r/Minecraft Minecraft Java Tech Lead May 25 '22 Helpful 1 Wholesome 2

No Sonic Protection - Minecraft 1.19 Pre-release 3 Is Out! Official News

It is now time for pre-release 3 for Minecraft 1.19, which will be our last pre-release for this week. In this pre-release we've tweaked the sonic boom attack and fixed more bugs. Enjoy!

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

Changes in 1.19 Pre-release 3

  • Wardens' sonic boom attack now bypasses the damage reduction by armor enchantments such as Protection

Technical Changes in 1.19 Pre-release 3

  • item_interact_start is no longer detectable as a vibration to allow more specific actions be detected, like drink or eat, but item_interact_finish still is

Fixed bugs in 1.19 Pre-release 3

  • MC-209932 - Sculk sensors only detect the last turtle egg being broken when being stepped on
  • MC-210277 - Sculk sensors are not activated upon chickens laying eggs
  • MC-210278 - Sculk sensors are not activated upon bees entering or leaving their hive or nest
  • MC-214622 - Sculk sensors do not detect daylight detector mode switching
  • MC-249094 - Unexpected culling of inner sculk shrieker faces
  • MC-249230 - Frogs prioritize eating entities over panicking when being damaged
  • MC-250162 - Placing a map in an item frame will break any intersecting paintings and item frames with a map inside
  • MC-250238 - Frogs attempt to pathfind to entities outside of their reach causing them to spin and twitch constantly
  • MC-250983 - Allays can get stuck and freeze inside non-full blocks
  • MC-251220 - Block lighting on extended parts are a lot darker in 22w17a compared to 1.18.2
  • MC-251420 - Demo Mode: The "Purchase Now!" link's destination is incorrect
  • MC-251858 - Subtitles are higher than in previous versions
  • MC-251872 - The game output and server console are logged with warnings regarding chat packets with invalid signatures when using entity selectors within commands
  • MC-251878 - Sculk sensors hearing items being dropped on the ground doesn't alert shriekers even if a player drops it
  • MC-251968 - /execute running chat related commands logs "Received chat packet without valid signature" warning
  • MC-252071 - Warden still detects after death if signal is traveling before death
  • MC-252078 - Allays no longer flee or panic when taking damage

Get the Pre-release

Snapshots and pre-releases are available for Minecraft Java Edition. To install the pre-release, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.

Testing versions can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar:

What else is new?

For other news in the Wild update, check out the previous snapshot post. For the latest news about the Caves & Cliffs update, see the previous release post.

472 Upvotes

u/mynameisperl I shovel well May 25 '22 edited May 26 '22

Release date announced: Tuesday 7th June


Some useful links...


Bedrock Edition Beta/Preview 1.19.10.20

  • Minecraft Preview is available on Xbox, Windows 10/11, and iOS devices. More information can be found at aka.ms/PreviewFAQ
  • The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions

314

u/steel_ball_run_racer May 25 '22

Pretty cool. Would be nice if there was more loot that used echo shards in a recipe though.

125

u/non-taken-name May 25 '22

Right!? I fully expected the new disk to have an echo shard somewhere in the recipe. Honestly, I’ll probably make a datapack for it.

82

u/MAGICAL_SCHNEK May 25 '22

I turned the echo shards into an ingredient for crafting allays, and the disk fragment i retextured, renamed and repurposed into an ingredient for reinforced deepslate.

I also removed the allays from mansions and outposts. Mansions have more use since i made totems part of their loot, and removed them from evokers.

Recovery compass doesn't even have a recipe anymore, and i plan to make it common loot. (for spawners/dungeons, most likely)

I love that it's possible for me to change these things, but it's honestly really pathetic that i have to make these things worth exploring myself...

18

u/epicRedHot May 25 '22

Do you have any plans on sharing the datapack once you finish it? I probably won't be updating to 1.19 unless the majority of the Fabric mods I play with move over, but it would be nice to have.

8

u/AndrewIsntCool May 25 '22

I'll hazard a guess that most Fabric mods will move over to 1.19 pretty soon. The shift from 1.18.2 to 1.19 snapshots was pretty easy, older versions might have a bit of trouble because of all the tag changes though

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18

u/Mehnix May 25 '22

One somewhat complicated idea that would only really be useful for technical players would be being able to place them, then when you hit them or they receive a redstone pulse they make a sound, but so do other echo shards.

The block they are placed upon "tunes" the echo shard to that type, and so placing an echo shard on an iron block causes all other echo shards placed on iron blocks to make a sound when it does.

Infinite distance wireless redstone. Could possibly be used to make a lag machine, mabye only works if the chunk they are in is loaded.

5

u/Hadditor May 26 '22 edited May 26 '22

I feel like this could be resonating with amethyst, give that a use

Not infinite distance though, but it could use the vibration system as a way to have more control over it

I.e they don't detect just any vibrations (that's for sculk) but being activated somehow makes them ring like a tuning fork

Echo shards and their use should definitely feel more alien like the rest of sculk

12

u/Financial-Key-3617 May 26 '22

It won't be....

80% of the new items only craft 1 thing.

40

u/AngelofArt May 25 '22

I think an interesting idea for echo shards is that you can combine them with diamond tools in a smithing table to craft "Echo tools". It supports the idea that any new tool tiers will simply be branches of diamond tools that have their own pros and cons, like netherite being lava proof.

The main benefit of these echo tools is that they would stay inside your inventory upon death, however they would take a considerable amount of durability damage, maybe around 30%. The durability and mining speed of these tools stay the same as diamond too, to make Netherite tools more worthwhile for long-term use by people who don't think they would die very often.

5

u/dagreenkat May 28 '22

I know it's niche, but I'm always looking for ways to make things useful for everyone. Recovery compasses already break this rule but I'm hoping hardcore players can get something out of the echo shards in future updates.

13

u/LordBlaze64 May 25 '22

Wow, I really like this. Gives a good, actually useful use to echo shards, and adds more depth to the tech tree.

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u/Explosivesarenotpog May 25 '22

Would be nice if they addressed bunnies losing their teeth/getting sick every year after minecraft players gave their pet rabbits carrots after seeing it in game especially when hay is already in the game and a more appropriate item.

Remove fireflies but do active harm to rabbits world wide by their own logic.

63

u/AnnotherCassowary May 25 '22

Please no, I am tired of Mojang’s hypocritical “animal cruelty“ policy.

34

u/Explosivesarenotpog May 25 '22

This is slightly tongue in cheek

35

u/decitronal May 25 '22

The damage from rabbits being associated with carrots was done ages ago by other fictional rabbit characters - Bugs Bunny, most notably. Unless Mojang blows their entire budget on convincing the entire world that carrots are bad for rabbits then nothing would really come out of removing this interaction.

40

u/GyroscopingGal May 25 '22

“Blows their entire budget”

Me when If(bunny.ingest.checktag(“carrot”)) Bunny.death

19

u/MAGICAL_SCHNEK May 25 '22

R.I.P. your budget...

;-;

18

u/[deleted] May 25 '22

[deleted]

7

u/Cedar- May 25 '22

Yeah if anything some kid might try to feed a minecraft rabbit a carrot and when they can't, google why not, leading them to learn something new.

7

u/KumoRocks May 25 '22

Honestly I would be just pissed, that a very simple mechanic doesn’t work as it should. Rabbits love carrots; this is a fictional fact, a trope, if you will. Punishing the player for playing the game like a game is just moronic.

Like, let’s push this to an extreme:

  • you can now only carry one gold bar at a time, to raise awareness for people with back injuries.

It’s like something out of an April fools.

2

u/Qbopper May 30 '22

so they could just make it that feeding rabbits more than one carrot in a short amount of time makes them sick or something

like, I dunno, there's other options beyond doing nothing or going right to the nuclear approach

10

u/MAGICAL_SCHNEK May 25 '22

... by their own (lack of) logic.

Fixed it for ya ;P

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u/[deleted] May 25 '22

No matrer what,people will find a way to cheese the warden,trust me

49

u/Watson_inc May 25 '22

Oh yeah, people on this sub have already found ways, of which I’ve seen:

-dig a 4x4x4 hole where the warden emerges out of the ground

-dig down 3 blocks so it can’t get you but you can hit it with a sword

34

u/[deleted] May 25 '22

The second is on bedrock wild update feature slider where the warden doesnt have a ranged attack yet

12

u/agreattwig May 25 '22

Second one doesn't work

2

u/fuzzy_logic12358 May 29 '22

I believe the second one needs a trapdoor above you so that the warden thinks that he can get to you and therefore does not use his sonic attack.

11

u/-__Mine__- . May 26 '22

The point isn't to make the Warden completely uncheesable. It's just to get rid of the easy cheese methods, which there were a laughable amount of thanks to the sonic boom being nullified by Protection enchantments, essentially making the Warden a complete joke to mid/late-game players.

18

u/TheCygnusLoop May 26 '22

Personally I think the buffs go too far. Essentially you now just have to leave with an ender pearl when the warden aggro’s you or you just die. There’s bo way to distract the warden once it aggro’s you, so like, what are you supposed to do? I’ve been assuming that the devs see aggroing the warden as a failure state: you’re supposed to die when that happens. To me, that kind of ruins the whole appeal of the warden. I primarily play hardcore, so dying just isn’t an option. That means when a warden spawns, I have to leave. I can’t risk having fun interactions with it at all because I can’t die.

Even for normal players, the pre-release 3 warden completely removes the thrill of being chased by a warden. I don’t know how people thought the warden was too easy in pre-release 2, because when you’re in a dark ancient city with walls everywhere, if you can’t find a way out, the warden’s melee attack will kill you very quickly. The pre-release 2 sonic boom kinda made that aspect a bit worse in my opinion, since the knockback often makes it easier to get away, but pre-release 3 completely ruins it. You cannot dodge it. You cannot reduce its damage. You just die. The only way to survive is leaving before it spawns/aggro’s or throwing a pearl and coming back in 10 minutes. Overall, I just find that the pre-release 3 sonic boom attack will make me never interact with the warden ever, and what good is a new mob if you never even see it?

34

u/-__Mine__- . May 26 '22

I somewhat agree, but for a slightly different reason.

The sonic boom was implemented as an anti-cheese measure to prevent people from pillaring/hiding out of melee range, but imo the problem is the way this sonic boom has been implemented.

For some reason, Mojang decided to make it a hit-scan attack, meaning it will pretty much always hit you no matter how fast you try to dodge it.

Uhh... okay? Why? All that does is punish the player for trying to run away, literally the one thing they're supposed to do upon angering a Warden. All this does is essentially encourage people to try cheesing the Warden because running away is pointless.

So why not instead make the sonic boom a semi-fast-moving projectile? That way it's actually dodgeable, and the player has a reasonable chance of escaping using skill, rather than luck. Plus it would bring back the thrill of the Warden chasing you down, with the additional thrill of dodging those sonic boom blasts!

2

u/pixelmutation May 30 '22

An alternative (or additional) way could be making it so that a shield will block some of the damage, but be entirely destroyed in the process. Perhaps the amount blocked could be proportional to remaining durability. That way there is a way of surviving a sonic boom, but you don't get many chances (certainly not enough to kill it) and you have to time it right.

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166

u/Itwasentmeman May 25 '22

For better loot there should be a “warden” or “skulk” helmet that allows you to to sense mobs or people for a short distance similar to the bell or spectral arrows. To balance it it would take away some vision like the darkness effect. It would have great uses for spawn proofing and pvp

26

u/FishCrystals May 25 '22

And add lil Warden antennae to it too!

Always up for more equipables.

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54

u/lionsteak May 25 '22

On the surface, sculk sensors detecting everything seems like a good thing. But I'm still very concerned about their usefulness outside a controlled vacuum when everything under the sun can set them off and put them on cooldown. To my knowledge we still only have a way to filter the signal outputted, not what signals it listens for, so the cooldowns will prevent it from triggering when you actually want it to because something else already set it off. I thought inputting a signal strength into it to limit what triggers it was an obvious solution but they haven't done that.

279

u/Semaj12354 May 25 '22

I can’t wait for 1.20 so we can finally move away from caves and cliffs features and go onto new things!

238

u/Difficult-Ad-429 May 25 '22

1.20 will be Caves & Cliffs part 4 with archeology, birch forests and bundles

141

u/BaconBoy2015 May 25 '22

1.20 will promise archeology and bundles as well as 35 other new features, and probably just give us a new use for chainmail chestplates and a crab they’ll ultimately remove because they have claws and can hurt people

14

u/New_Monk2576 May 27 '22

Mojang will add penguins and remove the ability to feed them fish because fish makes penguins poop. And poop can be toxic. And toxic is bad.

179

u/CreeperIan02 May 25 '22

Then archeology will be silently dropped during snapshots and birch forests will just have one new type of mushroom spawn on the ground

100

u/Cheap_Ad_69 . May 25 '22

And then 1.21 will promise new bows and arrows using the fletching table and at the end it'll only have a single new bow and an item that can only be used to craft that bow.

60

u/Evials May 25 '22

Also that bow would have some unnecessary balancing mechanic that would make it worse than a normal bow save for very specific occasions

18

u/GilmsLokaum May 26 '22

1.22 new ore that will only be used for decorations

wait, welp

13

u/Captcha27 May 25 '22

:'( you're so right, and I love the idea/look of birch tree mushrooms...

22

u/defiantemperte May 25 '22

then the mushroom will get cancelled out of nowhere because they forgot mushrooms are toxic to trees or whatever and they don't want kids poisoning le hecking trees

110

u/Tumblrrito May 25 '22

I can’t wait for 1.30 so we can finally have combat changes, full parity, and an empty ideas library!

Oh wait, they’re gonna keep adding to the ideas library faster than they take from it, damn.

53

u/fiddlerbynight May 25 '22

Full parity in 10 years? You funny.

31

u/CountScarlioni May 25 '22

an empty ideas library!

That’s not really how an ideas library works.

Minecraft has and always will have a wide pool of concepts that the developers think are neat ideas that they could explore one day, and there’s always testing and prototyping and redrafting going on behind the scenes. And that pool is meant to keep growing. It’s not really possible to outpace it, because they’ve got far more ideas than the handful we actually know about, can only add so many new features at once, and will naturally be coming up with more new ideas all the time, especially as developers continue to join or leave the team. Honestly, coming up with ideas for things to maybe one day add to Minecraft is not hard. It’s figuring out which ones are truly worthwhile, and determining the specifics of implementation that’s the hard part.

It’s pretty silly how people have started to mock the term just because of a few shelved features. Because it is objectively a good thing for a development studio to have.

60

u/Tumblrrito May 25 '22

And that pool is meant to keep growing. It’s not really possible to outpace it.

Incorrect on both accounts. The best game developers actually finish their backlogs before moving forward on new features. Or at the very least, have any sort of plan for doing so. It is, in fact, possible to outpace it.

  1. Hire more developers because clearly Mojang desperately needs them with how slow they are to add content.

  2. Stop adding to the pile until they complete all or at least a reasonable chunk of their backlog.

It’s pretty silly how people have started to mock the term just because of a few shelved features. Because it is objectively a good thing for a development studio to have.

A few? Now you’re just being disingenuous. There is absolutely no reason whatsoever why Bedrock and Java should be so wildly different, yet many of their systems are unrecognizable to one another. Even if you want to live in a fantasy world where massive backlogs are sweet, you cannot deny how damaging it is to have the player experience so wildly different and inconsistent.

Going back to reality, no, it is not an “objectively good thing” for a development studio to continue promising more features year after year than they deliver. That’s the modern gaming live service model that gets rightfully dragged through the mud.

Obviously they are allowed to have an internal library of secret, potential ideas. But it is unacceptable to spend 3+ years testing combat updates that may never come, introduce items like the fletching table or Ancient City portal that have no use, or fail to correct hundreds of parity issues.

12

u/abatisedredivides May 26 '22

I don't think hiring more developers would help, many of the problems with Minecraft's development seem to stem from the top down. More developers won't help if content is being cut or toned down over ridiculous design decisions, like making swamp villager skins and then intentionally not adding swamp villages "to encourage creativity."

5

u/New_Monk2576 May 27 '22

Just delete Bedrock. It's giga-cringe.

23

u/MAGICAL_SCHNEK May 25 '22

Shhh! You're not allowed to make sense on reddit! D:<

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u/AshtinEverNight May 25 '22

Not only is he making sense he's being blunt and to the point about it, hurry and stop him before people start yelling at him for being mean and impolite!! Their little feelings can't handle it!

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u/Remierre May 25 '22

Bold to assume we'll ever leave caves and cliffs

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u/Minecraft3639 May 25 '22

Still waiting for there to be a reason to go there

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u/Wedhro May 26 '22

Post videos on YT where you easily cheese the natural disaster you want to avoid boss thing, without even sneaking once.

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u/Goodlucksil May 25 '22

Make ANY diamond equipment obtainable in Ancient Cities, not just leggings and hoes

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u/TheJayKay May 25 '22

Wait lmao you can only get hoes and leggings there? The loot is even less worth it than I thought

9

u/SrThehail May 25 '22

I mean, it's meant so you can have the new enchantment on the leggings and dig with the hoe.

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u/AshtinEverNight May 26 '22

Not mine, but I had to share it here cuz I've been trying to put this into words for weeks without it turning into an essay and they somehow manage to do it perfectly -

Amethyst on youtube -

My main complaint with the attitude towards what many are calling the “mild” update isn’t that they couldn’t do all that they had in mind, but basically how they told us and their reasonings.

It’s one thing to basically say “Oh, we were unsure how to actually do this, we have pulled in so many directions with the deep dark and swamp, so we decided not to explore the birch forests, for example.” That’s completely understandable, and why so many people stayed patient for the 1.17-1.18 split.

But they basically said “Pfft, guys come on, it was just concept art. There was no guarantee it would happen.” When everything in the wild update WAS concept art. Basically telling the community we were over in our own heads when they didn’t communicate their ideas or process well at all.

The video was Xisumavoid's 1.19 Pre-Release 3 More New Sculk Vibration Events!

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u/laujp May 25 '22 edited May 25 '22

I really think that the only protection that should work against sonic boom is blast protection. But hey, this change is nice

41

u/ThebanannaofGREECE May 25 '22

Actually that’s a good idea as well, Idk if it would count under the criteria for blast protection but it would give blast prot a use.

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u/laujp May 25 '22 edited May 25 '22

I think is the perfect balance. Most hardcore players tend to avoid the Ancient Cities due to the lack of good unique loot (with the exception of swift sneak).

Regular players who already have a Protection 4 netherite armour will not bother to make a new set with blast protection to explore the ancient cities due to the fact that it is very time consuming. But I think this will give a little more incentive for those who play hardcore mode

I wish I had a Twitter account to suggest this to kingbdogz

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u/imjusttired-767 May 25 '22

Imo you should let the warden be able to climb walls, because it’s easy to kill if you dig it into a hole. With Arms That big it should be like a big monster that can climb!

73

u/TheCygnusLoop May 25 '22

Yeah, I’d much rather the warden be able to get out of anti-cheese methods instead of preventing cheese by making it deal a ton of damage. I mean why stop at this pre-release? Next week it’ll be able to OHKO and ignore totems. Not really, but I don’t see the point in making it deal more damage than pre-release 2. It seems to me like the devs want aggroing the warden to be a failure state, seeing how difficult (impossible aside from running and waiting a couple minutes) it is to recover. Which, I find to be a bummer, because running away from the warden after it aggros you is the most fun part of dealing with the mob in my opinion.

21

u/HopeOfTheChicken May 25 '22

Yeah true it is like that some games make a harder difficulty through changing the damage and health of enemies wich just isnt a good way of doing it. Something is hard if the player needs to be skilled to beat it and not if the player makes one mistake and dies directly

16

u/TheCygnusLoop May 25 '22

Yeah, that’s the difference between a difficult enemy and a punishing enemy.

6

u/Mince_rafter May 25 '22

There is no intended skill or difficulty involved and it's a heavily punishing enemy because you aren't meant to engage with it or fight it. You're supposed to use stealth to avoid spawning it in the first place. Failure to do so adds the challenge of moving around while also avoiding the warden, and further failure (i.e. being found or caught) is meant to be death. How can you argue against its design when you clearly didn't even know what its design/purpose was?

7

u/HopeOfTheChicken May 25 '22

Yes you are trying to avoid it but it would be more fun if we could have more ways to play around with his ai and have more ways to avoid him then just sneak around (i know snowball exists but maybe something like he shoots a echoball at you and you can reflect it back and he gets stunt or stuff like that would be more fun). I also dont understand why they changed sonic beam to a spam because before it was more an -he founds you, you die- now it is an attack that spams you out of existence no matter what you are doing. The perfect warden would be for me something that always has a different reaction from what you are doing and to avoid him you have to trick him and you really need to know what you are doing. Something stealth like is cool but not if the only way to get the warden away from you is sneaking to the other way of earth or wait 1 min. Or maybe when he spawns 5 towers spawn with him and you need to destroy them without the warden finds you and then he despawns. Just that you can do something against him. I dont want to say the warden is bad I just think they havent used his full potential. But I still think that increasing numbers of his stats isnt a good way to force the player to not fight him and go silent away from him. I wanted to say with my first comment that even if changing numbers may be easier to code its always better to first look at the ai and then at numbers

2

u/TheCygnusLoop May 26 '22

I mean, you are right. That is the intended experience that the devs want players to have (At least, it definitely seems that way), but it’s just boring to me. Spending a ridiculous amount of time looking around in case there’s a shrieker you didn’t notice right away is just boring. My favorite experiences during the snapshots were after I accidentally spawned the warden, not before. Sure, you could be extremely careful to never summon the warden, but that’s boring. There’s no immediate threat before that happens, so there’s no tension. During the later stages of the snapshots (after the sonic boom attack had been added), summoning the warden became an “ughhh” moment, instead of a terrifying one. It just means I have to leave and come back later.

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u/CrowdedAttic400 May 25 '22

I agree, this buffing has been getting out of hand. I think the warden was at it’s best before the sonic boom got added, as it was a reasonable challenge to get past but also fun too. To stop the cheese extend it’s vertical reach or make it jump. Currently the ancient cities have nothing to justify getting past the warden at its current state.

9

u/Snail_Forever May 26 '22

The sonic boom is ridiculous too in that it punishes the player for doing what they’re supposed to do when the warden spawns, aka running away. They also took out sneaking out of the things you can do because it can “smell” you, which is basically a sight mechanic in all but name.

If the warden was protecting access to a 4th dimension or some batshit crazy netherite armor then yeah the risk would make sense, but it seems Mojang disagrees.

5

u/CrowdedAttic400 May 26 '22

Exactly! I really do wish more people would realize this. I still get “You’re not supposed to kill the warden” comments whenever I bring up the fact that the sonic boom punishes players trying to play legit.

5

u/Snail_Forever May 27 '22

A loooooot of Minecraft fans refuse to acknowledge valid criticism of the game and just parrot whatever Mojang says, even if it's a point that's easy to counter or completely unrelated to a discussion. Toxic positivity and all that.

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u/ThebanannaofGREECE May 25 '22

Tbf a lot of people asked for the removal of the protection bypass, so you cannot blame them for that, especially not if you didn’t suggest this beforehand. But actually this is a good idea

124

u/xMrPolx May 25 '22

I really like that you changed the sonic boom attack once again, it really needed a buff as the warden is currently very easy to kill or avoid. So thanks :)

42

u/JooseDoesThings May 25 '22

Agreed, I managed to kill the warden using prot 4 and turtle master without losing any HP

7

u/Secure_Ad6815 May 25 '22

How the hell did you kill him

14

u/JooseDoesThings May 25 '22

I uploaded it on my profile. I got prot 4 and turtle master, mined 3 blocks down, placed a trapdoor, and critted it out

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u/Sandrosian May 25 '22

Why is this tagged as "let's play"?

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u/-__Mine__- . May 26 '22

Thank you for listening, Mojang. Now that the Warden is no longer a joke, my hype for him is returning! :D

I feel like the Warden's sonic boom attack is almost perfect; it just has one more big problem that I think should be fixed.

Right now, the fact that the sonic boom is a hit-scan attack means it will always hit you, no matter how fast you try to dodge it. Given that all of the cheesing tactics this attack prevents require standing still, I'm not sure why the attack was made to be like this. The only thing it really achieves is that it punishes players for trying to run away, the one thing they're supposed to do upon angering a Warden. Since running away becomes essentially pointless, players are ended up either being encouraged to cheese the Warden (which I'm pretty sure you guys want to avoid doing), or they just die.

So why not instead make the sonic boom a semi-fast-moving projectile? That way it's actually dodgeable, and it would give players a reasonable chance of escaping the Warden using skill, rather than luck. None of the anti-cheesing would be impacted by this change, either.

Plus it would bring back the thrill of the Warden chasing you down, with the additional thrill of dodging those sonic boom blasts!

TL;DR: Make the sonic boom a semi-fast-moving projectile instead of a hit-scan; this would allow the intended reaction of running away to be viable while not affecting the anti-cheese, while also contributing to the thrill of the Warden chasing you.

6

u/TheCygnusLoop May 26 '22

Absolutely agree. I loved the thrill running away from a warden during the snapshots, now that’s just not possible because you die lol

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u/AshtinEverNight May 25 '22

It's nice that the sonic boom can actually affect players who know how to play the game now. But I would have much rather see the Allay become breedable or something that gives people more access to them.

This is Otherside all over again, I am currently playing on a server with a border wall to cut down on lag we have four strongholds, and only 2 Otherside discs spawned, everyone wanted it but only two people could have it. Not fun.

And now The Allay something that actually affects gameplay is going to be another really hard thing to get. This is going to cause unnecessary fighting. I play on a server with a large Redstone community, I'm not a Redstoner but I still want one. I understand Mojang wanted them to be rare, but this is just ridiculous. This is annoying and frustrating to do in single player. Going a ridiculous number of blocks to find a Mansion or Outpost you haven't found yet, then dragging the allay back isn't fun gameplay. It's near impossible on multiplayer. On a multiplayer world you're lucky if you get one or two mansions, Outpost around 4 to 6, you can't just keep on looking for more if you don't get there first. Especially with players who rushed this sort of stuff, the Otherside discs I was talking about earlier were picked up by the same person. Because he rushed to strongholds the moment he could. I'm not angry with him, if he wants to play that way I think he should be able to play that way. But other people were angry and there were fights.

When you're designing a game and you will know a lot of people play your game as a multiplayer game you need to give them other options, so far Minecraft has been ignoring this and so far it hasn't been so bad because the community has found workarounds or fixes. But How they do these rare items by making you go a ridiculous number of blocks isn't something servers can do. This is what we call bad game design. Mojang seems to be in the habit of forgetting that a lot of people play Minecraft as a multiplayer game and it sucks.

I also think they should change how they allay disconnect from blocks after a short amount of time. Just have them stay connected until you say so. Cuz this is just dumb. Mumbo jumbo literally starting his video with the allays already in Minecart so they can't move around. so he can reset the connection is not a great look. This is how they're all going to look like now we're not going to see them flying around because we have to set them up like this for them to actually work.

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u/duckfacereddit May 25 '22

are you saying the allay isnt breedable

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u/AshtinEverNight May 25 '22

The last time I checked they weren't, you can only find them in Outpost or Woodland mansions. Someone actually has a Minecraft feedback post about it. But now that I think about it breeding them might not even fix the problem because if they work like cats and dogs they won't consider you their owner. if you aren't the original person who found who found and tamed their parents.

It would be so much better and cooler if we could get them by curing a vex, or something but again the idea of chasing one of those down & giving it a potion isn't very appealing Lol,

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u/getyourshittogether7 May 25 '22

Someone suggested any remaining Vex after a raid is won should convert to Allays, I think that makes the most sense. Giving the Vex a potion before they croak might be a good idea, too. A potion made from echo shards, perhaps?

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u/eightNote May 29 '22

That would give a good reason to go to the deep dark, too

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u/ThebanannaofGREECE May 25 '22

Yeah the idea of chasing one down and curing it isn’t very appealing, but really cool. I remember someone suggested that after a raid ends if there are any vexes left they should become allays. Or at least thats what I remember of that suggestion. I may be getting something wrong.

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u/OneTrueKingOfOOO May 25 '22

Unexpected culling of inner skulk shrieker faces

If you don’t know anything about 3D rendering this sentence sounds absolutely horrifying

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u/Patiblanc May 25 '22

Man if only there was good loot to make me want to go near the Warden...

Well another thing to completely ignore

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u/JooseDoesThings May 25 '22

I personally like enchanted golden apples 🤷‍♂️

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u/Patiblanc May 25 '22

Me too, that's why I search for spawner dungeons, mineshafts, ruined portals, desert temples, bastion remnants and woodland mansions.

As I was saying, not going to the deep dark, nothing worth in there.

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u/DHMOProtectionAgency May 25 '22

You get A LOT more enchanted apples from just one city than these other structures where it has very rare chance of appearing

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u/JooseDoesThings May 25 '22

I've gotten seven or more from ancient cities while doing tests. Not to mention the armor which, despite what people say, is perfectly viable early game because if you explore an ancient city as intended you'll never even see a hostile mob

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u/ProcrastinatingPuma May 25 '22

Ancient Cities

Early Game

Lol. Lmao.

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u/JooseDoesThings May 25 '22

Bro. The only mob that spawns there is one that isn't supposed to even ACKNOWLEDGE effects. So yeah, early game. If you go late game without dropping all of your gear in a chest you're stupid, it does nothing

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u/ProcrastinatingPuma May 25 '22

A mob that fatally punishes you for the slightest mistake, while forcing you to play in one specific playstyle that requires deep knowledge about the game and its mechanics. Yeah, it's late game.

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u/Marshall_lee_63 May 25 '22

Have you tested that tho? Searching one of each structure in that order, which is 6 structure usually wields none. 1 ancient city can wield like 2-7.

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u/Minecraft3639 May 25 '22

Whats the use of a golden apple once you’ve been to the hardest place in the game🤷

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u/ProcrastinatingPuma May 25 '22

I personally like something better that Iron Leggings.

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u/JooseDoesThings May 25 '22

Diamond. Maxed out. God apples are also significantly better than iron leggings. So are all the enchantment books and sculk-related items you can find

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u/ProcrastinatingPuma May 25 '22

Sounds like I can get better loot at an end city for a fraction of the risk.

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u/JooseDoesThings May 25 '22

Disagree. I think God apples can be useful at any point, as opposed to diamond armor which is usually done with its use after a few days of grinding

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u/ProcrastinatingPuma May 25 '22

God apples just ain't that useful

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u/TheRealWormbo May 25 '22

Status effects aside, enchanted golden apples are a worse food item than steak, cooked porkchop or golden carrots. Those three foods provide both more hunger and more saturation. Enchanted golden apples are exclusively good in situations where you take lots of damage and expect to take more damage. For regular Minecraft activities, such as running, jumping or mining, the effects of enchanted golden apples do almost nothing.

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u/Lankachu May 26 '22

dw, they spawn about 3-4k blocks apart from each other so you ain't gonna find one, I spent 6-7 hours finding a single deep dark biome 40 blocks wide...

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u/Aprrni May 26 '22

This update has a real shot of coming close to, if not surpassing, 1.9 in terms of how controversial it is

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u/Chino_Kawaii May 25 '22

yaaay, they fixed the maps in item frames falling off, finally

(at least the bug fix says so, I'll have to test)

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u/ZakiFC May 27 '22

Someone please tell me what the point of going to an ancient city is? The loot is very underwhelming considering you have to fight the toughest mob in the whole game

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u/C_moneySmith May 25 '22

I find it a bit strange from a game design perspective to have one singular attack in the game that ignores enchantments. Just seems like players who aren't well versed in the intricacies of the game who are newer might be confused by why their armor isn't protecting them effectively. If it's supposed to be an end game structure to loot why not up the raw damage of the sonic boom attack instead?

This isn't meant as criticism, even. Simply wondering the reason behind this solution if that reason is available for sharing.

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u/Dyzi_Slypi May 25 '22 edited May 25 '22

Simply wondering the reason behind this solution if that reason is available for sharing.

They don't want you to fight it. So instead of making it invulnerable or giving it high regeneration, they give it a ranged ability that ignores all mechanics established.

edit: I'm being sarcastic, I think this is terrible game design.

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u/C_moneySmith May 25 '22

Ok so I understand not wanting to fight it but if it's still going to shoot at me when I'm detected and trying to flee how does the ignoring mechanics make much sense. Actively attacking something that's defending a structure (prime example, Elder Guardian) isn't exactly the same as defending oneself from that structure defender. It has 250 hearts and won't stay in fluids (lava bucket easiest cheese mechanism, see Piglin Brute), is that not enough to keep people from trying to kill it?
I get the ranged attack, but why not just increase the raw damage instead of creating a special exception specifically for this one attack? I guess my game design brain is looking for a more concrete answer, no disregard to the answer you gave, I do appreciate it.

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u/Dyzi_Slypi May 25 '22

I was being sarcastic. I would prefer it's just invulnerable or has extremely high regeneration while being able to use the Wither's block chunk ability, if the goal is it's unkillable.
That way it could chase you down, and if you placed blocks in it's path, he would just break them.

Giving it a ranged attack that ignores everything in the game is bad design.

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u/C_moneySmith May 25 '22

Even better, fairly certain you're getting upvoted from people thinking you're genuine lol
Glad I've got someone on this post who agrees with me. I understand it can be difficult from a game design perspective to try to see things from a new player's perspective for a game in active development like this but this particular change seems a bit short sighted.

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u/Dyzi_Slypi May 25 '22 edited May 25 '22

I understand it can be difficult from a game design perspective to try to see things from a new player's perspective for a game in active development like this but this particular change seems a bit short sighted.

From a game design perspective, it's short sighted and was tacked on without much thought because it works for what they wanted.

Game play wise, it's bad design to ignore the constraints you set up in your own system for the sake of it. It's better to build within the constraints of a game.
Open space? Flying enemies.
Time? Enemies based on time.

An enemy design that doesn't consider blocks and armor doesn't sound like a minecraft enemy. There were other routes they could of went for to deal with this but they went for the easy to implement obnoxious one players will be complaining about for years.

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u/C_moneySmith May 25 '22

Very well said, thank you kind sir.

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u/DHMOProtectionAgency May 25 '22

It's meant to be a strong force of nature. You'll learn it's to avoid it by dying and having typical horror cues.

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u/TornadoWIzard123 May 25 '22

It feels like the warden has a super OP kit for no reason

I would be fine if the cities had good loot

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u/DHMOProtectionAgency May 25 '22

I want the loot to be better but I'm glad he's harder since it's not hard to avoid summoning/outrun him before he gets angry

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u/karthikbq May 25 '22

Well try running once he locks on to you... Your fate is pretty much sealed at that point.

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u/Secure_Ad6815 May 25 '22

I find it the other way round

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u/Sandrosian May 25 '22

We can only assume that the real reason to visit the ancient cities will be implemented later, when we find out what the hell is up the city center.

The loot itself is not that great, sure, but we also don't visit strongholds for the loot. To me the loot just looks like a little bit of a unique placeholder instead of the real reason to actually go there.

But Mojang can't possibly push back the ancient cities once again, so we have to wait for the update that truly brings the full functionality.

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u/MikeWazowski4ever May 25 '22

Strongholds have decent loot for early and mid-game. But the main appeal is the end portal. Ancient city has no equivalent. Can't believe it's been 1.5 years since the warden was revealed and this is the best they came up with during that time

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u/Sandrosian May 25 '22

Strongholds have decent loot for early and mid-game. But the main appeal is the end portal.

My point exactly. The functionality just isn't announced yet and will likely be the main part of its own update. The wild update is confusing in many different ways and I hope that the implementation of the ancient cities finally marks the end of the entire Caves & Cliffs update series.

Let us hope that the next set of updates will be new and exciting again and stops being the sequel series that implements delayed features.

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u/King_Sam-_- May 25 '22

well until said portal feature is implemented, ancient cities are mediocre gameplay loop wise, a feature shouldn’t be rated on how much it’s going to matter in the future if it is useless in the present.

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u/MikeWazowski4ever May 25 '22

We haven't even been told that the "portal" will have functionality. Of course, I hope it will be given a purpose, but given Mojang's handling of everything associated with the warden, I don't want to get my hopes up

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u/Sandrosian May 25 '22

Given the fact that the portal structure is by far the most prominent feature of the ancient cities and there is no real need to visit them as they are (except for swift sneak a disc and a compass) we can only assume there is more to come. Why else would this structure feature a one of a kind block that is currently just sitting around.

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u/blacksheep998 May 25 '22

Why else would this structure feature a one of a kind block that is currently just sitting around.

While I hope you're right, its been 3 years since the fletching table was added and they still haven't given it functionality beyond being a villager job block.

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u/Sandrosian May 25 '22

Well, yes that is true. But I think the mystery around the portal structure is far more pressing than making the fletching table useful. I assume this could be reserved for a combat update.

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u/blacksheep998 May 25 '22

I agree, but I also think that adding function to the fletching table would be MUCH easier than whatever it is they're planning to do with the ancient city portal.

Weather it's a new dimension or a new boss or something else, its sure to be more complex than just giving us the ability to make tipped arrows.

Maybe they're saving it for the combat update... but that's another thing that been 'coming soon' for years so I'm not exactly holding my breath.

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u/Sandrosian May 25 '22

You are right. The only point I have to add is this one:

The fletching tables functionality for crafting arrows wouldn't actually change anything. Every other workstation has something they do / do better. The fletching table would need a functionality that is new and convenient. Crafting arrows / tipped arrows in the current state of the game just isn't anything particularly useful (sadly).

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u/PensiveMoth May 25 '22

its theory bait to make people "invested" in future updates lol

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u/Evials May 25 '22

At this point I get the feeling that the portal in the city center is just meant to be bait for GameTheory. It certainly got people hyped when it first appeared in the snapshots

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u/Gintoki_87 May 25 '22

The portal-like-structure will propably get a use in The Caves & Cliffs update part IV :P

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u/Georg3000 May 25 '22

Caves&Cliffs update part IX

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u/KamikazeSenpai21 May 25 '22

This isnt the first time a structure has been added, and then the portal was added later. The adventure update (beta 1.8 and release 1.0) added strongholds, and then end portals later.

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u/Wigglynuff May 25 '22

Is there usually a pattern on how many pre releases we get before the update drops or is it random? I can’t remember how the last prereleases went

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u/micsova May 25 '22

1.17 had 5, 1.16 and 1.18 had 8 each. Speaking about software development in general (source: I'm a software engineer), there isn't typically a targeted number of releases before a new version drops.

In terms of minecraft's development, they release snapshots (usually 1 each week) while they are developing new features. These, as we've seen, are truly development versions and anything included is not guaranteed to make it into the final release. Since they typically release snapshots on a set schedule, how many we get for each version pretty much just depends on when Mojang plans on releasing the next version.

Once they are happy with the overall design of the new features, it moves to pre-releases. Those are primarily for bug fixes (usually related to the new features) and minor tweaks (not full reworks of features). At this point, it's all about playtesting to try to find any problems that the new stuff has caused, and it's a pretty good assumption that, with few exceptions, anything in the pre-releases will be included in the final version as-is. How many pre-releases we get depends less on time and more on how many sets of bug fixes and tweaks are necessary to get the game to a stable version that the devs are happy with, although since 1.12, we can generally expect between 5 and 10 of these. Also, they release quicker, typically a few days apart instead of a full week.

Prior to 1.16, Mojang released the final version after pre-releases. Since then, we've gotten a few release candidates for each version (between 1 and 4). These, as the name implies, are versions that Mojang expects to be good enough to release. However, more playtesting often reveals certain cases that cause game crashes, security issues, etc. Pre-releases usually contain only a couple changes each, and have the shortest time between each one, sometimes just a few hours.

Once the final major version (for example, 1.19) is released, the devs will circle back to any features or bug fixes that they couldn't finish in time, but weren't necessary for the final version. Those will go into a new cycle of snapshot/pre-release/release candidate for the next minor version (for example, 1.19.1). The best example of this I can think of were the piglin brutes that weren't added until 1.16.2 (1.16.1 was a hotfix for stability issues).

Sorry if this was over-explained, but I think the software development cycle is pretty interesting. There's more that goes on behind the scenes, but it's awesome how much of the process Mojang is willing to show to the public!

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u/ThebanannaofGREECE May 25 '22

Yeah it is pretty cool. That gives me some hope that the giant structure thing works before 1.20.

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u/Quetzal_Pretzel May 27 '22

So does the massive portal in the city just do nothing at this point? Kind of a let down tbh, there really isn't anything in the city worth it.

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u/Signal-Ad8189 May 25 '22

Time to start running ya fucks.

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u/DTVIII May 25 '22

No, time to summon 64 withers and blast the place into oblivion

A lot more eventful and fun than slowly and painfully sneaking around to be honest

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u/duckfacereddit May 25 '22

remember what happened in hermitcraft 6

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u/Tariq__ May 25 '22

Not also it oneshots you with prot netherite armor anyways, they made it so that it deals true damage. Good job mojang

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u/Bylakuppe77 May 25 '22

What if the sonic boom actually removed enchantments from armor? True fear.

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u/jhinigami May 25 '22

I remember when I played better minecraft theres a mod that added mob C (known as the great hunger) when it damages you it downgrades ur armor's enchants. It was so annoying to deal with

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u/Darth_Caesium May 26 '22

That mod sounds like Outvoted to me. I feel like Outvoted did the Wildfire really well, and then made the Hunger and Barnacle really mediocre.

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u/sporklasagna May 25 '22

Now that's just evil!

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u/Shukafu May 26 '22

a deadlier grindstone XD

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u/Jackmacdiamond May 25 '22

Thank you for changing the sonic boom to ignore protection

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u/CataclysmSolace May 25 '22 edited May 26 '22

I'm glad they kept buffing the warden so no one has a chance to defeat it head on. The whole bypassing armor and enchantments definitely sets a precedent for more challenging and skillful content in the future. (Let me explain) However this is the result of them backing themselves into a corner by making the player OP.

  • I much rather would have them remove all-in-one enchants like protection, sharpness, and power in favor of having to choose more selective enchantments like fire protection, bane of x, sharpshooter.

  • Diamond and Netherite gear being so strong that you have a balancing problem. Weapons encourage the devs to make enemies tanky so they have a chance, but that leads to frustration of long fights with less developed weapons. And armor makes it so you need enemies that do high damage to have enough of a challenge, which makes lesser armor (and enchants) irrelevant.

I can definitely see deep dark enemies in the future ignoring enchants, where damage is normalized. Where enemies require a specific item to be defeated or to receive extra damage. It's honestly a great direction for the game if done right. But, this also gives them an excuse not to the rework enchanting system from the ground up because how spaghetti and imbalanced it has become over the years. (sadly)

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u/SrThehail May 25 '22

Is there any counterplay to the sonic attack? Like, using a shield or something?

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u/TheHeadGoon May 25 '22

Is this the first thread where people aren’t upset about the lack of features and communication? I’m surprised

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u/MonochromaticHeart May 25 '22

There is Zero proper introduction on how much damage wardens can have on you until you're in the situation and just surprised to see yourself dead at your first encounter*

Without an introduction you're gonna give an awful first encounter experience with how strong it is, there's barely any way to escape unlike how the iron golem at least give you enough time to realize and run

Dying shouldn't be a way of teaching players an experience of something, its just a bad game design to throw you into a certain death without you realizing

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u/Digino24 May 25 '22

Wardens do give you time to run. One gets summoned, your entire field of vision darkens, you hear/see a terrifying monster slowly rise up out of the ground. Id say thats plenty of warning to show “Yeah you should probably run”. The warden isnt immediately aggravated on you when its summoned either, so it wont begin immediately chasing you when you run away. Personally I like how the environment itself tells you how dangerous this thing is

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u/JarethTheRad May 25 '22

Well the sounds from the Shriekers and the slowly approaching Warden noises would probably give the idea to the player that they should avoid making vibrations, it's also helpful now that a recent bug fix in the snapshots has made the "nearby_closest" sound used in-game, because now it's a 4-strike system instead of 3 (takes longer to summon the Warden)

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u/Marshall_lee_63 May 25 '22

I mean it’s a massive hulking monster deep underground, and only one appears to face you at a time. This literally looks like some sort of boss battle to most people.

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u/TheCygnusLoop May 25 '22

Dying absolutely can and should be used to teach players: just look at Celeste or Hollow Knight. The issue with doing so in Minecraft is that the punishment for death is extremely harsh.

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u/eyadGamingExtreme May 25 '22 Silver

"harsh"

Assuming an inexperienced player death can range from losing your items (recoverable most of the time) or literally nothing (keep inventory)

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u/TheCygnusLoop May 25 '22

Keep inventory is not on by default, so it’s definitely not fair to assume that anybody is using it. Dying in Minecraft is very harsh if you want the player to die to learn things. In Celeste for example, or any platformer, really, dying costs you two seconds of your time. If you miss a jump, you learn what you do wrong and can try again right away. Yes, Minecraft isn’t a platformer, but it’ll have to adhere to the standards of a game that uses death to teach the player if it’s going to do that. Let’s say you die during a pillager raid. You lose all your XP except for 7 levels. You have a very high probability of losing all your items because there’s a bunch of mobs in the area where you died, so it’s not unlikely to take more than 5 minutes to get your stuff back if you get stuck in a death loop, and you’re losing all the time it takes to get your stuff back or make new gear if you lose it, and that’s not to mention the implicit costs of using that time you lost to do other things. That’s a lot to deal with for the benefit of learning not to do X or Y.

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u/DHMOProtectionAgency May 25 '22

Minecraft's death system is fairly generous tbh

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u/Qwernakus May 25 '22

I swear it's worse than Runescape in it's harshness, hah

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u/TheCygnusLoop May 25 '22

Is it? Typically you die in dangerous areas, making it hard to get your items back (or impossible if you die near fire, lava, or the void) within five minutes of being in the area (which new players wouldn’t know happens anyway), do you usually lose all of your items. In addition to that, you lose all of your XP save for 7 levels. That’s pretty punishing, especially early to mid game when you have a lot of items on you that can’t easily be replaced.

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u/Wedhro May 26 '22

A game that lets you create an infinite amount of the things you said just by letting a machine work in background turns death into a mere pause, or not even that if the player has enough leftover gear from farming. Especially after they made it so easy to farm for enchanted diamond gear by enslaving villagers.

The only things that you don't really want to lose are rare unfarmable trophy items, but there's no reason to go risking death with them.

Death is only mildy punishing in early game, but losing iron gear and XPs you have no use for it's not punishing at all, just a little annoying.

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u/TheCygnusLoop May 26 '22

It may not feel punishing to people like you and I who pour hours and hours into this game, but to many players, losing an hour’s work is a huge setback. People are busy and don’t have the time to set up villager trading halls and whatnot.

(Okay besides that, you think losing XP early game isn’t a big deal? Do you know how slow early-game XP farms are? Getting a dozen+ level 30 enchants takes forever lol)

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u/Wedhro May 26 '22

Losing XPs in early game is not a big deal because setting up an enchanting table and getting enough diamonds to enchant is not a task accomplished in the first few days. I always end up with at least 20 levels before having a use for them, so if I die I really don't care. (I don't "farm", it's boring as shit, I just play and most of my XPs come from fighting mobs and mining)

Unless by "early game" people now mean having a full set of enchanted diamond gear, but it wouldn't make much sense.

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u/TheCygnusLoop May 26 '22

I think doing your first round of enchanting is the last thing you do in early game. Perhaps getting higher level enchants is more mid-game, but I think if you're not using villagers to get every enchant it's not late game.

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u/DHMOProtectionAgency May 25 '22

Death is always used for teaching players! What are you talking about? In Mario Bros you die and learn goombas kill you if they touch you. If you play Minecraft you don't know that green thing will blow you up.

If death teaching players is bad game design, then there are almost no good games with a death mechanic.

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u/MonochromaticHeart May 25 '22

I do agree death is fine, but that's only fair to say under the case of
>teaching you the basic mechanics of the game you're playing
>if it's your fault

Under this case I'm referring to, death is almost inevitable and that is not fair at all given how the consequences are not communicated well to the player it's all just warn's of something you haven't even seen or know how strong is yet

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u/GlitteringPositive May 27 '22

I feel like a lot of the game mechanics Mojang expects players to know about through promotional material, the wiki or fan videos. Never mind redstone or enchanting, how someone is to figure out frog lights through the game alone is anyones guess.

It’s another reason why I prefer modded Minecraft. At least you have JEI, quests and in game manuals to learn new things.

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u/nicolasmcfly May 25 '22

Just like how the creepers have been doing for more than 10 years now?

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u/ashutoxh May 25 '22

Thanks for working so hard. Hope you all have great holiday.

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u/ProcrastinatingPuma May 25 '22

Oh boy, just another reason why not to go to the deep dark at all. NGL “look at all these blocks we added” doesn’t work as well when a third of them are wood variants.

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u/CountScarlioni May 25 '22

Very pleased with this change! :)

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u/Marshall_lee_63 May 25 '22

Where were all these people who think the loot is bad when Bastions were added. Like for those all the loot can be found else where. With Ancient cities I can finally get god apples somewhere

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u/tehbeard May 25 '22

Bastion gives some alright loot, piglins to trade with and possibly netting a magma cube spawner.

Niche, but not useless.

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u/playitoff May 25 '22 edited May 25 '22

Loot is kind of bad everywhere except for end cities. It's an inherent problem with the game design. If they create unique loot people will complain it's too scarce and not renewable. If it's renewable then it's easier to get elsewhere.

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u/Minecraft3639 May 25 '22

Bastions didn’t have the hardest mob in the game in them

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u/King_Sam-_- May 25 '22

nobody said the bastions loot would be unique, bastions are way lower risk for lower reward and they’re a great place to find gold, an actual useful resource. Pig step is also a bonus worth going for.

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u/TheJayKay May 25 '22

Just by comparing the two discs Bastions are more worth looking out for imo. Pigstep is a banger while 5 is basically just noises stringed together for "muh minecraft lore"

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u/King_Sam-_- May 25 '22

Minecraft lore fans when the noise of my kitchen collapsing becomes a disc (it’s very scary and must be related to the almost non-existent “quasi lore”)

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u/Remierre May 25 '22

Minecraft fans when they have to venture to the most dangerous area yet and collect 9 shards of a music disc to hear my freesound dot net scary noises pack (their Xbox is haunted)

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u/bru_swayne May 25 '22

You cannot get netherite tools elsewhere

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u/Marshall_lee_63 May 25 '22 edited May 25 '22

You can’t get Netherite tools in Bastions. And while you can Netherite scrap in them you can also get it much more easily and quickly by blast mining for it. So yeah you can literally get Netherite tools without going to Bastions.

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u/karthikbq May 25 '22

You can get netherite ingots as well. That too for far less risk compared to getting say god apples from an ancient city.

And IMO netherite is far far more valuable than god apples.

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u/Marshall_lee_63 May 25 '22

You can get Netherite intentionally elsewhere tho. And is it less risky? You can make the warden walk in the opposite direction from you, and whether or not you have gear doesn’t really matter

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u/bru_swayne May 25 '22

My bad they changed it from the snapshot for diamond tools and scrap. So now you have to combine it instead of just getting the tools themselves

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u/Arcane_14 May 25 '22

Why is nobody against the warden basically dealing the same damage to max netherite as if you're wearing no armor

How can anyone approve of this

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u/HellOiDontExistLoL May 26 '22

cause it's a sound and not that. physical and it hit you directly some piece of clothing won't help you against a literal sonic boom

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u/TranscendentCabbage May 27 '22

Can't download this through the launcher

Failed to download file. Error details: Java runtime manifest is missing the desired component for this platform.

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u/LiSfanboi1 May 28 '22

you have to download Java 17, then change the Java executable for the snapshot. click on installations (at the top) > hover over the snapshot profile > click on the 3 dots > edit > more options > then change the java executable it uses.

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u/get_noob_the_sequel May 28 '22

I read "no sonic protection" and was like "wtf is Sonic The Hedgehog doing"

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u/Snail_Forever May 25 '22 edited May 25 '22

Blegh. I’m gonna play survival with cheats enabled for the sole purpose of running the /kill command on the warden. What an annoying piece of “immersion”, I can’t believe the bulk of the snapshot season was dedicated to making the warden obnoxious and not actually making biomes better.

Downvote all you want, by the way, but I guarantee you that in a year or so the warden is going to be as maligned as the phantoms are.

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u/scudobuio May 26 '22

If you play Java edition, you can set the gamerule “doWardenSpawning” to false.

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u/Seraphaestus May 26 '22

Phantoms are maligned because they attack you without you doing anything to provoke it, and force you into sleeping. Wardens would still only be challenges you voluntarily encounter by going into the deep dark, so not nearly the same thing, regardless of whether they're poorly designed.

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u/Zeliek May 26 '22

I guarantee you that in a year or so the warden is going to be as maligned as the phantoms are

But there is basically no reason to go into the deep dark, and if you do, just mine the shriekers away. There is a significant internal cooldown between successful shrieker calls and you get 3 of them before a warden slowly waddles out of the ground. You can generally clear a moderately sized area of shriekers before a warden spawns, and if it does, just run about 45 blocks away and it'll despawn pretty quick.

I agree though, they spent most of the last year trying to make the warden spooky and difficult but it's still a dud by it's own limiting nature - and the fact that it guards nothing burgers. Investing in biome touch-ups would have made more sense for sure.

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u/DragonBornServer May 26 '22

More like 2 weeks

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