They don't even function as they say( you can make 0 noise and a warden will still swing on you) yet they plague everywhere diamonds spawn). Theoretically even if they did function as intended, you would still have other mobs making you move more than the wardens allow. If I have to strip-mine for everything after iron then its easier to just sit in the village farming. You are making minecraft a game where we sit for pumpkins to grow our diamond tools. that's not fun. That's iron redstone and time to get through the entire game. Path of least resistance. Fix it.
Wardens are blind, but in addition to hearing, they can smell you. So they may eventually discover you even if you are silent but nearby.
I personally find them insanely easy to avoid spawning once you understand the mechanics, and there's also many ways to easily avoid one even if you had spawned it. So I think they are a bit the opposite of how you're describing them. I personally wish there was more to them, as there's a lot of room for them to more fully live up their potential (this would mean making them "harder" though), but they're not outright failing at their intended goal of "being something that encourages avoiding it to begin with". So I say they're "fine-ish".
The part about being unable to get diamond because of wardens seems like a vast exaggeration though. You make it sound like a vast majority of diamonds in a given world are within the vicinity of potential warden spawn locations, when in reality it's by the opposite because the deep dark is a minority of the underground. If you find a place that is the deep dark, avoid it and the warden isn't a concern at all.
Branch mining (not strip mining) has commonly been more time efficient for finding diamonds throughout the history of the game. That was true before the deep dark and wardens were introduced to the game, and it's true now, so wardens don't have anything to do with branch mining being the path of least resistance. The same goes for farms. People have been taking these least paths of resistance since the early days. If one chooses to do those things and then complains the game is boring, well... that seems like a problem of their own creation to me. Nobody is forcing someone to do those things.
i have nevewr found a warden yet. and i don't kknow how to find the dark. i just loaded the latest june 7 on xbox. i am down to -33 when a cavern appeard. i did find one diamond and a spider spawner. the chest in the spawner location had a disk but have4n't figured out how to make a player for the disk. in other games before this, i haven't found the dark either.
Wardens are blind, but in addition to hearing, they can smell you. So they may eventually discover you even if you are silent but nearby.
I personally find them insanely easy to avoid spawning once you understand the mechanics, and there's also many ways to easily avoid one even if you had spawned it. So I think they are a bit the opposite of how you're describing them. I personally wish there was more to them, as there's a lot of room for them to more fully live up their potential (this would mean making them "harder" though), but they're not outright failing at their intended goal of "being something that encourages avoiding it to begin with". So I say they're "fine-ish".
The part about being unable to get diamond because of wardens seems like a vast exaggeration though. You make it sound like a vast majority of diamonds in a given world are within the vicinity of potential warden spawn locations, when in reality it's by the opposite because the deep dark is a minority of the underground. If you find a place that is the deep dark, avoid it and the warden isn't a concern at all.
Branch mining (not strip mining) has commonly been more time efficient for finding diamonds throughout the history of the game. That was true before the deep dark and wardens were introduced to the game, and it's true now, so wardens don't have anything to do with branch mining being the path of least resistance. The same goes for farms. People have been taking these least paths of resistance since the early days. If one chooses to do those things and then complains the game is boring, well... that seems like a problem of their own creation to me. Nobody is forcing someone to do those things.
If people don't like farms then why are they even building them? doesn't make sense to me, they do something then complain that it makes the game boring, that is their own fault, as such, it doesn't give them the right to then punish players for using Villager trades for manually obtaining valuable resources over and over. Envy is not a good reason to nerf something, just as intentions don't justify stealing.
And as you said the Warden is easy to avoid, just don't go toward Deep Dark biomes or Ancient Cities and you will never encounter one, and as it is a minority of the underground sector, players have no excuse here, even if they were to be made harder, provided that they function as intended, which is to deter players from spawning one or going near biomes where they're likely to spawn, it's not a big deal.
If people don't like farms then why are they even building them? doesn't make sense to me, they do something then complain that it makes the game boring, that is their own fault
Mhm, that was the point I was conveying.
The example with farms was just an additional point of how people have been taking the path of least resistance since the game launched. The original complaint made it sound like the warden was causing this with branch mining (or at least making it necessary) when people were doing that back when I joined the game over a decade ago.
And it's far from necessary, as the deep dark (and thus potential warden span locations) are a slim minority of the underground. And if you run into one? You'll know, you get three warnings. So if one spawns, it's entirely on you as the player.
The example with farms was just an additional point of how people have been taking the path of least resistance since the game launched. The original complaint made it sound like the warden was causing this with branch mining (or at least making it necessary) when people were doing that back when I joined the game over a decade ago.
And it's far from necessary, as the deep dark (and thus potential warden span locations) are a slim minority of the underground. And if you run into one? You'll know, you get three warnings. So if one spawns, it's entirely on you as the player.
Agreed, if anything the Warden represents how to do difficulty in a sandbox aimed primarily at casuals, the right way, also mentioned by Odyssey Central on Youtube, it's optional content, players do not need to do this in order to beat the game or get to Ender Dragon, like with the Wither crafted with Wither Skeleton Skulls and Soul Sand to earn nether stars to make beacons, the Warden and its spawning grounds Deep Dark Biomes, it's there as a side quest for people to do as they please if they want Skulk Sensors, the 5 disc, and materials for making the recovery compass.
But simply increasing grind for the same gear, because reasons, makes players feel like they had wasted their time, time that can never be undone.
Not everybody enjoys spending all of their time mining, if they did, then there would be no controversy over the use of farms in the game except for obviously cheaty ones that exploit glitches in the game or unintended functions which should be removed. AFK fish farms come to mind, as normally people are expected to earn treasure items by manually using fishing rods, not automation.
i have nevewr found a warden yet. and i don't kknow how to find the dark. i just loaded the latest june 7 on xbox. i am down to -33 when a cavern appeard. i did find one diamond and a spider spawner. the chest in the spawner location had a disk but have4n't figured out how to make a player for the disk. in other games before this, i haven't found the dark either.
One of the random seeds my servers found had a dark city just behind spawn if you went down. Just look up seeds for it.
Yeah we're facing an economy of restricted netherite templates + bastions are hard to explore without netherite armour.
Piglin bartering is a great suggested solution. You can get a lot of gold in bastions as well which helps.
And that solves the path of least resistance issue in one area, since everyone has access to the same feature in Minecraft 1.20 whether you were late to the server or not. The problem with the upgrade templates is everyone who raids the nearest Bastions first have a monopoly over them, and some people especially on Java edition restrict world sizes to keep file sizes down, making raiding other bastions that might have the required template for netherite gear, impossible.
What does this have to do with diamond mining? a lot, because diamonds are required for the upgrade template duplication, but if the upgrade template were obtainable by rare chance from Piglin Bartering, players would no longer be forced to mine for diamonds just to have access to this.
Of course you don't have to give up mining for diamonds just because of the presence of The Warden, that claim is clearly objectively false, since the Deep Dark Biome makes up a minority of the underground terrain sector. Players can still mine for diamonds, and I'd support using diamonds for template duplication if we get the option to obtain these by Piglin bartering. I mean, it would still encourage mining, but now you would be mining for gold ore as it's generally safer than killing Zombified Piglin.
Deep dark usually generates only under mountains. And outside of ancient cities, is probably the safest biome there is, since mobs don't spawn there. Shriekers are usually far apart and easy to spot. And if there are a couple close to each other, you isolate one with wool while taking the other out. You got to be a total fumbler to get a Warden in regular deep dark.
Bring a hoe and you can rack up some crazy xp clearing the skulk. As a bonus, as ores have lower chance to generate exposed to air, being under skulk they aren't exposed to air, so you are more likely to find diamonds clearing skulk in deep dark than by regular caving.
Turning subtitles on, if you do trigger a shrieker, you know which 'strike' you are on. You see 'Warden draws close', means you got to be extra careful next 10 min or so.
Even ancient cities are not that hard. With a stack of wool, you can eliminate most shriekers easily.
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Every time I create a new world I deactive Phantoms. I will do the same from now on with the warden. I think the ancient city design is cool, although a bit too dark as minecraft already has pretty dark settings by default - but the warden is a complete desaster in my eyes. The cherry trees are cute, but not my cup of tea either. Instead of downgrading minecraft however, I plan on just building things I used to build before years, still
Its other mobs spawning them. My point was that the deep dark is now the fastest way to get stuff, besides sitting at the first village you see and making farms, and a skeleton can spawn a warden on top of you. Once you get low in elevation(where most diamonds spawn) they cover a lot of the land, especially in mountains. Yes strip mining always existed but you did it to find caves at optimal level, the caves were always a better option. Side note branch mining is less efficient than mining a 1x1 with an iron pick early game. Its just irritating we have to spend more time hitting stone on average to get to useful mine segments so some people can play their stealth minigame.
I wouldn't build farms if it weren't interesting, yes. That doesn't mean I want to feel like I'm wasting my time doing anything else. Building farms and structures for war games is essentially the entire end game in Minecraft, but it doesn't do that well enough for that to be IT. Cave diving with minimal gear was the way to get gear and have fun doing it, but now it has twice as much stone hitting to get anywhere. If you go deep they cover like %30 of the land in mountain biomes (can't speak for the other biomes as they look like **** in comparison). I'm not tunneling through all that for clay bricks and mangrove trees. To each his own.
What would be the point in disabling wardens? If you accidentally summon one you just immediately run for the exit. By the time it can start detecting it's surroundings you're likely already gone. This tactic hasn't failed me yet.
They don't even function as they say( you can make 0 noise and a warden will still swing on you) yet they plague everywhere diamonds spawn). Theoretically even if they did function as intended, you would still have other mobs making you move more than the wardens allow. If I have to strip-mine for everything after iron then its easier to just sit in the village farming. You are making minecraft a game where we sit for pumpkins to grow our diamond tools. that's not fun. That's iron redstone and time to get through the entire game. Path of least resistance. Fix it.
Wardens are blind, but in addition to hearing, they can smell you. So they may eventually discover you even if you are silent but nearby.
I personally find them insanely easy to avoid spawning once you understand the mechanics, and there's also many ways to easily avoid one even if you had spawned it. So I think they are a bit the opposite of how you're describing them. I personally wish there was more to them, as there's a lot of room for them to more fully live up their potential (this would mean making them "harder" though), but they're not outright failing at their intended goal of "being something that encourages avoiding it to begin with". So I say they're "fine-ish".
The part about being unable to get diamond because of wardens seems like a vast exaggeration though. You make it sound like a vast majority of diamonds in a given world are within the vicinity of potential warden spawn locations, when in reality it's by the opposite because the deep dark is a minority of the underground. If you find a place that is the deep dark, avoid it and the warden isn't a concern at all.
Branch mining (not strip mining) has commonly been more time efficient for finding diamonds throughout the history of the game. That was true before the deep dark and wardens were introduced to the game, and it's true now, so wardens don't have anything to do with branch mining being the path of least resistance. The same goes for farms. People have been taking these least paths of resistance since the early days. If one chooses to do those things and then complains the game is boring, well... that seems like a problem of their own creation to me. Nobody is forcing someone to do those things.
Wardens are annoying but I present to you ender chests with shulker boxes in them. 0 worry if you use those.
i have nevewr found a warden yet. and i don't kknow how to find the dark. i just loaded the latest june 7 on xbox. i am down to -33 when a cavern appeard. i did find one diamond and a spider spawner. the chest in the spawner location had a disk but have4n't figured out how to make a player for the disk. in other games before this, i haven't found the dark either.
If people don't like farms then why are they even building them? doesn't make sense to me, they do something then complain that it makes the game boring, that is their own fault, as such, it doesn't give them the right to then punish players for using Villager trades for manually obtaining valuable resources over and over. Envy is not a good reason to nerf something, just as intentions don't justify stealing.
And as you said the Warden is easy to avoid, just don't go toward Deep Dark biomes or Ancient Cities and you will never encounter one, and as it is a minority of the underground sector, players have no excuse here, even if they were to be made harder, provided that they function as intended, which is to deter players from spawning one or going near biomes where they're likely to spawn, it's not a big deal.
Mhm, that was the point I was conveying.
The example with farms was just an additional point of how people have been taking the path of least resistance since the game launched. The original complaint made it sound like the warden was causing this with branch mining (or at least making it necessary) when people were doing that back when I joined the game over a decade ago.
And it's far from necessary, as the deep dark (and thus potential warden span locations) are a slim minority of the underground. And if you run into one? You'll know, you get three warnings. So if one spawns, it's entirely on you as the player.
Agreed, if anything the Warden represents how to do difficulty in a sandbox aimed primarily at casuals, the right way, also mentioned by Odyssey Central on Youtube, it's optional content, players do not need to do this in order to beat the game or get to Ender Dragon, like with the Wither crafted with Wither Skeleton Skulls and Soul Sand to earn nether stars to make beacons, the Warden and its spawning grounds Deep Dark Biomes, it's there as a side quest for people to do as they please if they want Skulk Sensors, the 5 disc, and materials for making the recovery compass.
But simply increasing grind for the same gear, because reasons, makes players feel like they had wasted their time, time that can never be undone.
Not everybody enjoys spending all of their time mining, if they did, then there would be no controversy over the use of farms in the game except for obviously cheaty ones that exploit glitches in the game or unintended functions which should be removed. AFK fish farms come to mind, as normally people are expected to earn treasure items by manually using fishing rods, not automation.
One of the random seeds my servers found had a dark city just behind spawn if you went down. Just look up seeds for it.
Yeah we're facing an economy of restricted netherite templates + bastions are hard to explore without netherite armour.
Piglin bartering is a great suggested solution. You can get a lot of gold in bastions as well which helps.
And that solves the path of least resistance issue in one area, since everyone has access to the same feature in Minecraft 1.20 whether you were late to the server or not. The problem with the upgrade templates is everyone who raids the nearest Bastions first have a monopoly over them, and some people especially on Java edition restrict world sizes to keep file sizes down, making raiding other bastions that might have the required template for netherite gear, impossible.
What does this have to do with diamond mining? a lot, because diamonds are required for the upgrade template duplication, but if the upgrade template were obtainable by rare chance from Piglin Bartering, players would no longer be forced to mine for diamonds just to have access to this.
Of course you don't have to give up mining for diamonds just because of the presence of The Warden, that claim is clearly objectively false, since the Deep Dark Biome makes up a minority of the underground terrain sector. Players can still mine for diamonds, and I'd support using diamonds for template duplication if we get the option to obtain these by Piglin bartering. I mean, it would still encourage mining, but now you would be mining for gold ore as it's generally safer than killing Zombified Piglin.
Deep dark usually generates only under mountains. And outside of ancient cities, is probably the safest biome there is, since mobs don't spawn there. Shriekers are usually far apart and easy to spot. And if there are a couple close to each other, you isolate one with wool while taking the other out. You got to be a total fumbler to get a Warden in regular deep dark.
Bring a hoe and you can rack up some crazy xp clearing the skulk. As a bonus, as ores have lower chance to generate exposed to air, being under skulk they aren't exposed to air, so you are more likely to find diamonds clearing skulk in deep dark than by regular caving.
Turning subtitles on, if you do trigger a shrieker, you know which 'strike' you are on. You see 'Warden draws close', means you got to be extra careful next 10 min or so.
Even ancient cities are not that hard. With a stack of wool, you can eliminate most shriekers easily.
Every time I create a new world I deactive Phantoms. I will do the same from now on with the warden. I think the ancient city design is cool, although a bit too dark as minecraft already has pretty dark settings by default - but the warden is a complete desaster in my eyes. The cherry trees are cute, but not my cup of tea either. Instead of downgrading minecraft however, I plan on just building things I used to build before years, still
New World: Deactive Phantoms and Wardens
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Its other mobs spawning them. My point was that the deep dark is now the fastest way to get stuff, besides sitting at the first village you see and making farms, and a skeleton can spawn a warden on top of you. Once you get low in elevation(where most diamonds spawn) they cover a lot of the land, especially in mountains. Yes strip mining always existed but you did it to find caves at optimal level, the caves were always a better option. Side note branch mining is less efficient than mining a 1x1 with an iron pick early game. Its just irritating we have to spend more time hitting stone on average to get to useful mine segments so some people can play their stealth minigame.
I wouldn't build farms if it weren't interesting, yes. That doesn't mean I want to feel like I'm wasting my time doing anything else. Building farms and structures for war games is essentially the entire end game in Minecraft, but it doesn't do that well enough for that to be IT. Cave diving with minimal gear was the way to get gear and have fun doing it, but now it has twice as much stone hitting to get anywhere. If you go deep they cover like %30 of the land in mountain biomes (can't speak for the other biomes as they look like **** in comparison). I'm not tunneling through all that for clay bricks and mangrove trees. To each his own.
YOU CAN DEACTIVATE THEM?? Thank you good sir I will not forget this.
I will not stand for the fumbler allegations. It was a skeleton on god.
I think the guards are cool
Disabling the wardens? That makes them sad!
But it's nice there are options for such things.
What would be the point in disabling wardens? If you accidentally summon one you just immediately run for the exit. By the time it can start detecting it's surroundings you're likely already gone. This tactic hasn't failed me yet.
Hi man