Edit: Trial Chambers now have a map that you can use to locate them. I feel vindicated again lol What are your thoughts on trial chambers? Personally, I’d love to see more variety in terms of mobs inside of them! Let me know down here in the comments!
It would be cool if their was special rooms that had archeology or were made of wood or sculk, more rooms definently need to be added. Plus their is magma blocks so maybe their could be stalactite pits and soul sand as other traps.
Hey, as a random person who cant really get online anymore because of the war, id like to thank you fir making videos like theese, being in a bomb shelter for hours can be very calm when you theorize about a fanasy world's storys and effects on our world.. but whenEVER i get on youtube i see your channel and think.. god, this man has the most comforting voice that makes sense.. Thank you for makimg my day generally better during these hard times
I think mojang should add a feature where blocks and certain items can’t be used in the chamber that way auto diamond farms can’t happen or add chests that contain diamonds while the spawners give you the keys to open the chests
Minecraft Earth has a few cool mob variants like the bouldering zombie, bone spider, and lobber zombie. I think it would be cool to see these mobs added to the trial chambers to offer even more variety
They have a lot of stuff from other games they could be adding but haven’t, and Trial Chambers feels like the perfect time to have them. Like mobs from Minecraft Dungeons.
@@meowmeowcat99 if the add this many features in the game, it will be like the cave parts all over again but like 18 or more parts. and plus there are some mods that have these mobs. just not as much, but still really cool and i really dislike miss opportunities.
I actually love the idea of "randomised" mobs like zombies with fire aspect sword and axes that break your shield but what I would really love to see is more varied enchantments in the game to go with the "randomised" mobs.
this is off-topic, but I feel like a feature that would make mobs much more threatening and make caves way more scary in the early game is if you block yourself into an area so mobs can't attack you, they leave the area. imagine you get attacked by a few baby zombies in a cave but when you build up two blocks they all just run away to different parts of the cave waiting for you to come back down so they can attempt to attack you again
I get where you’re coming from but that may be a pain in the butt for crowd control and I would definitely hate that as a bedrock player with no real method to deal with crowds in addition to funky combat controls
@@gardenerguy2.065 Bedrock players doesn't have "sweep" attack on sword , doesn't have that "attack cd". So their whole close combat is spam clicking 1 enemy. Only way to deal with multiple enemies at once is multishot crossbow.
@@gardenerguy2.065Bedrock controls only allow for attacking one enemy. Additionally the controls for movement on most devices is funky, makes it hard to chase after mobs.
I think that a way to stop skeletons from killing each other is to have it based off of the game difficulty. For example, in easy mode they will always fire back at a skeleton who shot them, but in hardcore they will stay focused on the player
I think new trial exculsive mobs would be an amazing addition to the game. Not only would it give another reason to go to the trial chambers, but it would also serv as an upgraded arsenal of mobs you could use for like map creating and custom content.
Hear me out: breeze elemental interactions. If it goes into fire or lava, it temporarily gets all flame-ey and has projectiles that do fire damage, or if it gets in a lingering potion cloud, it can absorb the cloud and inflict that effect with its projectiles. If it touches powdered snow or gets hit by a snowball, it can slowly freeze the player with its attacks.
I think it doing anything related to fire isnt cool because the blaze alr exists, the breeze is clearly a wind variant of the blaze, and mojang might add a water version in the future, if the breeze uses fire its not rlly a different element from the blaze
Now that you mention it, it probably would be a bit too similar. Though I was thinking if they did use the blaze it would screw up progression, so the breeze could be an alternative. It might be more interesting if it used fire in a different way than the blaze, like maybe leaving a trail of fire as it moves or clouds of fire that can do damage, or create large amounts of smoke to make it harder to see when fighting.
@@iron4537Could just make it so that if a breeze dies from fire a blaze spawns in its place. Similarly if it dies to drowning it can become a water variant elemental. The idea is not the problem, rather the ideas execution was.
@@DeepdishBKBlazes are in need of a rework. Mojang is likely to rework their texture to be more similar to the Breeze. When and if Mojang does this we don’t know but they did it with pigman, bats, and cats. If they do revisit the blaze they could improve its attacks but this is all speculation.
I feel like a good solution for finding them is to make a tuff obelisk spawn above them on land, similar to how azalea trees spawn above the lush caves. Also seeing as the breeze spawns in every trial chamber maybe their could be a 4th category called "special" that has mobs like the breeze, iceologer, ILLUSIONER WHO HAS BEEN IN THE GAME FILES FOR YEARS.
Illagers shouldn’t have like a spawner. theyre supposed to be like people, like villagers. it makes more sense for the undead or what can be assumed to be constructs like blazes/breezes, though itd just be strange for them to have a spawner
@@OnePoundBirdI’ve always seen the illagers as an evil military and the other hostile mobs as monsters and I definitely think spawners should stay to the monster type, illusioner and icologers should still definitely be added though
Though each structure has different combinations of mobs, there are only 3 types per structure. To make them more unique and fun, I think it would be a good idea to randomly alter the mobs themselves. Imagine a chamber that spawns zombies, some of the spawners will spawn armored zombies, some will spawn them with effects like speed, some will have different weapons with varying enchantments. Just like they gave skeletons poison arrows, they could use the creeper's ability to make an area of effect when exploding if they have a status effect. Imagine a creeper exploding and leaving behind an area of harming or poison (it would have to be a special creeper that doesn't destroy blocks).
Also, 1.21 will have a copper block that can be watter logged (filled with water), when a block is filled with water it resists explosions. A room that is designed to have creepers would be interesting, maybe with a floor that can be destroyed and then a second floor below with those watter logged blocks, so the creepers don't explode everything.
@@tybaltharr3304 the archeological sites, later revealed to be called trail ruins, were shown to have diamonds in the loot table, so id imagine diamonds are a placeholder item that mojang uses to show valuable loot
One thing that's important to note about the trial chamber loot tables is the 10 max level enchantment books you have a chance at finding. This makes their previous decision to split the librarians enchantments make a whole lot more sense. They want to encourage adventuring through these chambers over villager farming. Mending, Efficiency V, Sharpness V, Silk Touch, and Fortune III are all possible to find as chest loot. (Unfortunately every trident enchantment is also possible) Something that would help solidify this change and n players minds and help with ease of use (so you don't have to find 13 mending books by chance) Is a new trading mob that in exchange for one enchanted book and some trial keys, would give you two of that same book. Maybe this mob could even make enchanted books out of enchanted gear, so if you find leather or gold with mending, it can end up being useful.
I especially agree with your point about loot. Raw materials are far better loot than gear for several reasons. For one thing, they give the player options, which is way more fun and engaging. For example, an early game player who finds iron in a chest will get to choose which of their gear they want to upgrade first. And for another, late game players will still benefit from looting the dungeon. Personally, I mostly play in my longtime survival world, so If the loot is mainly just enchanted iron gear, I'll probably only visit one once for the novelty. But if there are useful resources or building materials to be had, I'll be genuinely excited whenever I come across one. Also it would be cool if the loot was better the faster you finished the spawner cycle. It's a simple way to scale the loot based on player progression, because if you have better gear you can win faster. And it also pushes the player to be more aggressive rather than cheesing the fight, which usually takes longer. I really think better rewards for faster times would add to the whole experience.
Once you reach the late game, NO ONE wants iron gear. Iron gear is literally junk. They have it to keep things fair in the mid-game, but when Minecraft's progression can be skipped as easily as it already can, that doesn't really matter.
The Trial Chambers are still in their snapshot phase... Which is _exactly_ why NOW is the best time to critique them. This is the time where feedback matters the most.
Oh most definitely, but I think Mojang is only currently taking advice that is not too extreme like adding a “level checker” that would adjust loot based on player experience. But perhaps stuff like adding new mobs would definitely be accepted
I feel like there's two routes they can take with the trial chambers loot and difficulty as you have brought up in the video. Route 1: Leave it fixed to mid-tier loot and difficutly. This serves as the dungeon stepping stone tier to fit between early game simple structures like pyramids and mineshafts, and late game structures like end and deep dark cities. It can't be exactly the same loot tier as the end cities or the deep dark cities because the trial chambers clearly pose less threat and effort to reliably farm compared to the other two. Route 2: Have both the loot tables and spawners scale with player gear/progress. There could exist some way for minecraft to detect what stage of progression the player is at and scale the loot and difficulty effectively to make it an actively rewarding and challening place to visit no matter what. Out of the two, I feel like the second route would be much more engaging and fun to play with. Knowing Mojang though, I feel like they will take the first. As it stands now though, other than visiting the trial chambers one time to see what it's like, theres no incentive at all to visit these dungeons on any playthrough for the amount of time and effort it takes to get the mid tier loot they offer.
Likewise, I also agree with route two to some extent, but what would be the parameters for detecting if someone has reached certain tiers? Would enchanted gear play a role? Does the code only check if you HAVE diamond gear or have it EQUIPPED? Does it check your experience level aswell? Could you trick the game into providing mid-end game loot if you finesse your inventory with diamonds, gold, and netherite gear? Is there someway to revert the change in difficulty? Or will it stay locked on said difficulty the moment a player gains possession of high tier loot then loses it all? Not to mention multiplayer, where it would completely complicate the questions even more. The idea for said system would be great, but I have reason to believe it would be hard to implement and would come with various bugs if done improperly. But it is still a good idea nonetheless, but it would be even better if the questions I had would be addressed or solved, there is SO MUCH potential with this new structure, and it would (inevitably) be so underutilized. Even if Mojang (definitely) would not make this type of system, we always have modders and addon makers if the vanilla system proves to be too stale
Honestly would prefer the second route, they could probably scale it off of having at minimum 1 piece of non-enchanted gear so like you could be in full leather armor minus the boots being iron and it'd scale off those iron boots. Since the loot table has enchanted books it should scale assuming you have nothing enchanted (loot table/difficulty unaffected by enchantments) and I think it should scale with the armor in sets of two (No gear < Leather/Gold < Chainmail/Iron < Diamond/Netherite) so that it is possible to upgrade your gear without immediately getting destroyed just because you found a gold helmet by a ruined nether portal without any gear prior. Obviously this allows someone to enchant the best sword ever and not wear anything and just blast through the dungeon at it's lowest difficulty but the average player isn't going to do that, speedrunners aren't going to bother with dungeons and hardcore players are probably already in the best gear with the best enchantments and getting the highest difficulty of rewards so they won't do that either. It shouldn't check weapons, shouldn't go anywhere near your inventory, only just the best bit of gear you have on at that time. This way does leave big gaps like you could come in with a inventory full of diamonds and a crafting table and make yourself a full set with weapons but at that point there is a conscious effort to speedrun or ruin the experience for yourself while also screwing yourself out of diamond gear worthy rewards. I think this is a rather simple way to make the dungeons more rewarding with it just doing a check on your gear everytime you enter the dungeon but alas, I can see Mojang leaving it nearly the same as it is now.
maybe going the same way as some mods start early game loot once you enter the nether for the first time it switches to midgame loot and once you kill the dragon it switches to late game loot
i agree with everything you’ve said here, save two things. i wish mob aggro ai *would* scale with difficulty, but have it be a *0%* chance they’ll attack each other in hard modes instead of any non-zero chance. also, diamonds were first showcased as a trial spawner loot drop, which immediately struck me as a “hey, the technical exploiters are gonna have a field day with farmable diamonds, now they’ll be *more* worthless.” i hope they never re-add them as a loot drop, diamonds are already largely worthless
There is a feature in bedrock that allows you to disable friendly fire, though I think it is only for players rather than mobs like skeletons. But yeah mobs shooting and aggroing on each other is really un ideal especially in harder difficulties where players are expecting a challenge
What I really want is Mojang to rework the Nether Fortress (or add a new nether structure) that has a harder trial spawner in it. This could be for a player that is later into the game and offer better loot than the current trial chamber. I also think they should add a new armor trim.
The loot problem is suuuper easy to fix too. Code it in a way to read the milestones and if you have done a fair share of them with high end content, just change the loot table to match it. If = player has diamond set then just loot table end game. I find it funny that milestones already have a way to track your progress
Sorry, I just got to the point ~10 minutes in where he said that diamonds AREN'T on the loot table for trial chambers???? So if I walk into a random village and rob them with no consequences, that's worthy of diamonds if I get good rng on the loot table? And if I loot an ancient temple in the desert with ONE booby trap that everyone knows about at this point, that's ALSO sometimes worthy off diamonds, AND golden apples? But not trial chambers?!?!? I go through the gauntlet and the best you can offer are some enchants on iron gear? I know I'm a little late on this, and I don't play the snapshots so idk if this has changed yet, but yeah, that definitely needs to be fixed. Or else some of the only loot worth taking will be the new blocks in the walls lol
I feel like Mojang can finally add illusioner to the main game, The illusioner should have a chamber for itself and give better loot, although the iceologer can also be in the trial chambers I feel like the iceologer would be a better fit for the snowy mountains or even add a new cave type the ice caves, I also love the idea of adding different types of mobs, If Mojang decides to do this I think they can get really creative with new enchantments, potions and even new mob variations ( also this is like the perfect time to add the copper and tuff golem to the game )
If illusioner and iceologer get added and they become bosses for these structures, I hope they get their specialized boss rooms where they are tailored to their specific counterparts like the breeze, but in a snapshot where the concept is already far from conceptualization or development hell, I doubt they’re rooms would be specialized or if they will even be added at all.
More mob variants is important it would really go a long way to make trial chambers more challenging and add a surprise factor to them while also keeping them from becoming repetitive.. again we only need small stuff like those poison skeletons... Like maybe a weakness zombie or a blindness spider I wouldn't say no to a brand new mob though the iceologer is a great idea but i doubt they will do it At last mobs with gear as you said would be perfect just imagine a room full of flame bow skeletons or knockback sword zombies that just push you all over the place... Or maybe even a thorns armour zombie room it would help with the variaty
I love the Breeze, it's AI is so good. Maybe there should be a stack of diamonds in a single chamber but split between all the chests, also agree that there should be more variation in mobs, although I think it should be different variants of skeletons or zombies.
me personally i don’t think the cartographer should give you a map to the trial. chamber as i like the random element of finding one… however what if instead i’m regular dungeons you could find a special compass or item that would guide you to the chambers?? or better yet… what if the rascal would lead you to one 🤔
You know with the whole rumors going around that mojang would be readding mob vote losers, i think the rascal would be a good way to find these trial chambers either from drops or playing their “games”. There really needs to be a new way to find structures, cartographers already allow you to find illager mansions and guardian monuments, you can practically find both jungle and desert temples atop the surface aswell as underground cities and mineshafts underground by just finding one and exploring, and lush caves have that azalea tree to mark their locations. But in the case the rascal wouldn’t be added I guess it could copy the way you find lush caves and there would be either some stone tuff totem or idk some stupidly decorated cave entrance that leads straight to the structure, maybe to balance the current ways of finding structures in minecraft.
Would be cool to see and fit the idea of trial chambers. Skeletons: Spear skeletons who hold a shield will group up with others, creating a line of skeletons that operate aka the Phalanx. Stabbing you when you get close as they move forward toward you, bows may work however a 2nd row will protect the top just like in real life. This means getting creative with how you deal with it such as lingering potion, or TNT. Melee Skeletons wear different types of leather/dyed leather, chainmail, or studded chainmail(leather/dyed leather and chainmail on top). They vary from really fast but very weak in damage and health, to slow, a lot of health and hard hitting. All use different types of tools. Miners will mine and attack you within the room from different directions, or make a hole that you fall into. However, once you are in the hole it's easier to hunt them down since it's within the room. They also are fast but damage is only a quarter of a heart. Builder zombies vary from 4 basic types: Basic Redstone zombie builders who will build very rudimentary traps to traps that involve signs, sand, and gravel, aka primitive Redstone before Redstone was a thing. Defensive builder zombies are normal but build incomplete but usable defenses however if more get together start building defenses that will be utilized by other trial mob types. Explosive archer Skeletons are skeletons who fire a degree of variable area damage fireworks at you, however, when you get close they may attempt to fight in close quarters but are far worse than a wither skeleton or any of the aforementioned skeletons. Or might ride zombie or skeleton horses. Healers will heal bombs however cannot attack and will do everything they can to slow you down. This includes but rarely attempting to force a pumpkin on your head. They will release 2 killer rabbits at random to fight you as they escape. These healers operate as the brains of an organization if there alive by the end of the final room in the trials, all other mobs might appear organized utilizing all their strengths and mitigating their cons. However not always. Would be cool to see something like this.
Miner and builder zombies would definitely not be added as since creepers aren’t native to the chamber, so mojang probably wants players to mess with the structure only, well that and it probably doesn’t mesh well with developer intentions. Spears are a no-go, and if it would, probably would be part of another update, drowned with loyalty enchanted tridents would be their current replacements. I like the idea of dyed leather armor to signify skeleton and zombie types, as dye-ing leather armor even today is still unknown to many players. Explosive projectile shooting skeletons are a plausible concept, but either the game would need to be provided with some sort of new enchantment like “Detonate I”, or if we are sticking to current vanilla minecraft, give skeletons the ability to use crossbows or allow regular bows to use fireworks as ammo. Skeletons having improved AI where they will attack melee if the player is too close is a good idea, but I doubt mojang would improve mobility AI for the time being, (they are still behaving based one codes from 2015 lol). Horseback skeletons are a good idea, since the skeleton horse trap exists, and it would give the existence of the zombie horse a purpose other than just staying in the creative inventory for set dressing.
One potential change would be to use the (currently Java-only) teams feature; if all the mobs from the same chamber, or at least from the same spawner, were on the same team with friendly fire off, that would make things more interesting. 11:23 No, not every hostile mob can spawn in there. Thereʼs a fixed list which doesnʼt include several options (most obviously, creepers, because they donʼt want the dungeon destroyed). Also a *specific* trial chamber, if you keep looking at the one under your mountain, will only ever have the same mobs.
Trial Chambers to me are a huge missed oportunity to add variety to the game. The chambers themself arent the issue. Its not giving us variants of the chambers with different pallets.
@@hhff8534 Though gold is a bit of a meh for me, i would definite like some calcite decoration blocks, maybe they would imitate marble or something and have textures resembling that of roman architecture, but as of currently, I kinda like the whole tuff blocks (even if it is practically just stone bricks but more sharply textured) and the use of copper for these chambers to compliment them, and like the video said, copper lights help flesh out the structure more by essentially the way they behave and how the oxidation mechanic works, with the light level slowly getting more and more dim with time.
I'm trying to reason, how the guy is holding the Ax with his second hand, even though it's not in the second hand slot, and according to the shield in the first hand, even though it's in the second hand slot: 🤯
i think one fix is to have layers to the trial the increase in diffculty as you descend down. but at the same time give you better loot and maybe unique gear that only spawns in trials
Maybe I’m ungrateful but my main issue is that the breeze is the only new mob (so far). For an update all about dungeon pve I would expect at least 2 or 3 new unique mobs Idk I just find it lame that we’re mostly fighting zombies, spiders and skeletons like we don’t see them everywhere we go anyway
I was hoping the poison skeletons would be a whole new variant like the strays. Personally I am disappointed that with all the time that passed that they haven’t improved or added different mobs.
This update could be a perfect segue into having more unique weapon types. Having a variety of weapons that can be useful in different situations would make exploration more fun and challenging. Since the player would have to find the best weapon for a certain situation.
Mojang can program spawners, they can add every gear, armour, enchantment, and every possible stat for said gear and armour, just with some NBT data. there are even some websites which can generate said spawners,
imagin in later snapshots they solve the invontory problem by finally adding backpacks or at least carryable storage to the game like a barrel backpack or moble chest also the entire thing about the look reminds me of this idea someone suggested once were every dimension has there own with the key from the previous chamber being used to unlock the next one with it getting harder but the loot getting a lot better like imagin an end chambers lootable
Perhaps there could be different types of chambers with different sizes to them. Smaller chambers could be more common underground, while larger ones are much rarer. Cartographers could sell different maps leading to different chambers, with the larger the chamber being more expensive to buy. As for the problem with inventory, what if there was a sort of invisible "zone" to a chamber. Upon entering the zone, items you collect from chests, mobs, and breaking blocks gets added to an invisible and infinite challenge inventory. When exiting the zone, you could go to a chest and dump all your items attained from your challenge inventory to it.
My main problem with the chambers is the loot. I don’t see my self bothering with it unless the loot is very unique. For example I don’t bother with the end ship/city chests because it’s nothing useful late game. A new weapon or tool or amor like the eltra. This structure is mid game so maybe an enchant meant like frost walker for lava
Minecraft needs a system that dynamically changes loot tables based on progression, I think they should use the number of advancements the player has to determine the loot tables, for example if the player has over 20 advancements then the loot tables upgrade across the board and then they upgrade again after 40 advancements, a system like this might not work in multiplayer but I think it'd still be a good addition
It would be interesting to see how the breeze affects other aspects of minecraft combat, like possibly a breeze is put into the walls with copper bulbs moving up and down to let it shoot at you while you maneuver around some kind of terrain, or incorporate falling blocks and pistons to block your way as a horde of enemies chase you
On the loot issue, one modded item I think would work well in vanilla would be a disenchantment table. It would incentivize players to take otherwise undesirable enchanted armor to pull the enchantment off of it. That could be a new way to get treasure enchantments and give players a new way of getting perfected armor. Of course the cost of disenchantment should be high to prevent abuse of the table, but I think with some tweaks, it could be an interesting and valuable addition to the game. Perhaps lock it to the end so you have to venture out to access this (potentially) super powerful table.
My previous world before the trial chambers update, it regenerated the structure but not all of them, even i cant find the new spawner that opens with the keys
I think the only solution is to have different tiers of these chambers with higher difficulties to keep players coming back to it later in the game and encourage them to get stronger materials to do more, and to have any mob from the spawners to be marked and have special buffs or behaviors, like friendly fire to other mobs, poison effect (regeneration), or strength. I think it would be nice if these trial rooms were somehow shown in the nether so that you could go there at any point how far you were in the game and it could encourage nether portal links
I would prefer for it to have their own personal room and if mojang decides to go with it, special variants of zombies and skeletons with sculk on them. But to just have them overgrowing the structure at it’s current state, kinda is not to my liking, makes the structure look too saturated
I'm guessing: These dungeons exist... while the plain ol' square of cobble and mossy cobble with a single spawner and a couple of chests still exists as something completely untouched since their inclusion many many years ago.
I think new structures in snapshots always have their spawn rates super high, remember the shipwrecks during Ocean Update? The rate of spawn will probably be toned down later.
I cannot stress enough how well a mob like the illusioner would fit it, it's already in the game and is like no other mob, a ranged and self-duplicating mini-boss-ish mob. You could put the iceologer nicely with it.
I think that Trial Chambers should have a chance to spawn with an entrance on the surface, giving players a chance to access them easily or note their location down in future. I also think that dungeons like Trial Chambers proves Minecraft absolutely needs the bundle to not be in the experimental features anymore. The big issue with bundles is rabbits aren't as plentiful as compared to cows, horses or donkeys for leather, so maybe either make rabbits more common, or have bundles be optionally crafted with leather at the cost of being more expensive doing so. Trial spawners should probably spawn the amount of enemies it has across more waves, imagine if a wave counter appeared above the trial spawner telling you the number of enemies in the wave, and the time until the next one after you cleared out the enemies spawned by the Trial Spawner. Imagine trial spawners added creepers that didn't destroy blocks, or like you say, add Minecraft Earth mobs and previous mobs like the Iceolloger (or even the Illusioner since it's sat in the files forever).
Let's be honest guys the trial chambers will be another failure for mojang but not because of the concept wich is actually interesting but because the game lacks the fundations for such change. The gameplay is still fragmented and just feels like an amalgamation of different mods put together that don't connect with each other. They should just stop adding new stuff and focus on creating a coherent idea of what the gameplay should be and how to fit in all the things they recently added.
I think they’re pretty good so far, honestly! I just think there’s some changes they could make and it would be stellar dungeon. Have you played them yet in a true survival setting?
@@TheGeekFactor I understand what you mean and yes they look great so far but I fear they will end up just like the mansion, too detached and isolated from the gameplay. Also I don't understand why they insist on adding a totally different structure while there are still many of them that need an upgrade. I think the trial chambers would have worked better as a dungeon update or an extension of the stronghold before reaching the end portal so that players had to go through it as a vital part of the game progression instead of an optional late game challenge. Another thing that I don't like is the amount of copper that's present. This ore is already useless for many reasons and now we can literally find it in it's pure form in absurd quantities. Why mining copper to build copper lamps when you can literally find them in the structure avoid the mobs and gain everything you need?
my thought is what if trial chambers spawned underneath jungle temples or other structures with a low chance, maybe adding an extra corridor or ladder down to them from the structure could be cool.
I do agree with a lot of your points. I dont have them on consile so i cant say about mob clutter but i do agree it would be cool with villager map and loot ect. I also just dont like the look with the copper oxidsation trim like theres no transition no single color it looks ugly with tuff. And i absulutley want diamonds to be renrwible because of those fireworks alone.... its just certain atmor trims are renewible and others arent.i also want the trial key to at least unlock mayge ancient bareels or luggage that the sniffer digs up qnd they have tuff sand gravel netheracc deepslate ect, and they could also have some other materials from the diffrent ruins around the world like wood or maybe even diamonds and wven more rare another trial key
I kinda saw the warden as a native mob only found in those underground cities, putting them in trial chambers as bosses in them would kinda make them less special in a sense. I know sculk is seen to spawn in trial chambers but it may have been a mistake. Besides, Though the developers never delivered on that “Special prize” wardens would drop if you manage to defeat it to gloat to your friends, I would much prefer it originating from a sculk-infested cavern or in said underground cities, their current drops are awful
@@Crooked_Bowl I dindt mean the warden should be the boss in trial chamber just that it would be funny if the trial chamber randlm generate im the deep dark and the Warden spawned.
@@heitorpedrodegodoi5646 now that would be something, even more if the warden would be hostile to anything that moved and it wasn’t just hostile only to players
I know it isn't happening but I wish bedrock would get the combat update stuff from 1.9 Some people didn't like them but I feel like it would add more strategy to the trial chambers and also sweeping edge and the swipe thingy are really cool
i dont know all the ins and outs of trial chambers and all that, but i think in some ways it would be interesting if some trial chambers put you into adventure mode until clearing it, so you cant simply rely on towering up or digging away from mobs that are chasing you. there would definitely need to be a particular design for the chambers in that trial chamber for it to work, but that was soemthing i was thinking about
I think a LOT of improvements could be made to mob AI and behaviour which would in-turn greatly enhance the game, however it must be noted that creating enemy AI is often some of the most complicated and tricky coding you can do for any game. You usually want a dedicated specialist to handle it, and I don't believe Mojang has one of those.
To me trial chambers just lack real strategy. There should indeed be more mobs and more interesting ways to fight them: More rooms that are strategically designed to fight in interesting ways would be great, even though I dont have any idea of how they could do that, specially since I'm not a game map designer. However, even with better rooms, fights would still be repetitive and mindless after a while since the core minecraft fight and nonfight mechanics are lacking in depth a lil bit. As usual, when minecraft adds something, the problem lies on the execution and existing gameplay systems instead of the idea itself
Raw materials are WAY BETTER than any loot you can get from a vanilla minecraft dungeon. Imagine opening a chest and getting 32+ raw iron, a dozen or so raw gold and a couple diamonds! THAT'S AMAZING!
I think that although new mobs can be added and zombies can be given gear, I think the trial chambers should incorperate some of the forgoten, more interesting mobs. It would definately be interesting to have to fight shulkers along side a horde of basic zombies that are stuck on the floor. It would also be kinda cool if they had some flooded rooms with a gaurdian/ puffer fish spawner or something. I also think that some of the rooms could utilize the dispensers even better. It would be a lot cooler if they had more activation methods than just buttons. Re-introducing things like tripwire hooks or pressure plates could lead to some silly situations, Especially if the dispensers will allways 100% full of items to toss around. Otherwise, I think the trial chambers could be a great way for minecraft to rrefresh some of the old mobs & mechanics that are only seen once or twice throughout the game. This way, it gives the player something thats somewhat new, and challenging.
I like the trial chambers But… something feels missing especially with all those buttons. I’m thinking a mob that like crawls on the walls could push them potentially making new hazards
Maybe there could be hybrid structures that are rarer and larger where there are a mix of both structures, like an interconnected stronghold and ancient city together.
I'm not a fan of how these structures are implemented. A lot of structures already give you iron and diamonds and the more structures Mojang adds the more they have to compete for your attention, these days with all the structures you find its not unreasonable to start getting gear on par with the Trial Chambers before you even start digging not to mention how much safer a village, mineshaft or a shipwreck is. The lack of any unique loot especially struck me as odd because without that why would anyone with anything short of iron gear or anything beyond iron gear ever go to these things? We have to remember iron gear is not hard to get, neither is some diamond tools, you'll likely have both within an hour or 2 of starting a new world and anything past that giving you iron tools is kinda useless.
I personally do think that mojang is hitting the nail on the head with this one. As an idea for locating the trial spawners I gotta suggest something I read on a comment, why not make them a variant of the stronghold, or combine the two altogether? All the different mobs would be like a warm-up for the dragon fight, and you get some good loot right before hopping in to the end! All just ideas though, and the trial spawners aren't done yet
These trial chambers look like strongholds done right imo. I’ve been feeling that Mojang should either upgrade or replace the strongholds since 1.19 with the ancient city.
Most dungeons, legends, and earth mobs should be in the trail chambers or inspired versions. Too much potential from the spins mojang failed. We can't let it go to waste
I feel the greatest problem with Trial Chambers is that you can’t redo them again and again. I mean, with the the Bad Omens effect that you can get from ominous potions which now drop from pillager captains, you can reset the trial spawners so that the can respawn enemies, and I’ve heard that normally trial spawners do reset on their own too. However, trial vaults do not reset, probably because Mojang doesn’t want people to farm them, but that’s plain silly. Trial vaults should reset every 7 nights or so in Minecraft, so that if you want to run a Trial Chamber again, you can do it. That way, it makes the structure much cooler and worthwhile to seek out, because it provides a constant challenge for players to enjoy.
responding to a couple points I wish chests could like replenish or something, since blocks broken/placed and chests are what hinders the idea of returning to this kind of structure. maybe trial keys could open copper chests that replenish loot after a while, like how trial spawners take time to restock on mobs. currently, the game lacks difficulty scaling. the zombie that annihilated you on your first day of playing the game (just me?) is now a joke, and the only real fear you have now is mobs wrecking what you made, creepers blowing up, zombies ruining your village, endermen griefing. while the game has shifted from a survival game to a sandbox game, it still lacks experiences that challenge the player, with only really bastions and ancient cities being what kills endgame players. and mobs attacking each other is something that needs to be addressed. even in raids, friendly fire is still something that really hinders hostile mobs, and while seeing 2 skeletons attack each other when you have wooden tools is hilarious, it really makes mobs that shoot projectiles kinda useless if they spawn in masses, like piglins and pillagers. also mossy skeleton should totally be a jungle and/or lush caves mob because strays spawning in tundras is cool
He suggested that pillagers and piglins actively attacked eachother after being hit by another of the same mob, in order to defend his statement that pillagers in large groups cant defend themselves (which is entirely untrue). Futhermore, although pillagers may hit eachother periodically, it barely interrupts the course of the fight and most likely the player will die after being swarmed by enough pillagers nonetheless.@@TheGeekFactor
My major problem with the TC is that it's too much of a mini-game that takes me out of the minecraft universe into almost a Mario type game world. It seems out of place. And speaking of out of place, I don't see it fit into MC lore, and think it would be better for those to be in the End from both a lore and gmaeplay perspective.
I agree with your Good and Ugly points, but your Bad points I disagree with. The rarity and difficulty of finding a chamber is good enough and probably doesn't need a map. It's better you can't take everything at once. It's more unique and encourages you to pick what you want most. I do not believe there should be more diamonds in Trial chambers, but iron ingots or emeralds are a great fit. Scaling loot won't be a thing, but unique Trial loot could be. About new mobs and variants though, I strongly agree. The Chillager or any Dungeons mob could be right at home there.
I think the worst part about this is that it’s completely unnecessary for the game. There’s so many updates this game needs, and this just adds so much complexity that needs to be solved on top of others.
Edit: Trial Chambers now have a map that you can use to locate them. I feel vindicated again lol
What are your thoughts on trial chambers? Personally, I’d love to see more variety in terms of mobs inside of them! Let me know down here in the comments!
free oxidyzed copper that's it for me
It would be cool if their was special rooms that had archeology or were made of wood or sculk, more rooms definently need to be added.
Plus their is magma blocks so maybe their could be stalactite pits and soul sand as other traps.
Hey, as a random person who cant really get online anymore because of the war, id like to thank you fir making videos like theese, being in a bomb shelter for hours can be very calm when you theorize about a fanasy world's storys and effects on our world.. but whenEVER i get on youtube i see your channel and think.. god, this man has the most comforting voice that makes sense..
Thank you for makimg my day generally better during these hard times
I think an exclusive boss mob would be nice.
I think mojang should add a feature where blocks and certain items can’t be used in the chamber that way auto diamond farms can’t happen or add chests that contain diamonds while the spawners give you the keys to open the chests
Minecraft Earth has a few cool mob variants like the bouldering zombie, bone spider, and lobber zombie. I think it would be cool to see these mobs added to the trial chambers to offer even more variety
They have a lot of stuff from other games they could be adding but haven’t, and Trial Chambers feels like the perfect time to have them. Like mobs from Minecraft Dungeons.
@@meowmeowcat99 if the add this many features in the game, it will be like the cave parts all over again but like 18 or more parts.
and plus there are some mods that have these mobs. just not as much, but still really cool
and i really dislike miss opportunities.
I actually love the idea of "randomised" mobs like zombies with fire aspect sword and axes that break your shield but what I would really love to see is more varied enchantments in the game to go with the "randomised" mobs.
Imagine mobs with dungeons enchanments. Zombies with swirling, shockwave, burning...
Enchantments and the enchanting system just need a complete rework
@@smallxplosion9546 yea
@@smallxplosion9546 to be honest almost everything in Minecraft need a complete rework.
Hunger system, combat system, structures, end, inventory...
this is off-topic, but I feel like a feature that would make mobs much more threatening and make caves way more scary in the early game is if you block yourself into an area so mobs can't attack you, they leave the area. imagine you get attacked by a few baby zombies in a cave but when you build up two blocks they all just run away to different parts of the cave waiting for you to come back down so they can attempt to attack you again
I get where you’re coming from but that may be a pain in the butt for crowd control and I would definitely hate that as a bedrock player with no real method to deal with crowds in addition to funky combat controls
@@calvinblackmon_saxMay you give an example as a fellow Bedrock player?
@@gardenerguy2.065
Bedrock players doesn't have "sweep" attack on sword , doesn't have that "attack cd". So their whole close combat is spam clicking 1 enemy.
Only way to deal with multiple enemies at once is multishot crossbow.
That would be cool, but sadly this is Minecraft, if its an old mob they wont do a thing to make them better
@@gardenerguy2.065Bedrock controls only allow for attacking one enemy.
Additionally the controls for movement on most devices is funky, makes it hard to chase after mobs.
I think that a way to stop skeletons from killing each other is to have it based off of the game difficulty. For example, in easy mode they will always fire back at a skeleton who shot them, but in hardcore they will stay focused on the player
This is sadly not true. I’m playing hardcore in the footage you’re watching and they shoot each other constantly
@@TheGeekFactori think this is person is saying that would be a good way for Mojang to implement it, not that this is the way things are.
@@TheGeekFactor it was a suggestion of improvement, not a statement of fact 😅
I think new trial exculsive mobs would be an amazing addition to the game. Not only would it give another reason to go to the trial chambers, but it would also serv as an upgraded arsenal of mobs you could use for like map creating and custom content.
Hear me out: breeze elemental interactions. If it goes into fire or lava, it temporarily gets all flame-ey and has projectiles that do fire damage, or if it gets in a lingering potion cloud, it can absorb the cloud and inflict that effect with its projectiles. If it touches powdered snow or gets hit by a snowball, it can slowly freeze the player with its attacks.
I think it doing anything related to fire isnt cool because the blaze alr exists, the breeze is clearly a wind variant of the blaze, and mojang might add a water version in the future, if the breeze uses fire its not rlly a different element from the blaze
Now that you mention it, it probably would be a bit too similar. Though I was thinking if they did use the blaze it would screw up progression, so the breeze could be an alternative. It might be more interesting if it used fire in a different way than the blaze, like maybe leaving a trail of fire as it moves or clouds of fire that can do damage, or create large amounts of smoke to make it harder to see when fighting.
@@iron4537Could just make it so that if a breeze dies from fire a blaze spawns in its place.
Similarly if it dies to drowning it can become a water variant elemental.
The idea is not the problem, rather the ideas execution was.
@@DeepdishBKBlazes are in need of a rework.
Mojang is likely to rework their texture to be more similar to the Breeze.
When and if Mojang does this we don’t know but they did it with pigman, bats, and cats.
If they do revisit the blaze they could improve its attacks but this is all speculation.
Imagine if they add a water room for drowned. Or vertical room filled with cobwebs for Spider
Yesss mob specific rooms to give them the advantage
@@exturmal9703they did that with the powder snow room
I feel like a good solution for finding them is to make a tuff obelisk spawn above them on land, similar to how azalea trees spawn above the lush caves. Also seeing as the breeze spawns in every trial chamber maybe their could be a 4th category called "special" that has mobs like the breeze, iceologer, ILLUSIONER WHO HAS BEEN IN THE GAME FILES FOR YEARS.
Illagers shouldn’t have like a spawner. theyre supposed to be like people, like villagers. it makes more sense for the undead or what can be assumed to be constructs like blazes/breezes, though itd just be strange for them to have a spawner
@@OnePoundBird true
@@OnePoundBirdI’ve always seen the illagers as an evil military and the other hostile mobs as monsters and I definitely think spawners should stay to the monster type, illusioner and icologers should still definitely be added though
A tuff pillar/obelisk would be super minecraft beta/release preview vibe, but yeah it'd be a nice thing.
Though each structure has different combinations of mobs, there are only 3 types per structure. To make them more unique and fun, I think it would be a good idea to randomly alter the mobs themselves. Imagine a chamber that spawns zombies, some of the spawners will spawn armored zombies, some will spawn them with effects like speed, some will have different weapons with varying enchantments.
Just like they gave skeletons poison arrows, they could use the creeper's ability to make an area of effect when exploding if they have a status effect. Imagine a creeper exploding and leaving behind an area of harming or poison (it would have to be a special creeper that doesn't destroy blocks).
Also, 1.21 will have a copper block that can be watter logged (filled with water), when a block is filled with water it resists explosions. A room that is designed to have creepers would be interesting, maybe with a floor that can be destroyed and then a second floor below with those watter logged blocks, so the creepers don't explode everything.
Creepers already do this when under potion effects.
Diamonds aren't in the trial spawner loot table because that would make them renewable, and Mojang is dead set on keeping their supply limited
Even though in the trailer for the trial spawners, they showed diamonds as a reward...
@@tybaltharr3304 they've confirmed that it was just placeholder loot and gameplay shown in those previews should not be considered as final
@@tybaltharr3304 the archeological sites, later revealed to be called trail ruins, were shown to have diamonds in the loot table, so id imagine diamonds are a placeholder item that mojang uses to show valuable loot
@@tybaltharr3304They also showed Archeology blocks giving Emerald Blocks, It was just a placeholder.
@@sanaki_gamer2026 true, true.
One thing that's important to note about the trial chamber loot tables is the 10 max level enchantment books you have a chance at finding.
This makes their previous decision to split the librarians enchantments make a whole lot more sense.
They want to encourage adventuring through these chambers over villager farming.
Mending, Efficiency V, Sharpness V, Silk Touch, and Fortune III are all possible to find as chest loot.
(Unfortunately every trident enchantment is also possible)
Something that would help solidify this change and n players minds and help with ease of use (so you don't have to find 13 mending books by chance)
Is a new trading mob that in exchange for one enchanted book and some trial keys, would give you two of that same book.
Maybe this mob could even make enchanted books out of enchanted gear, so if you find leather or gold with mending, it can end up being useful.
I especially agree with your point about loot. Raw materials are far better loot than gear for several reasons. For one thing, they give the player options, which is way more fun and engaging. For example, an early game player who finds iron in a chest will get to choose which of their gear they want to upgrade first. And for another, late game players will still benefit from looting the dungeon.
Personally, I mostly play in my longtime survival world, so If the loot is mainly just enchanted iron gear, I'll probably only visit one once for the novelty. But if there are useful resources or building materials to be had, I'll be genuinely excited whenever I come across one.
Also it would be cool if the loot was better the faster you finished the spawner cycle. It's a simple way to scale the loot based on player progression, because if you have better gear you can win faster. And it also pushes the player to be more aggressive rather than cheesing the fight, which usually takes longer. I really think better rewards for faster times would add to the whole experience.
Once you reach the late game, NO ONE wants iron gear. Iron gear is literally junk. They have it to keep things fair in the mid-game, but when Minecraft's progression can be skipped as easily as it already can, that doesn't really matter.
The Trial Chambers are still in their snapshot phase... Which is _exactly_ why NOW is the best time to critique them. This is the time where feedback matters the most.
Oh most definitely, but I think Mojang is only currently taking advice that is not too extreme like adding a “level checker” that would adjust loot based on player experience. But perhaps stuff like adding new mobs would definitely be accepted
I feel like there's two routes they can take with the trial chambers loot and difficulty as you have brought up in the video.
Route 1: Leave it fixed to mid-tier loot and difficutly. This serves as the dungeon stepping stone tier to fit between early game simple structures like pyramids and mineshafts, and late game structures like end and deep dark cities. It can't be exactly the same loot tier as the end cities or the deep dark cities because the trial chambers clearly pose less threat and effort to reliably farm compared to the other two.
Route 2: Have both the loot tables and spawners scale with player gear/progress. There could exist some way for minecraft to detect what stage of progression the player is at and scale the loot and difficulty effectively to make it an actively rewarding and challening place to visit no matter what.
Out of the two, I feel like the second route would be much more engaging and fun to play with. Knowing Mojang though, I feel like they will take the first. As it stands now though, other than visiting the trial chambers one time to see what it's like, theres no incentive at all to visit these dungeons on any playthrough for the amount of time and effort it takes to get the mid tier loot they offer.
Likewise, I also agree with route two to some extent, but what would be the parameters for detecting if someone has reached certain tiers? Would enchanted gear play a role? Does the code only check if you HAVE diamond gear or have it EQUIPPED? Does it check your experience level aswell? Could you trick the game into providing mid-end game loot if you finesse your inventory with diamonds, gold, and netherite gear? Is there someway to revert the change in difficulty? Or will it stay locked on said difficulty the moment a player gains possession of high tier loot then loses it all? Not to mention multiplayer, where it would completely complicate the questions even more. The idea for said system would be great, but I have reason to believe it would be hard to implement and would come with various bugs if done improperly. But it is still a good idea nonetheless, but it would be even better if the questions I had would be addressed or solved, there is SO MUCH potential with this new structure, and it would (inevitably) be so underutilized.
Even if Mojang (definitely) would not make this type of system, we always have modders and addon makers if the vanilla system proves to be too stale
Honestly would prefer the second route, they could probably scale it off of having at minimum 1 piece of non-enchanted gear so like you could be in full leather armor minus the boots being iron and it'd scale off those iron boots. Since the loot table has enchanted books it should scale assuming you have nothing enchanted (loot table/difficulty unaffected by enchantments) and I think it should scale with the armor in sets of two (No gear < Leather/Gold < Chainmail/Iron < Diamond/Netherite) so that it is possible to upgrade your gear without immediately getting destroyed just because you found a gold helmet by a ruined nether portal without any gear prior.
Obviously this allows someone to enchant the best sword ever and not wear anything and just blast through the dungeon at it's lowest difficulty but the average player isn't going to do that, speedrunners aren't going to bother with dungeons and hardcore players are probably already in the best gear with the best enchantments and getting the highest difficulty of rewards so they won't do that either.
It shouldn't check weapons, shouldn't go anywhere near your inventory, only just the best bit of gear you have on at that time. This way does leave big gaps like you could come in with a inventory full of diamonds and a crafting table and make yourself a full set with weapons but at that point there is a conscious effort to speedrun or ruin the experience for yourself while also screwing yourself out of diamond gear worthy rewards. I think this is a rather simple way to make the dungeons more rewarding with it just doing a check on your gear everytime you enter the dungeon but alas, I can see Mojang leaving it nearly the same as it is now.
maybe going the same way as some mods
start early game loot
once you enter the nether for the first time it switches to midgame loot
and once you kill the dragon it switches to late game loot
i agree with everything you’ve said here, save two things. i wish mob aggro ai *would* scale with difficulty, but have it be a *0%* chance they’ll attack each other in hard modes instead of any non-zero chance. also, diamonds were first showcased as a trial spawner loot drop, which immediately struck me as a “hey, the technical exploiters are gonna have a field day with farmable diamonds, now they’ll be *more* worthless.” i hope they never re-add them as a loot drop, diamonds are already largely worthless
There is a feature in bedrock that allows you to disable friendly fire, though I think it is only for players rather than mobs like skeletons. But yeah mobs shooting and aggroing on each other is really un ideal especially in harder difficulties where players are expecting a challenge
Why? Diamonds are needed for netherite gear
What I really want is Mojang to rework the Nether Fortress (or add a new nether structure) that has a harder trial spawner in it. This could be for a player that is later into the game and offer better loot than the current trial chamber. I also think they should add a new armor trim.
Too much work for Mojang, their employees will peel over and die from exhaustion if they are made to work for more than 30 minutes a day
The loot problem is suuuper easy to fix too.
Code it in a way to read the milestones and if you have done a fair share of them with high end content, just change the loot table to match it.
If = player has diamond set
then just loot table end game.
I find it funny that milestones already have a way to track your progress
or "if the enderdragon is dead"
armor is to variable and changes constantly
I think that the iceologer and illusioner would be great trial chamber mobs
I feel like the illagers are more of a people type of mob like the villagers and it would be weird for them to have spawners, just my thought
@@Door227 Yeah, I thought of that too, but I thought it would be fun gameplay.
@@marcusupdegraff5870I think having a Lich might be better.
It's always fun when skeletons fight each other.
I feel like Trail Chambers are literally the floodgate for Dungeons mobs to be added.
Sorry, I just got to the point ~10 minutes in where he said that diamonds AREN'T on the loot table for trial chambers???? So if I walk into a random village and rob them with no consequences, that's worthy of diamonds if I get good rng on the loot table? And if I loot an ancient temple in the desert with ONE booby trap that everyone knows about at this point, that's ALSO sometimes worthy off diamonds, AND golden apples? But not trial chambers?!?!? I go through the gauntlet and the best you can offer are some enchants on iron gear? I know I'm a little late on this, and I don't play the snapshots so idk if this has changed yet, but yeah, that definitely needs to be fixed. Or else some of the only loot worth taking will be the new blocks in the walls lol
"Your opinion may conflict with mine" i was hoping youd say they didnt matter💀
That would’ve been comedy gold lmao I’m disappointed in myself
I feel like Mojang can finally add illusioner to the main game, The illusioner should have a chamber for itself and give better loot, although the iceologer can also be in the trial chambers I feel like the iceologer would be a better fit for the snowy mountains or even add a new cave type the ice caves, I also love the idea of adding different types of mobs, If Mojang decides to do this I think they can get really creative with new enchantments, potions and even new mob variations ( also this is like the perfect time to add the copper and tuff golem to the game )
If illusioner and iceologer get added and they become bosses for these structures, I hope they get their specialized boss rooms where they are tailored to their specific counterparts like the breeze, but in a snapshot where the concept is already far from conceptualization or development hell, I doubt they’re rooms would be specialized or if they will even be added at all.
More mob variants is important it would really go a long way to make trial chambers more challenging and add a surprise factor to them while also keeping them from becoming repetitive.. again we only need small stuff like those poison skeletons... Like maybe a weakness zombie or a blindness spider
I wouldn't say no to a brand new mob though the iceologer is a great idea but i doubt they will do it
At last mobs with gear as you said would be perfect just imagine a room full of flame bow skeletons or knockback sword zombies that just push you all over the place... Or maybe even a thorns armour zombie room it would help with the variaty
I love the Breeze, it's AI is so good.
Maybe there should be a stack of diamonds in a single chamber but split between all the chests, also agree that there should be more variation in mobs, although I think it should be different variants of skeletons or zombies.
The trial chambers might just be the first time i've been excited over a minecraft update in over 6 years
Yeah, and maybe the Trial Chambers could also hold a new unique weapon, armor, or tool.
10:29 - That would make diamonds farmable, and they should never be farmable especially for mid-game
me personally i don’t think the cartographer should give you a map to the trial. chamber as i like the random element of finding one… however what if instead i’m regular dungeons you could find a special compass or item that would guide you to the chambers?? or better yet… what if the rascal would lead you to one 🤔
That’s not a bad idea!
That’d be pretty cool to see the rascal lead you to other structures underground
@@thanoscreeper no way it’s my boy than0screeper lol!!
@@twomur_ That’s right, how’ve you been twomur??
You know with the whole rumors going around that mojang would be readding mob vote losers, i think the rascal would be a good way to find these trial chambers either from drops or playing their “games”. There really needs to be a new way to find structures, cartographers already allow you to find illager mansions and guardian monuments, you can practically find both jungle and desert temples atop the surface aswell as underground cities and mineshafts underground by just finding one and exploring, and lush caves have that azalea tree to mark their locations. But in the case the rascal wouldn’t be added I guess it could copy the way you find lush caves and there would be either some stone tuff totem or idk some stupidly decorated cave entrance that leads straight to the structure, maybe to balance the current ways of finding structures in minecraft.
I think they should bring back the copper golem idea as a hostile mob here
Would be cool to see and fit the idea of trial chambers.
Skeletons:
Spear skeletons who hold a shield will group up with others, creating a line of skeletons that operate aka the Phalanx. Stabbing you when you get close as they move forward toward you, bows may work however a 2nd row will protect the top just like in real life. This means getting creative with how you deal with it such as lingering potion, or TNT.
Melee Skeletons wear different types of leather/dyed leather, chainmail, or studded chainmail(leather/dyed leather and chainmail on top). They vary from really fast but very weak in damage and health, to slow, a lot of health and hard hitting. All use different types of tools.
Miners will mine and attack you within the room from different directions, or make a hole that you fall into. However, once you are in the hole it's easier to hunt them down since it's within the room. They also are fast but damage is only a quarter of a heart.
Builder zombies vary from 4 basic types:
Basic Redstone zombie builders who will build very rudimentary traps to traps that involve signs, sand, and gravel, aka primitive Redstone before Redstone was a thing.
Defensive builder zombies are normal but build incomplete but usable defenses however if more get together start building defenses that will be utilized by other trial mob types.
Explosive archer Skeletons are skeletons who fire a degree of variable area damage fireworks at you, however, when you get close they may attempt to fight in close quarters but are far worse than a wither skeleton or any of the aforementioned skeletons. Or might ride zombie or skeleton horses.
Healers will heal bombs however cannot attack and will do everything they can to slow you down. This includes but rarely attempting to force a pumpkin on your head. They will release 2 killer rabbits at random to fight you as they escape. These healers operate as the brains of an organization if there alive by the end of the final room in the trials, all other mobs might appear organized utilizing all their strengths and mitigating their cons. However not always.
Would be cool to see something like this.
Miner and builder zombies would definitely not be added as since creepers aren’t native to the chamber, so mojang probably wants players to mess with the structure only, well that and it probably doesn’t mesh well with developer intentions. Spears are a no-go, and if it would, probably would be part of another update, drowned with loyalty enchanted tridents would be their current replacements. I like the idea of dyed leather armor to signify skeleton and zombie types, as dye-ing leather armor even today is still unknown to many players. Explosive projectile shooting skeletons are a plausible concept, but either the game would need to be provided with some sort of new enchantment like “Detonate I”, or if we are sticking to current vanilla minecraft, give skeletons the ability to use crossbows or allow regular bows to use fireworks as ammo. Skeletons having improved AI where they will attack melee if the player is too close is a good idea, but I doubt mojang would improve mobility AI for the time being, (they are still behaving based one codes from 2015 lol). Horseback skeletons are a good idea, since the skeleton horse trap exists, and it would give the existence of the zombie horse a purpose other than just staying in the creative inventory for set dressing.
One potential change would be to use the (currently Java-only) teams feature; if all the mobs from the same chamber, or at least from the same spawner, were on the same team with friendly fire off, that would make things more interesting.
11:23 No, not every hostile mob can spawn in there. Thereʼs a fixed list which doesnʼt include several options (most obviously, creepers, because they donʼt want the dungeon destroyed). Also a *specific* trial chamber, if you keep looking at the one under your mountain, will only ever have the same mobs.
minecraft dungeons. just add those as a really rare thing like please. The weapons and absolutely everything about the game should go to minecraft
Mojang should add the enchanter from minecraft dungeons they buff mobs and we dont need retextured zombies and skeletons
Trial Chambers to me are a huge missed oportunity to add variety to the game. The chambers themself arent the issue. Its not giving us variants of the chambers with different pallets.
Calcite and gold would be a good theme, it's related to the wind since the gale sanctum is built from those blocks
@@hhff8534 Though gold is a bit of a meh for me, i would definite like some calcite decoration blocks, maybe they would imitate marble or something and have textures resembling that of roman architecture, but as of currently, I kinda like the whole tuff blocks (even if it is practically just stone bricks but more sharply textured) and the use of copper for these chambers to compliment them, and like the video said, copper lights help flesh out the structure more by essentially the way they behave and how the oxidation mechanic works, with the light level slowly getting more and more dim with time.
I'm trying to reason, how the guy is holding the Ax with his second hand, even though it's not in the second hand slot, and according to the shield in the first hand, even though it's in the second hand slot: 🤯
I’m left handed and I set my character to be left handed
i think one fix is to have layers to the trial the increase in diffculty as you descend down. but at the same time give you better loot and maybe unique gear that only spawns in trials
Is this the call for minecraft to add goddamn backpacks
Maybe I’m ungrateful but my main issue is that the breeze is the only new mob (so far). For an update all about dungeon pve I would expect at least 2 or 3 new unique mobs
Idk I just find it lame that we’re mostly fighting zombies, spiders and skeletons like we don’t see them everywhere we go anyway
I was hoping the poison skeletons would be a whole new variant like the strays.
Personally I am disappointed that with all the time that passed that they haven’t improved or added different mobs.
This update could be a perfect segue into having more unique weapon types.
Having a variety of weapons that can be useful in different situations would make exploration more fun and challenging. Since the player would have to find the best weapon for a certain situation.
Mojang can program spawners, they can add every gear, armour, enchantment, and every possible stat for said gear and armour, just with some NBT data. there are even some websites which can generate said spawners,
imagin in later snapshots they solve the invontory problem by finally adding backpacks or at least carryable storage to the game like a barrel backpack or moble chest also the entire thing about the look reminds me of this idea someone suggested once were every dimension has there own with the key from the previous chamber being used to unlock the next one with it getting harder but the loot getting a lot better like imagin an end chambers lootable
Perhaps there could be different types of chambers with different sizes to them. Smaller chambers could be more common underground, while larger ones are much rarer. Cartographers could sell different maps leading to different chambers, with the larger the chamber being more expensive to buy.
As for the problem with inventory, what if there was a sort of invisible "zone" to a chamber. Upon entering the zone, items you collect from chests, mobs, and breaking blocks gets added to an invisible and infinite challenge inventory. When exiting the zone, you could go to a chest and dump all your items attained from your challenge inventory to it.
My main problem with the chambers is the loot. I don’t see my self bothering with it unless the loot is very unique. For example I don’t bother with the end ship/city chests because it’s nothing useful late game. A new weapon or tool or amor like the eltra. This structure is mid game so maybe an enchant meant like frost walker for lava
Minecraft needs a system that dynamically changes loot tables based on progression, I think they should use the number of advancements the player has to determine the loot tables, for example if the player has over 20 advancements then the loot tables upgrade across the board and then they upgrade again after 40 advancements, a system like this might not work in multiplayer but I think it'd still be a good addition
It would be interesting to see how the breeze affects other aspects of minecraft combat, like possibly a breeze is put into the walls with copper bulbs moving up and down to let it shoot at you while you maneuver around some kind of terrain, or incorporate falling blocks and pistons to block your way as a horde of enemies chase you
Imagine trial chambers dnd
Cool minigame for a server
On the loot issue, one modded item I think would work well in vanilla would be a disenchantment table. It would incentivize players to take otherwise undesirable enchanted armor to pull the enchantment off of it. That could be a new way to get treasure enchantments and give players a new way of getting perfected armor. Of course the cost of disenchantment should be high to prevent abuse of the table, but I think with some tweaks, it could be an interesting and valuable addition to the game. Perhaps lock it to the end so you have to venture out to access this (potentially) super powerful table.
My previous world before the trial chambers update, it regenerated the structure but not all of them, even i cant find the new spawner that opens with the keys
I think the only solution is to have different tiers of these chambers with higher difficulties to keep players coming back to it later in the game and encourage them to get stronger materials to do more, and to have any mob from the spawners to be marked and have special buffs or behaviors, like friendly fire to other mobs, poison effect (regeneration), or strength. I think it would be nice if these trial rooms were somehow shown in the nether so that you could go there at any point how far you were in the game and it could encourage nether portal links
Tbh I think the skulk generating inside looks awsome
I would prefer for it to have their own personal room and if mojang decides to go with it, special variants of zombies and skeletons with sculk on them. But to just have them overgrowing the structure at it’s current state, kinda is not to my liking, makes the structure look too saturated
I'm guessing: These dungeons exist... while the plain ol' square of cobble and mossy cobble with a single spawner and a couple of chests still exists as something completely untouched since their inclusion many many years ago.
I think new structures in snapshots always have their spawn rates super high, remember the shipwrecks during Ocean Update? The rate of spawn will probably be toned down later.
I cannot stress enough how well a mob like the illusioner would fit it, it's already in the game and is like no other mob, a ranged and self-duplicating mini-boss-ish mob. You could put the iceologer nicely with it.
I think that Trial Chambers should have a chance to spawn with an entrance on the surface, giving players a chance to access them easily or note their location down in future. I also think that dungeons like Trial Chambers proves Minecraft absolutely needs the bundle to not be in the experimental features anymore. The big issue with bundles is rabbits aren't as plentiful as compared to cows, horses or donkeys for leather, so maybe either make rabbits more common, or have bundles be optionally crafted with leather at the cost of being more expensive doing so.
Trial spawners should probably spawn the amount of enemies it has across more waves, imagine if a wave counter appeared above the trial spawner telling you the number of enemies in the wave, and the time until the next one after you cleared out the enemies spawned by the Trial Spawner. Imagine trial spawners added creepers that didn't destroy blocks, or like you say, add Minecraft Earth mobs and previous mobs like the Iceolloger (or even the Illusioner since it's sat in the files forever).
Let's be honest guys the trial chambers will be another failure for mojang but not because of the concept wich is actually interesting but because the game lacks the fundations for such change. The gameplay is still fragmented and just feels like an amalgamation of different mods put together that don't connect with each other. They should just stop adding new stuff and focus on creating a coherent idea of what the gameplay should be and how to fit in all the things they recently added.
I think they’re pretty good so far, honestly! I just think there’s some changes they could make and it would be stellar dungeon. Have you played them yet in a true survival setting?
@@TheGeekFactor I understand what you mean and yes they look great so far but I fear they will end up just like the mansion, too detached and isolated from the gameplay. Also I don't understand why they insist on adding a totally different structure while there are still many of them that need an upgrade. I think the trial chambers would have worked better as a dungeon update or an extension of the stronghold before reaching the end portal so that players had to go through it as a vital part of the game progression instead of an optional late game challenge. Another thing that I don't like is the amount of copper that's present. This ore is already useless for many reasons and now we can literally find it in it's pure form in absurd quantities. Why mining copper to build copper lamps when you can literally find them in the structure avoid the mobs and gain everything you need?
my thought is what if trial chambers spawned underneath jungle temples or other structures with a low chance, maybe adding an extra corridor or ladder down to them from the structure could be cool.
I do agree with a lot of your points. I dont have them on consile so i cant say about mob clutter but i do agree it would be cool with villager map and loot ect. I also just dont like the look with the copper oxidsation trim like theres no transition no single color it looks ugly with tuff. And i absulutley want diamonds to be renrwible because of those fireworks alone.... its just certain atmor trims are renewible and others arent.i also want the trial key to at least unlock mayge ancient bareels or luggage that the sniffer digs up qnd they have tuff sand gravel netheracc deepslate ect, and they could also have some other materials from the diffrent ruins around the world like wood or maybe even diamonds and wven more rare another trial key
Since they seem to spawn in the Deep Dark would be fun to see a Warden being spawn there.
I kinda saw the warden as a native mob only found in those underground cities, putting them in trial chambers as bosses in them would kinda make them less special in a sense. I know sculk is seen to spawn in trial chambers but it may have been a mistake. Besides, Though the developers never delivered on that “Special prize” wardens would drop if you manage to defeat it to gloat to your friends, I would much prefer it originating from a sculk-infested cavern or in said underground cities, their current drops are awful
@@Crooked_Bowl I dindt mean the warden should be the boss in trial chamber just that it would be funny if the trial chamber randlm generate im the deep dark and the Warden spawned.
@@heitorpedrodegodoi5646 now that would be something, even more if the warden would be hostile to anything that moved and it wasn’t just hostile only to players
@@Crooked_Bowl He is hostile to everthing, he might have a bias for players but he is hostile for everthing that makes sound.
The ugly is bogged bro 😂😢
I know it isn't happening but I wish bedrock would get the combat update stuff from 1.9
Some people didn't like them but I feel like it would add more strategy to the trial chambers and also sweeping edge and the swipe thingy are really cool
i dont know all the ins and outs of trial chambers and all that, but i think in some ways it would be interesting if some trial chambers put you into adventure mode until clearing it, so you cant simply rely on towering up or digging away from mobs that are chasing you. there would definitely need to be a particular design for the chambers in that trial chamber for it to work, but that was soemthing i was thinking about
why dose this only have 40 likes. most underrated yt channle
I think a LOT of improvements could be made to mob AI and behaviour which would in-turn greatly enhance the game, however it must be noted that creating enemy AI is often some of the most complicated and tricky coding you can do for any game. You usually want a dedicated specialist to handle it, and I don't believe Mojang has one of those.
To me trial chambers just lack real strategy. There should indeed be more mobs and more interesting ways to fight them: More rooms that are strategically designed to fight in interesting ways would be great, even though I dont have any idea of how they could do that, specially since I'm not a game map designer.
However, even with better rooms, fights would still be repetitive and mindless after a while since the core minecraft fight and nonfight mechanics are lacking in depth a lil bit. As usual, when minecraft adds something, the problem lies on the execution and existing gameplay systems instead of the idea itself
The reason mojang won't put diamonds in the trail spawner loot table is because diamonds are not supposed to be renewable
the oxidised copper is ugly af, it hurts my eyes. They need to mix in some of the other oxidisation stages to make it look better
Raw materials are WAY BETTER than any loot you can get from a vanilla minecraft dungeon.
Imagine opening a chest and getting 32+ raw iron, a dozen or so raw gold and a couple diamonds! THAT'S AMAZING!
this might be my new comfort youtube channel, i cant explain how much i love videos like this
This man is legitimately the only person I’ve ever seen who plays with left handed mode on lol
I think that although new mobs can be added and zombies can be given gear, I think the trial chambers should incorperate some of the forgoten, more interesting mobs. It would definately be interesting to have to fight shulkers along side a horde of basic zombies that are stuck on the floor. It would also be kinda cool if they had some flooded rooms with a gaurdian/ puffer fish spawner or something.
I also think that some of the rooms could utilize the dispensers even better. It would be a lot cooler if they had more activation methods than just buttons. Re-introducing things like tripwire hooks or pressure plates could lead to some silly situations, Especially if the dispensers will allways 100% full of items to toss around.
Otherwise, I think the trial chambers could be a great way for minecraft to rrefresh some of the old mobs & mechanics that are only seen once or twice throughout the game. This way, it gives the player something thats somewhat new, and challenging.
Shulkers are an end game mob, having them in the chambers would break game progression.
True, maybe if there was a way to instantly delete their drops when killed in the chambers they would fit a bit better@@darth3911
I like the trial chambers But… something feels missing especially with all those buttons. I’m thinking a mob that like crawls on the walls could push them potentially making new hazards
HOW come it took mojang so long to add proper dungeons?
Maybe there could be hybrid structures that are rarer and larger where there are a mix of both structures, like an interconnected stronghold and ancient city together.
I hope Mojang uses 1.21 in order to update and revamp the Combat System to make It more interesting
Great video as always !. In the trial chamber footage, what texture pack are you using ?
I'm not a fan of how these structures are implemented.
A lot of structures already give you iron and diamonds and the more structures Mojang adds the more they have to compete for your attention, these days with all the structures you find its not unreasonable to start getting gear on par with the Trial Chambers before you even start digging not to mention how much safer a village, mineshaft or a shipwreck is. The lack of any unique loot especially struck me as odd because without that why would anyone with anything short of iron gear or anything beyond iron gear ever go to these things? We have to remember iron gear is not hard to get, neither is some diamond tools, you'll likely have both within an hour or 2 of starting a new world and anything past that giving you iron tools is kinda useless.
I personally do think that mojang is hitting the nail on the head with this one. As an idea for locating the trial spawners I gotta suggest something I read on a comment, why not make them a variant of the stronghold, or combine the two altogether? All the different mobs would be like a warm-up for the dragon fight, and you get some good loot right before hopping in to the end! All just ideas though, and the trial spawners aren't done yet
These trial chambers look like strongholds done right imo. I’ve been feeling that Mojang should either upgrade or replace the strongholds since 1.19 with the ancient city.
they should finally add the illusioner by throwing him in the trial chambers
VidIQ Pointed out how well you are doing and it was surprising how many of us are subscribed to you!
Most dungeons, legends, and earth mobs should be in the trail chambers or inspired versions. Too much potential from the spins mojang failed. We can't let it go to waste
I feel the greatest problem with Trial Chambers is that you can’t redo them again and again. I mean, with the the Bad Omens effect that you can get from ominous potions which now drop from pillager captains, you can reset the trial spawners so that the can respawn enemies, and I’ve heard that normally trial spawners do reset on their own too. However, trial vaults do not reset, probably because Mojang doesn’t want people to farm them, but that’s plain silly. Trial vaults should reset every 7 nights or so in Minecraft, so that if you want to run a Trial Chamber again, you can do it. That way, it makes the structure much cooler and worthwhile to seek out, because it provides a constant challenge for players to enjoy.
Trial spawners do reset. I think vaults not resetting is fine
Good opinions.
Good comment.
Good reply.
responding to a couple points
I wish chests could like replenish or something, since blocks broken/placed and chests are what hinders the idea of returning to this kind of structure. maybe trial keys could open copper chests that replenish loot after a while, like how trial spawners take time to restock on mobs.
currently, the game lacks difficulty scaling. the zombie that annihilated you on your first day of playing the game (just me?) is now a joke, and the only real fear you have now is mobs wrecking what you made, creepers blowing up, zombies ruining your village, endermen griefing. while the game has shifted from a survival game to a sandbox game, it still lacks experiences that challenge the player, with only really bastions and ancient cities being what kills endgame players.
and mobs attacking each other is something that needs to be addressed. even in raids, friendly fire is still something that really hinders hostile mobs, and while seeing 2 skeletons attack each other when you have wooden tools is hilarious, it really makes mobs that shoot projectiles kinda useless if they spawn in masses, like piglins and pillagers.
also mossy skeleton should totally be a jungle and/or lush caves mob because strays spawning in tundras is cool
Pillagers cant attack eachother. Neither can piglins.Get your facts straight before you make critiques..
It’s entirely possible for a pillager to shoot another pillager when aiming at the player. Happens all the time Let’s be kind here.
He suggested that pillagers and piglins actively attacked eachother after being hit by another of the same mob, in order to defend his statement that pillagers in large groups cant defend themselves (which is entirely untrue).
Futhermore, although pillagers may hit eachother periodically, it barely interrupts the course of the fight and most likely the player will die after being swarmed by enough pillagers nonetheless.@@TheGeekFactor
The trailer had the spawners dropping diamonds
My major problem with the TC is that it's too much of a mini-game that takes me out of the minecraft universe into almost a Mario type game world. It seems out of place. And speaking of out of place, I don't see it fit into MC lore, and think it would be better for those to be in the End from both a lore and gmaeplay perspective.
B-better hostile mob ai???!! But that would ruin my afk wither farm!!!
4:05 I ve never been hit by these dispenesers
:10 gets hit by the dispenser
(srry I m 6months late)
I like the concept of them, but they are so ugly 😭 the orange, turquoise and dark gray is such an incoherent color palette.
I agree 😢
your content is amazing keep up the good work and im sure you're gonna make it eventually
I agree with your Good and Ugly points, but your Bad points I disagree with.
The rarity and difficulty of finding a chamber is good enough and probably doesn't need a map. It's better you can't take everything at once. It's more unique and encourages you to pick what you want most. I do not believe there should be more diamonds in Trial chambers, but iron ingots or emeralds are a great fit. Scaling loot won't be a thing, but unique Trial loot could be.
About new mobs and variants though, I strongly agree. The Chillager or any Dungeons mob could be right at home there.
This is a certified þ§ľÿř classic.
why do you have only 6.5k subs? amazing content, per usual!
my only beef with this dungeon is how it just looks like a 5 y/o built it, its so ugly
What was that red gem in the top right of your inventory in some clips. Is that a new 1.21 item or something from mods?
Might be my resource pack which changed emeralds to rubies for fun
What’s the song at 0:40
I feel like this is going to blow up
I think the worst part about this is that it’s completely unnecessary for the game. There’s so many updates this game needs, and this just adds so much complexity that needs to be solved on top of others.
but it's fun :(