     

     

     

    how is that? 

  • 0
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    tbh it was really awesome and I think you guys should make a portal with the reinforced deepslate platform....

    I think mojang you devs should add a new dimensoin to minecraft

    and thank you notch and to all of mojangs team for making this wonderful game

  • 1
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    I’ve been messing around a lot with this snapshot and talking with some friends about things that mojang could do to go the extra mile.

    1. I would love to see the deep dark swallow up light, so all light levels in that biome would get shrinked by 2-3 levels

    2. Right now I feel the deep dark is lacking sound design (the warden it’s self is amaizng and setting off Shriners and all that is great) I would love to see a underlying slight heart beat like the biome itself is alive, I think having the lights in the biome flicker in time with the heart beat would make it feel like the biome is breathing as well.

    3. If players place torches I would love for some sort of black hand or wisp to consume the light of your torch by either breaking it or turning it off somehow.

    I would just really like to see the biome itself come to life a bit more I think the implants in the biome are fantastic but now it’s time for the general ambience. And while the deep dark may not be meant to be living I think it would be really cool to have the first ever living breathing biome in minecraft.

  • 0
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    Noticed that some Piglins will still attack you even when wearing gold armour, seems to be rare occasions but definitely may be an issue that should be looked at for if/when this goes to a full snapshot.

  • 2
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    The Warden can still smell players in creative mode, and they still have an anger threshold with them, too. While they can't hear sounds made by players in creative mode, their heart beats incredibly fast when you touch them, and as soon as you switch to survival, they roar and attack.

  • 0
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    This is my opinion on the warden and I have to say it's very buggy most of the times, the first time it coud get out a block of 1x1 filled with water and even tho I destructed the blocks near him it didn't attacked me and when it did the warden didn't killed me one shot, the second time it spawned far away from me and didn't saw me, the third time spawned on a 1x1 gap between blocks and couldn't move and was dealing with wall-damage from his head being stuck on the floor, The warden should be able to kill you one shot,  as it was supposed to do on the first trailer when Mojang introduced it. I think The warden should be able to kill you with full netherite on the first hit, that way when it's bugged you are still fearing of him and trying to hide, the HP of the warden is great, no compalins there, but I think the warden should be able to break blocks from his environment in order to chase you, also it takes too long for the warden to spawn I had to run around for 1 minute to activate

  • 0
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    The Warden was vey fun/scary to encounter, but it also had problems.

    1) It kept spawning in walls

    2) it couldn't get out of 1-block deep water holes (flowing water)

    3) Like others have said you can easily cheese it by building up.

    OTHER FEEDBACK

    • There should be more/larger patches of Sculk in Deep Dark/Ancient Cities
    • Too many wall formations in ancient cities
  • 1
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    I honestly feel like the actual Deep Dark biome (and not the ancient city) should have more and larger blobs of sculk, Comparing this to the Dripstone and (especially) Lush caves biomes makes them feel extremely small

  • 1
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    Dealing with the warden in survival was very scary and fun but there were a few problems:
    • When I summoned the warden it just came out of one of the pillars high up in the air. Even it's emerging animation glitched and it fell to ground taking fall damage. (Also it would be really cool if the warden had a death animation.)
    • Again, the warden is extremely easy to cheese. When I angered it, I could tower up 4 blocks while it did the roar animation. It also got stuck in a puddle of water while chasing me. From there I could easily kill it. I even poured lava on it and used flint&steel, fire aspect sword to easily take it down. So yeah... I think it would be amazing if the warden was completely FIREPROOF. I also like the idea of it be able to CLIMB up to you if you tower up. That would be horrifying and fair at the same time.
    • Last but not least, mobs like spiders and creepers are still spawning in the ancient cities and sometimes they just give away my location to the skulk sensors. Please do fix this bug as it just ruins the entire experience of the deep dark. I also noticed that it attacked other mobs(if they were near it) instead of attacking me when I specifically angered it. After killing the mob it again went docile. Plz fix this as well.

    Overall, the warden was indeed scary and I had a good experience. But I really do want to see these features in it coz I really think it would be so awesome for the warden to be Minecraft's one and only INDESTRUCTIBLE mob.

  • 1
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    I wish it'll be compatible with Bedrock someday. The unbreakable has to wait

  • 0
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    So I found out that you can enchant not only your boots but also your helmet, leggings and chestplate.

    But if you enchant your helmet, leggings or chestplate nothing will happen!

     

    That's why I am reporting this because if someone accidently enchants his helmet, legging or chestplate

    he will not get the effect!

  • 0
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    Make the diamond ore more common in the deep dark, so at least there's an incentive of going there.
    Just like this feedback: https://feedback.minecraft.net/hc/en-us/community/posts/360073583532-More-diamonds-in-the-deep-dark

    - ArcDusk

    IGN: _AcruxCentauri

  • 0
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    Please reduce your physical strength to 100.  If you kill Warden, I hope you get a Skull's Gel item. And please make a Skull's Block into Skullgel.

  • 0
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    The Warden is a very nice concept of the deep horror of minecraft. And I love it.

    But anyways, I tested some things out, to make a strategy against a situation facing the Warden.

    The Warden gets mostly triggered by bats and noises I made. I realized that he won´t attacks enemies, like zombies or skeletons. Even if they were right in front of him, the Warden won´t attack them.

    He is not a good swimmer. So you can easily escape from him swimming away. If there is a ravine full of water right next the the city.

    It should be impossible the get the Warden down, but with some cheesing (yeah, cheese, yummy), you can build up a pillar by 4 blocks or higher to destroy the warden.

    Your quite faster than the Warden while sprint-jumping. But if get hold back by something, like a block or a monster for a second, he will instakill you. It takes him 2 hits, if your netherite armor is fully enchanted.

    And yeah, he´s very scary. If you don´t like jumpscares, don´t go to the Deep Dark City hehe

    Something I couldn´t understand is... how he is reaching me, in a 1x2 hole. I digged a hole to escape the Warden and I was like 10 Blocks behind the entrance and he ran to me like if this is a normal player and killed me.

  • 1
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    I noticed that the entrance and city center have regular candles, but all other parts of the city have white candles instead. It just seems unnecessarily inconsistent. I think there should be only regular candles in the city.

  • 0
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    I think the sculk catalyst should make more sculk catalysts when the Ender dragon is killed that would be cool and add lore

  • 0
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    Overall the snapshot was great, but me and my friends really want the warden to be able to CLIMB up to you and also be Completely FIREPROOF because currently you can easily kill it by towering up or pouring lava on it. Also the warden kept on getting stuck in stalagmites so it would be cool if the warden could break down the stalagmites and chase you..
    ( that would be horrifying!)

  • 1
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    When I go to create new version I don't see the snapshot. Is there something I'm doing wrong?

  • 0
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    the darkness effect is way too dark! maybe consider changing the potency of the effect?

    other than that it is great.

  • 0
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    Some other ways to cheese the Warden other than pillaring that has to be worked on

    1. Surround yourself with water and it cannot get to you because even if it is aggressive to the player, it cannot fight the flow of water;

    2. Dig yourself in to a whole and it cannot reach you

    3. Projectiles can damage it. This is big, it has to be invulnerable to projectiles. Or else, it is super easy to defeat. 500 health points is big but if it is guaranteed to die through cheesing, the Warden will not serve its purpose

    4. Potion spamming + beacon effects help the player resist its onslaught. Buff the damage and health. 

    I personally want the Warden to be delivered as the most terrifying mob in the game. I also suggest make it drop no EXP completely because knowing the community, there will always be a way to easily kill and farm the Warden no matter how strong it is as long as it drops anything, even if it is just 0.5 EXP. 

  • 1
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    Definitely have the Swift Sneak enchantment on leggings and not boots

  • 0
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    I couldn't open it

  • 1
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    biomes dont always Generate correctly at the heights theys should as they get cut off and revert to higher biomes and swap to other biomes it should Generate below the min unless a diffrent biome should be there also for datapacks that has more biomes it cant use some areas of the noise map caused by this 

     

  • 0
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    But with this I also teel like he should have some more visual ques than the darening effect. All my friends play without sound cuz they weird like that. So maybe when he finally spawns he *strikes fear*. Sound ques when he spawns should be slower (so a litle longer time for him to spawn) I think. Like the start of a feighnt hearbeat that builds like you can hear him crawl through the very ground itself the hearbeat growing in power but not in speed. then when he emerges (LOVE how he legit emerges from the ground, that is great viual design) make him amit some kind of aura that makes the outlines of the screen glow in a feighnt blue hint maybe. To indicate he has spawned for the people playing without sound. Not someting too obvius but something you notice if you don't have sound on. Ofcourse you know he is going to spawn because of the darkening affect wich is great but then also add that little bit of extra when he finaly emerges from the ground and is now hunting you.

    Make him spawn more easily. Not kidding i spring jumped around the ancient city not spawning him once. I can't think of more right now so hope I gave good feedback. Love the idea just add better loot in the ancient cities and more intresting sights to find down there. On simple thing I can think of would be some puzzle laborinth or something where you can find good loot but constently have to fear the warden in the laborinth or something along thoes lines.