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Deep Dark Experimental Snapshot Feedback

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    YTFEDFRT

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    Yees. Im here again. Tired of my presence already?
    Anyways, i've been thinking about the warden, and i have an opinion, and a analysis.

    First of all, let's differentiate threat and danger.

    • Here, i'll define threat as the risk of being in danger. The higher the threat, higher is the risk of being in danger.
    • And i'll define danger as the risk of imminent harm, damage and negative things. The higher the danger, more harm you suffer, and higher the risk of suffer a substantial and undesired damage.

    With that definition:

    1. The warden should be more unpredictable when threatening. It can be done this way: When sniffing the player, it can haver a chance to get very close, or to get just a little closer. That way, we can't get used to it's behavior(And it should be able to detect from further away). 
    2. The warden should be more consistent and predictable in its danger. It can be done this way: Once it gets close enough, and/or detected enough sounds, it will actively chase the player from a closer distance, and only if the player stay quiet for a minute or two, it will start to lose track of the player(It means, get less close, and allowing the player to get more far from the warden). And only after that, the timer to the warden despawn starts.

    Hope this give you guys some ideas. One way or another, i hope that im not bothering anyone.
    Have a nice day and thanks for the amazing game, guys!

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    right now i think there being multiple wardens just spawning all over the place kinda cheapens the concept of it being this powerful eldritch creature tracking you down. It makes it more of a group of prison guards than a warden if that makes any sense. Doesn't feel as intimidating or monumental when you see one. I think there should be a way bigger radius within which different wardens can spawn, or rather, can exist at once. if you "summon" a new one the old one should dig underground first to make it seem like it's burrowing towards you. I think having the same one chasing you around makes it seem like a smarter enemy which i think is a really important illusion to sell when it comes to stealth because for me the fun in stealth comes from outsmarting enemies. having it seem smarter is also creepier/scarier somehow if it seems like its really smart and following you everywhere. lasty, killing it could therefore have a small reward of no warden for a minute and allowing the player to relax while a new one regrows.

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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? 

    yes,i copied it

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    also as soon as we defeat a warden anathor spawns immedietly make a warden cooldown about 10mins

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    Players should get XP for successfully avoiding the warden upon its cooldown. That is, when it tunnels back underground, it drops xp or an item, like swift sneak.

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    The Deep Dark seems to only exist around the ancient cities and nowhere else. While the atmosphere is great, the biome seems very empty and could use some more features. (Skeletons, more sculk plants, giant sculk tendrils.) The Warden was an excellent challenge. The only issue I had was with it getting stuck in caves that dropped lower than the floor. Finally, I think the fact that the Deep Dark almost always intersects with dripstone is somewhat annoying. Overall, though, the features are great.

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    Wardens should be only summoned by shriekers if there is skulk for it to come out of. I feel like having it always summon the warden no matter where it's activated makes for a strange thing of "The Warden guards the Deep Dark - except for when it doesn't", especially if it's supposed to live in the skulk but then just crawls out of grass on the surface. It would also make the shrieker more easily used in Adventure maps / atmospheric builds, without the worry of a Warden spawning in or the need to have your gamemode set to peaceful.

    (Another way that you could do this would be that if activated by a redstone signal it only grants darkness and plays the shriek without raising the Warden awareness level - honestly both would work for making it usable in builds/adventure maps)

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    The Warden is very good, it was fun to try it, it does not need any improvement, only the water aquifers and lava in a snapshot 2

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    I have noticed, intentional or not, the Warden cannot pass through water on its own. I was in one of the long halls of the ancient city, and water was flowing down onto one of the paths. The warden was chasing me down the hall, but stopped at the water, and just stared at me, unable to move.
    In addition, the Warden can be easily cheesed by towering up 3 blocks, just like the Iron Golem. An easy fix would be to make the Wardens vertical reach 4 blocks, so that you cant just tower up and spam it with your sword until it dies.

    Nevertheless, I think the update still did it's primary job. I may have just gotten a crappy seed, and I could see the Warden being the scariest mob to date!

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    The /placefeature command doesn't work on this snapshot. Bug or removed feature?

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    I really enjoyed playing the Minecraft Deep Dark Experimental Snapshot! Can't wait for the actual version to release.

    ANS 1: YES, the Warden was challenging! It was really powerful and fast! I enjoyed a lot with the power the warden had! The one thing I didn't enjoy, was, it could sense you, even when you are sneaky. Even if you sneak, it still senses you! I also used the Warden, to prank my friends, and set traps for them.

    ANS 2: When I entered the Deep Dark biome for the first time, it was scary, since i was new! I knew that I had to be careful around Sculk Sensors and Shriekers. But, while opening a chest, I accidentally set off a sensor, which gave a signal to the shrieker, causing the warden to be summoned. I went sneaky and hid behind a pillar, only to realise that it won't work. It then ended up killing me in a single hit, even through the PROTECTION IV armor.

    ANS 3: After the mentioned encounter, I read the post again, and found out that towering up a few blocks, will help a lot. It would just stare at you and then cool down. If it felt bored, it would dig down and then you could continue exploring.

    ANS 4: Unfortunately, no. In my first encounter, as I mentioned, opening a chest sets off a shrieker, summoning the Warden, meaning it would be the end for you!

    ANS 5: The Darkness made it a lot more scary, than fighting the usual bosses, like Ender Dragon o Wither. With an utmost powerful mob like the Warden, the Darkness is a great match!

    ANS 6: Yes it was really scary.

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    in my opinion the Warden is the coolest mob ever. it's quite easy to defeat him but this is only an experimental snapshot so
    I think you can correct this small imperfection. maybe the ancient cities are too big but are so
    intriguing. so i belive in you mojang
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    so the atmosphere is great I just have one problem

    the warden

    the thing can literally be killed by standing on a 3 block pillar and smacking it

    an idea could be to climb up walls to get to players if they pillar or in steep cave terrain

    other than that it's really well made

    looting it is not impossible and having shriekers in hard to see spots makes it really interesting to try and loot something + swift sneak is just fun to mess with

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    In my world, Ancient City was submerged by aquifers and lava lakes. I felt that this would not allow the crafters to explore freely. Also, this is still a experimental snapshot, but I feel that there should be some kind of drop item in the Warden, but if he is placed as an enemy that should not be fought, I don't think it needs to be so valuable.

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    Could perhaps have the darkness effect make you unable to place blocks like how blindness prevents you from sprinting, could be a way to not have players cheese the warden. Could also maybe add mining fatigue whenever the player is near the warden so that they are unable to mine in and cheese it that way too. 

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    the snapshot is great! the warden, ancient city, everything. I have a few questions though...

    Will there be snapshots for 1.18.3 or will they start on 1.19 snapshots (non-experimental)?

    Will there be more 1.19 experimental snapshots coming soon?

    Will more snapshots come out by the end of March or April?

    these were the questions I was asking because there are some features that are on bedrock edition, but not on java. for example frogs, tadpoles, frog lights, allays (beta & preview). it seems like there are more wild update features in bedrock edition than java edition. I know you have to turn on the "Wild Update" Experimental feature in the world settings and there is only 1 1.19 experimental snapshot for java, and they just got done with 1.18.2 on java a few weeks ago. I check on the Minecraft website every day and i don't find anything about snapshots. I was wondering anything about any new snapshots, any release dates for them? I'm hoping they come out with new snapshots by the end of april or march? That's all...

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    Just break the sculk shriekers they summon the warden I tested it

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    I LOVE most of the skulk features, the warden is so genuinely intimidating and while its AI needs some refinement (which i knew to expect for an experimental update) it makes an excellent ominous presence.

    The darkness effect felt interesting but a bit too powerful for what it was(a neigh unavoidable status effect) the idea of the light level going in and out is fascinating, and i think it would benefit from a less-is-more approach. (It kind of felt like several rough ideas for an effect mashed together) I think having it be a less foggy effect could help, as of now it just feels like a repackaged blindness effect. Perhaps even just a simple effect of turning down your brightness over time would have a greater effect.

    While I loved the ruined cities, I find the deep dark on its own to be rather shallow. There really isn't a reason to go near it and even if you do, the only reward is skulk XP which, while fun and farmable, is rather dull otherwise. I think either adding constant deep dark structures, or maybe even another resource in the form of some kind of mutated flora or fauna, would benefit the skulk overall.

    PS: IDK where to put this, and I know it's a snapshot, but the skulk's particles look a bit out of place.

    Overall, though, a very promising glimpse of the wild update, and I'm looking forward to seeing it evolve.

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    TBH I think it would be cool if the sculk dropped xp if exploded so we could make a new type of xp farm that doesn't require a sword

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    • Was the Warden challenging? If so, what did you enjoy / not enjoy about your encounters with the Warden? 
    • Warden was challenging, didn't like the fact that it could sniff and then unless I towered I'd be done for, but if it naturally sniffed, I could just distract it with a snowball. I like the idea that it is possible to kill a warden(snowball), but is difficult. However cheesing is too easy. 
    • Describe any encounters you had with the Warden - did they feel enjoyable? 
    • My warden encounters were fun, sneaking made it very easy to avoid the Warden however. I think it would be cool if maybe sneaking didn't work on certain Sculk blocks so that the Warden (and Sculk sensors) could detect you. 
    • Were you able to figure out how to sneak around the Warden? 
    • Yes
    • Were you able to loot chests in the Ancient Cities without being killed by the Warden?
    • Yes 
    • Describe how the darkness effect felt 
    • Darkness effect was good. It comes right before the Warden, so if you don't know that you've set off Sculk sensors, now is the time when you know you have to fight. I also like that it goes on and off, gives a more horror feel to it. Definitely gives a huge advantages to anyone using sound though.
    • In your encounters with the Warden, how scared did you feel?  
    • I felt reasonably scared heartbeat definitely added to the aesthetic.

    Overall, a good experience. However, I have just one complaint. Some of the Sculk sensors I encountered didn't have anywhere to signal to, which kind of made them pointless.

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    make an armor to defeat warden which can be dropped by warden rarely

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    Kinda feel like the Warden should take inspiration from the Ravager, which feels like the most in-depth mob. I like how it has a “parry” and stunning interaction, like a standard VG boss. I enjoy fighting it because it has a follow up ranged attack, and I feel like the Warden shouldn’t be killed, but giving it a ranged attack could be cool. Maybe if it collected enough vibrations, it could let out a devastating explosion from it’s ribs that could instantly kill you, or close to that.

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    1.Варден за агрился на скелета и встал к нему в плотную НО не убил а стоял так смотря на него секунд 20 и тогда убил.2.Скалковый датчик услышел сердце вардена и издал звук и варден на него за агрился.3.Слишком просто убежать забрался на 4 блока в высоту или убежал со скоростью пять.

    ВЫВОД:надо зделать чтобы он либо сломал блоки под игроком либо залес к нему.Чтобы было труднее убежать надо зделать так чтобы варден как-то помешал игроку.

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    Well from my perspective this mob makes no sense at all it ruins the concept of Mastery and the fun of having diamonds and Netherite, will be like gone. Plus i don’t understand why Netherite is weaker on Java Edition i like the old 1.8 system, it makes sense if Netherite is overkill since it’s the last game gear, what do you expect? The same thing happens with the Warden it just seems to sharp a curve for what it looks to be early-to-mid-game challenge as there has never been a sense of progression in Minecraft i don’t care how easily the Warden can be distracted, say if you have to fight it off it’d probably win the fight. The Warden breaks every balance, it makes Netherite and Diamonds pointless, grinding and working should pay off but this doesn’t, there’s no fun nor motivation the feeling you get when you have overcome every difficulty of the game vanishes instantly. It makes no sense (Overworld>Nether>End> The overworld again?)it would have been cool if the Warden was moved in another dimension where you find better ores to fight it (Overworld>Nether>End>?Warden Dimension?) i don’t care about people say “we are not meant to fight it” it makes the game lame and unbalanced (There is no sense of progression, this is what this game has always been lacking of) So in prior to release the Warden i suggest to wait when the new dimension gets added but it won’t be added, since my opinion doesn’t matter at all

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    I think a cool fix to the current warden cheeses would be to have the warder "swim" through blocks to reach, like how it does when it comes out of the ground

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    • What about adding a new bundle-type item that will release a stink that can save your life when Warden starts sniffing at you?
    • This unique item could be charged with poisonous potatoes of the type - one spray = 1 or more poisonous potatoes.
    • Also, this tool could be (very rarely) in a new dungeon, be in the summer of some mob, or be crafted from previously added materials.
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    Skull Trap is worth returning:

    It really could be a unique block for the world of minecraft, replenishing the already existing family of sculk. This block could help Warden catch a player if he climbed quite high or climbed over a wall. Skull Trap could work as a semi-block, pulling the player into itself and causing gradual damage.

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    I am Soo exited about the new Minecraft 1.19. oo I so exited

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    it was soooo hard to kill and dropped nothing!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!