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19

Let's talk about the most recent snapshot (22w16a)

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  • 5
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    This snapshot is as great as last time. I like the new Disc Fragment system, I think it’s cool! But, I think that still isn’t enough motivation. And, you have to deduct allay health to AT MOST 16. It doesn’t make sense that allay have the same health as the player. Other than that, nice snapshot

  • 12
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    Also, please implement the concept art birch forest changes, we’re all excited for that

  • 3
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    Alright here we go!

    I like the new snapshot let's start with that!

    the changes to the allay will significantly improve this mob, thank you Mojang!

    About the new music I think they are great. The music disc "5" is very creepy and a lot and seriously a lot of lore is found inside it.

    That said I still think the ancient city loot isn't quite enough. Again I feel kinda bad for saying that since I know Mojang is working hard to try to satistfy the community. But this is some feedback so let's get back to the point.

    Last snapshot you buffed the warden (22w15a) wich is a good thing don't get me wrong. But you made the balance (Good loot and chance of death to the warden) even more unbalanced. You now have a greater chance to die to the warden. And the loot is still "meh"

    wich will make more people not go to an ancient city, and if they go they will probably go only once or twice.

    I don't know if this is the goal Mojang wants but it feels odd. I still have my hopes for 1 more use for echo shards. And of course the mysterious portal in the middle, I think that the "portal" will be worth it going to an ancient city multiple times.

    1 more thing: I think the middle of the crafting recipe for the new music disc should be an echo shard. It makes sense and it would give hardcore players a reason to pick up the echo shards. 

    Anyways I still really like the new snapshot, seeing the update grow is cool!

    If there will be nothing more than this than that's fine, the loot is good enough!

    10/10 snapshot!

  • 4
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    I have a two interesting proposals for the Ancient City:

    • add a new black / dark gray wood, it would completely change the look of the Cities (dark oak wood is very annoying to see underground)
    • add a red water, or in small ponds/lakes, or simply the water inside the Deep dark turnes red, really scaryyy!!

    Byyy, and good job :)

  • 2
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    I love the idea of Disc Fragments. Should do these in the future updates as well. 

    Also I'm very glad that a painting parity was brought over to Java. It'd be really great, if these 4 "unused" paintings could be placeable too. It'd be very nice. What would be also great is bring over few new paintings too.

    To say the least, I'm very certain the Mojang team has already planned something, but I really hope the team has planned to add stuff that were showcased in concept art (such as Lotus Flowers that can be seen in one. Would love to see these placeable on water just like Lily Pads)!

  • 1
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    Needing 9 fragments that are rarely found in a rare structure is going to be very hard, if not impossible, on smaller worlds that have a world border.

  • 2
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    My feedback on the current Warden

    Likes: The warden is a very clear threat when angry now. Once the warden is angry at the player, they need to gain distance and fast because that sonic boom attack is deadly. Running away form the warden is the perfect experience right now and I love it. My heart races and I know that if I make a mistake I will take a ton of damage and probably die. 

    Dislikes: A freshly spawned warden is way too easy to avoid. It is currently possible to just run away while it's doing it's emerging animation then sit still, or go explore other places while it just roams aimlessly. The warden should detect vibrations while it's emerging like how it detects collisions while it's emerging. I know it's sniffing radius was increased in 22w15a, but it's sniffing radius is still not big enough. It should also hear vibrations from a way greater distance. 

  • 1
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    My feedback on the current ancient city loot
    Likes: I love the new music disc and it's fragments. While listening, I was trying to visually image what was going on and which is great. Swift sneak is great and I'm going to try to get a bunch of them for my friends.

    Dislikes: There needs to be more uses for the echo shards for me to want to go and get a ton of them. The recovery compass is cool and I can see a lot of casual players using it a ton, but I'll only make one of them and maybe place it on a frame somewhere. Right now I'm just going to grab 9 disc fragments for the music disc, 8 echo shards for a compass, and then as many swift sneak enchantments as I can for my friends and myself. Everything else I can get in other places without risking the warden killing me.

  • 3
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    I like the allay changes, it should be more efficient in farms, and if we're headed towards non-renewable allays, then the regen & health buff is necessary.

    I like the new disc 5, it's scary! Ancient cities have enough unique loot at the moment, although players prefer unique loot that is more like the elytra, magic staff, unique armor etc.

    The echo shards in ancient cities need to be more common, so that newbie players who die often can actually have more compasses. Right now it's too rare and it might not even be possible to get one compass per city.

    Frog changes are also good, it should make it easier for them to spawn, mangrove biomes felt empty before.

    I hope all these changes like the warden, shrieker, new music etc will come to bedrock edition! And I hope fireflies and the birch forest update will make it. All those decorative blocks, like pebbles, log fungi, hanging moss, water lily, they will make building so much better.

  • 8
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    Don’t forget that frogs also likes to eat spiders and are Ocelots’ pray, and there are cattails in Mangroves. And also, fireflies.

  • 0
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    Since the Deep Dark is going to be rare to find, I think it would be cool if a villager gives us a map that leads to it like the Woodland Mansions.

  • 3
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    After the warden has been updated a couple of times, it is now difficult to cheese and is the perfect difficulty when being chased. However, it seems that after you get detected by the warden it will lock on to you and you can't escape it unless you dig into the cave or build up out of range of its sonic boom attack. Because of this issue, most of my experience with the warden was running away from it instead of hiding and sneaking. To fix it I would suggest making the warden lose track of the player after performing a couple sonic boom attacks. That way you get a chance to hide again.

    When testing I usually got 10-30 echo shards per city which is more than you will ever need in a single-player world. I think the echo shards should be used for more things such as an x-ray spyglass that highlights mobs through walls.

    The redstone room is hard to find if you don't know about it. I would suggest moving the door within view of the activation area.

    the activation of the redstone room is complex and hard to follow. I am fairly good with redstone and I can't understand how 1 of the door activation methods works. Most people who want to learn redstone from the ancient cities probably will not understand any of them. 

    The contraptions inside the redstone room should be simple and focus on only one mechanic. Also adding prompts such as putting snowballs in the target block room or a book in the lectern room would lead players the right way.

     

  • 2
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    I love the new Ally changes, but since the Ally loves music, I feel like they should be dancing to music disc's. Perhaps that they even like or dislike some disc's.

  • 2
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    The music disc fragments is a pretty original take on the loot for the Ancient Cities, and it's really going in the right direction for having purpose for going to the structure often.  Music Disc 5 itself is also pretty spooky and fits the Deep Dark and the Warden perfectly, as well as having some resemblance to 11 and 13.

    I do feel like you should keep the blaze randomness, since this gives challenge and unpredictability in a Nether Fortress.

  • 1
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    I like the inclusion of the new music and the disc. I recommend though replacing the disc fragments with the echo shards. It seems unnecessary to have these pieces and it just ends up filling inventory. Using the echo shards instead gives More use to the item and adds brilliant lore to the game similar to "time travel" as the music disc tells somewhat of a story of what happened in the past and the recovery compass helps you find where you died previosly. Also maybe having it be 8 shards and one random disc in the center would be good at using the item in crafting similar to the recovery compass.

  • 1
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    I feel like Mud should be renamed to Silt, as this would be more genuine to real life Mangrove swamps. Mangrove swamps in real life form in river deltas, where the water slows down enough for stuff in the water to settle into islands of silt where flora and fauna live.

    This could be used as a teaching tool to give players a chance to learn about the geography of real mangrove swamps such as the Everglades.

    Also this makes the gray color actually make sense.

  • 3
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    Suggestion: Make shriekers (and catalysts) moveable with piston/slime. 

    The reason is twofold

    1) Now that you can't summon the Warden with manually placed Shriekers, we have no way to summon the Warden outside of Ancient Cities. This makes sense in most cases for most players, however, there is a lot of fun that can be had with mini-games that summon wardens, or cool Warden-powered farms like for iron farms. It would be cool if we had the option to make a flying machine to move a Shrieker to a far away place and still be able to summon Wardens from them. This lets everybody have what they want.

    2) It makes them semi-auto farmable.

  • 3
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    Thank you for the snapshot Mojang! This one brought a few suggestions to mind:

    For the disc fragments: I like the idea and the purpose behind having those items scattered around the city. However, why wouldn't echo shards be able to achieve essentially the same effect, without being a brand new item?

    If so, I'd suggest them becoming a part of the crafting recipe, perhaps them + disc 11 since it’s the only broken disc. It would’ve become the mold of an even older sound record..

    Another item I think could still use some work are the Echo shards. Them being one of the only unique items of the ancient city, it would make sense for them to be one of the strongest incentives for raiding.

    But, as you might know, there are still too few uses to justify such high risks. What if, since they have "echo" in their name, they could store sound effects? Like a creeper hissing or rain falling? Perhaps using goat horns too for the sound to be heard!

    Putting all that aside, great job on the sound department. The disc 5 sounded very eerie and misterious - which I feel was the goal, apart from having lots of lore imbued into it.

     

    Overall, I really liked this snapshot. I give it a solid 9/10 for the changes, only nitpicking on the above.
    Thank you for so many cool new things! :)

  • 3
    Registered User commented
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    I've noticed that none of the new soundtracks play exclusively in swamp-type biomes, so "Labyrinthine" should play exclusively in swamps and mangrove swamps to make them special. Jagged peaks, frozen peaks, stony peaks, snowy slopes, and groves should also have the same soundtrack list.

  • 0
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    please add a threat other then just the warden to the deep dark as the warden is too much and without it it’s to easy like a chance of getting wither from the warden spawning blocks so you still need to be careful

    do you know that multinoise only allows one more biome using the overworld settings like a extra cave biome in a datapack

  • 0
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    can you make it so that you dont have to remove old biomes in multinoise to make room for new ones

  • 0
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    make there a second threat in the deep dark not just the warden as hes to much and with out him its too easy like sculk shrieker can give wither sometimes

  • 0
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    if you dont remove a entry for multi noise you can only add one biomes plus what was there

  • 0
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    The snapshot looks great but I have suggestion on the sculk shriekers. 

    Can you please make player-placed sculk shriekers create the darkness effect? So it'll be little easier when doing the "How did we get here?" advancement 

  • 0
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    The warden is great. love the new sonic beam and the steps mojang is taking to really emphasize sneaking and avoid cheesing. The biggest problem right now is players running away as soon as the warden starts spawning. Then coming back once its gone back into the ground. (ive done this run in loot and run out). To fix this issue perhaps the warden doesn’t completely go away after being summoned but just hides in the ground and instantly jumps up from the ground surprising players when hearing vibrations from returning players.

  • 1
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    The allay has two major problems: 1) It cannot see nbt data and I find it is a opportunity that could introduce a new sort of storage  2) It is not renewable, I you play on a server all the allays will be taken by the other players, that is not fair. The allay could be easily renewable without being over powered: by curing a vex with a splash potion and a golden apple it will become an allay.

    The ancient cities: they are still not wroth the risk and the warden is to over powered.

    could we have fireflies in a bottle for dynamic lighting or just as a lantern? 

    have a good day!

  • 0
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    Something that I noticed about the music changes: the ones from the caves and cliffs update are no longer able to play in the main menu. I think part of the reason is so that they can rotate music in between updates, but I think that all the new music from both updates should play in the main menu, because for the 1st time in many years, we have had new menu music.

  • 0
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    I'm really happy about the painting parity changes and I hope they become placeable in the world in survival.

    Minecraft already has lots of "shard" items with limited uses, so I'm not sure it's necessary to have both Disc Fragments AND Echo Shards. I like the suggestion of incorporating Echo Shards into the new music disc recipe.

    Even with the frog changes, mangrove swamps still feel a bit empty, and it's weird having bees being their signature other mob when there are already other biomes that spawn bees and not much else. In real life, Mangrove swamps are incredibly species-rich and biodiverse. Adding the tropical fish went some way to help reflect how mangrove roots are "fish nurseries" in real life, but it's still lacking, and a new water foliage type would be great as well.

    If we don't get a totally new mob, I'd like to see mangroves get an exclusive parrot - maybe a green and yellow one - that would only spawn there. Players would still need to go to jungles to get other parrot colours so it doesn't diminish jungles.

    Plus, I still feel white frogs look weird in the shady environment of the mangrove forest, which has a very dense tree canopy blocking sunlight. I would prefer to see white frogs be a desert/badlands/savannah exclusive.

    Finally, I hope the bundle, birch forest and goat horns have not been abandoned! Without them this is more a Caves & Cliffs Part 3 + Swamp Update than a true Wild Update.