Going into my first chamber i was expecting the trail vaults to regenerate their loot after a while because the spawners kept giving me keys, I was disapointed to find after some research that they actually dont. I think it would be cool if the vaults actually allowed you to open the vaults again not only as a way to use your keys but also as a way to make them actually replayable.
If just waiting on them feels a bit OP then they could be recharged with an item. Maybe you can combine a wind charge with an ender pearl or something to make an item that does it
Yes, it's a bit strange that the keys are renewable and the vault themselves are not. In my opinion, only standard vaults should be rechargeable, perhaps every hour or so with a key and extra item like you said.
I don't think ominous vaults should be rechargeable, however, as even the requirement of an extra item or a long wait time will still allow for the easy farming of some of the most OP items: heavy cores, diamond blocks, etc. and will make certain aspects of the game redundant.
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In addition to the recharging vaults, they should change the loot to not include most of the food items. If you're doing a Trial Chamber, chances are you're going in moderately prepared and have a decent food source already. You shouldn't be unlocking vaults and getting a single Baked Potato, or Cooked Chicken, or Bread. Like what good do those things actually do anyone? How desperate do you have to be to be excited about those rewards?
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
My reply got deleted due to a glitch when posting that caused it to appear posted when it actually wasn't. Thanks, broken forum stuff. That's another glitch the mods will need to see if they can fix or just unsolvable code/cloud nonsense...
In addition to the recharging vaults, they should change the loot to not include most of the food items. If you're doing a Trial Chamber, chances are you're going in moderately prepared and have a decent food source already. You shouldn't be unlocking vaults and getting a single Baked Potato, or Cooked Chicken, or Bread. Like what good do those things actually do anyone? How desperate do you have to be to be excited about those rewards?
If you run out of food, you will be glad they drop food.
Yes, it's a bit strange that the keys are renewable and the vault themselves are not. In my opinion, only standard vaults should be rechargeable, perhaps every hour or so with a key and extra item like you said.
I don't think ominous vaults should be rechargeable, however, as even the requirement of an extra item or a long wait time will still allow for the easy farming of some of the most OP items: heavy cores, diamond blocks, etc. and will make certain aspects of the game redundant.
OP's suggestion fixes the OP issue of farming these items (energy req). Again, heavy cores are not an OV guarantee. Also, keys are currently renewable despite vaults not being, because it's easier to lose one than to break a vault (if they even can be mined or blown up). Just dropping a key when dying or pressing q is enough.
Going into my first chamber i was expecting the trail vaults to regenerate their loot after a while because the spawners kept giving me keys, I was disapointed to find after some research that they actually dont. I think it would be cool if the vaults actually allowed you to open the vaults again not only as a way to use your keys but also as a way to make them actually replayable.
If just waiting on them feels a bit OP then they could be recharged with an item. Maybe you can combine a wind charge with an ender pearl or something to make an item that does it
I support this suggestion IFF you include the recharge component, but even then, autocrafters exist now, and they plus hoppers means energy is not a barrier to OP item farms.
Rarity =/= balance, people, this has been echoed many times over the years...I just wish Mojang heard us on this because maces are now tridents 2.0, uselessly rare and too valuable to bring in practical fights except as grinding tools for other super way too rare items/mobs.
Rarity =/= balance, people, this has been echoed many times over the years...I just wish Mojang heard us on this because maces are now tridents 2.0, uselessly rare and too valuable to bring in practical fights except as grinding tools for other super way too rare items/mobs.
I agree with what you're saying about the mace, but not with the comparison to tridents.
Tridents are indeed rare (and only in the Java version), but for no real reason because they're not overpowered at all, unless I'm missing something about them? I've used it while caving and it seems quite inferior to either a sword or a bow. It's both weaker and slower. It's also largely useless without a particular enchantment, and I thought Mojang once said they didn't want something to be that way which is why they increased elytra durability. Tridents have issues, and mostly in Java, but being overpowered in combat doesn't seem to be one of them.
Maces, however, are not underwhelming but are more the opposite. The justification I've seen, besides being rare, is that it's either risky or impractical to get good use out of it. I don't see it? Doesn't an enchantment allows you to set this condition up quickly and easily by merely attacking something to begin with? Doesn't another enchantment grant even higher damage at fall distances that aren't even close to lethal? it seems like the "risks" and "conditions being niche" aren't even remotely true.
Are the mechanics of the mace fun? Yes. Should it exist? Sure. Should it be anywhere near as strong (or rare) as it is? I don't think it should. It should be much weaker but also much more common.
I worry that perhaps Minecraft is seemingly entering "late stage games as a service" design philosophy in some ways. I guess they do this for player engagement? The new stuff needs to bring in players/bring players back to keep the monthly players/market sales up?
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Like I said, most people who are doing the chambers, already have a decent food source. And if they're smart, won't go into a chamber with a low amount of food on them. I myself have things set up to always have more food in my ender chest if I do happen to run low.
Otherwise, the ability to recharge both vaults should be a thing. Ominous vaults should require more resources to do so, and maybe have a longer timer on it before being able to recharge it.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
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so i went into the trial chamber in the mineshaft. i just broke in througfh the wall after follwowing it down by the side walls. there was a spawner there generating skelitons.. i did find three chests. all had honeycomb and arrows. good thing i had my sheild to protct me from skeletons. did not find any food unless i can eat honeycomb? havent been past the spawner yet. i put a torch next to it. hopes it worked.
I agree with what you're saying about the mace, but not with the comparison to tridents.
Tridents are indeed rare (and only in the Java version), but for no real reason because they're not overpowered at all, unless I'm missing something about them? I've used it while caving and it seems quite inferior to either a sword or a bow. It's both weaker and slower. It's also largely useless without a particular enchantment, and I thought Mojang once said they didn't want something to be that way which is why they increased elytra durability. Tridents have issues, and mostly in Java, but being overpowered in combat doesn't seem to be one of them.
Maces, however, are not underwhelming but are more the opposite. The justification I've seen, besides being rare, is that it's either risky or impractical to get good use out of it. I don't see it? Doesn't an enchantment allows you to set this condition up quickly and easily by merely attacking something to begin with? Doesn't another enchantment grant even higher damage at fall distances that aren't even close to lethal? it seems like the "risks" and "conditions being niche" aren't even remotely true.
Are the mechanics of the mace fun? Yes. Should it exist? Sure. Should it be anywhere near as strong (or rare) as it is? I don't think it should. It should be much weaker but also much more common.
I worry that perhaps Minecraft is seemingly entering "late stage games as a service" design philosophy in some ways. I guess they do this for player engagement? The new stuff needs to bring in players/bring players back to keep the monthly players/market sales up?
Tridents are useless without enchantments but become significantly OP with them, at least for one on one combat. They are hard to replace and these specifics uses are also tools - for getting lightning mobs, and fast travel in watery spaces. And triggering neutral mobs from a safe distance, rarely. Maces are OP in general even after the nerf, but are hard to use and harder to obtain. I don't think grind rarity is interesting so I rarely bother with these kinds of weapons.
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Base Tridents do 1 more damage than a base Netherite Sword, and have more utility as mentioned earlier. With enchantments, Tridents become ridiculously strong. Not to mention, it is both a melee and ranged weapon. Just imagine being able to use a Crossbow as a melee and do the same damage, both ways.
By contrast, Maces seem overhyped. To get the full benefit from them, you have to gain height. Who is realistically gonna stack up 5+ blocks for more damage? It just seems like a strange weapon to have introduced with such a mechanic. The rarity of it should probably be reduced, as I personally don't think it'll see much use the later we get from introduction. People will revert back to tried and reliable methods of damage that require little to moderate effort to fully utilize.
Understandably, people will have differing opinions and disagree, as is their right.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Base Tridents do 1 more damage than a base Netherite Sword, and have more utility as mentioned earlier. With enchantments, Tridents become ridiculously strong. Not to mention, it is both a melee and ranged weapon. Just imagine being able to use a Crossbow as a melee and do the same damage, both ways.
By contrast, Maces seem overhyped. To get the full benefit from them, you have to gain height. Who is realistically gonna stack up 5+ blocks for more damage? It just seems like a strange weapon to have introduced with such a mechanic. The rarity of it should probably be reduced, as I personally don't think it'll see much use the later we get from introduction. People will revert back to tried and reliable methods of damage that require little to moderate effort to fully utilize.
Understandably, people will have differing opinions and disagree, as is their right.
Tridents don't seem that strong to me when I've used them. You can't do crits with them as far as I know, as well.
Going into my first chamber i was expecting the trail vaults to regenerate their loot after a while because the spawners kept giving me keys, I was disapointed to find after some research that they actually dont. I think it would be cool if the vaults actually allowed you to open the vaults again not only as a way to use your keys but also as a way to make them actually replayable.
If just waiting on them feels a bit OP then they could be recharged with an item. Maybe you can combine a wind charge with an ender pearl or something to make an item that does it
Yes, it's a bit strange that the keys are renewable and the vault themselves are not. In my opinion, only standard vaults should be rechargeable, perhaps every hour or so with a key and extra item like you said.
I don't think ominous vaults should be rechargeable, however, as even the requirement of an extra item or a long wait time will still allow for the easy farming of some of the most OP items: heavy cores, diamond blocks, etc. and will make certain aspects of the game redundant.
Yeah i agree with the ominious ones. Those should be more special
In addition to the recharging vaults, they should change the loot to not include most of the food items. If you're doing a Trial Chamber, chances are you're going in moderately prepared and have a decent food source already. You shouldn't be unlocking vaults and getting a single Baked Potato, or Cooked Chicken, or Bread. Like what good do those things actually do anyone? How desperate do you have to be to be excited about those rewards?
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
My reply got deleted due to a glitch when posting that caused it to appear posted when it actually wasn't. Thanks, broken forum stuff. That's another glitch the mods will need to see if they can fix or just unsolvable code/cloud nonsense...
If you run out of food, you will be glad they drop food.
I don't agree because heavy cores are not guaranteed from OVs. I prefer none for both keys and vaults or renewable for both, leaning to latter.
OP's suggestion fixes the OP issue of farming these items (energy req). Again, heavy cores are not an OV guarantee. Also, keys are currently renewable despite vaults not being, because it's easier to lose one than to break a vault (if they even can be mined or blown up). Just dropping a key when dying or pressing q is enough.
I support this suggestion IFF you include the recharge component, but even then, autocrafters exist now, and they plus hoppers means energy is not a barrier to OP item farms.
Rarity =/= balance, people, this has been echoed many times over the years...I just wish Mojang heard us on this because maces are now tridents 2.0, uselessly rare and too valuable to bring in practical fights except as grinding tools for other super way too rare items/mobs.
Thankfully, I've never seen that one.
I agree with what you're saying about the mace, but not with the comparison to tridents.
Tridents are indeed rare (and only in the Java version), but for no real reason because they're not overpowered at all, unless I'm missing something about them? I've used it while caving and it seems quite inferior to either a sword or a bow. It's both weaker and slower. It's also largely useless without a particular enchantment, and I thought Mojang once said they didn't want something to be that way which is why they increased elytra durability. Tridents have issues, and mostly in Java, but being overpowered in combat doesn't seem to be one of them.
Maces, however, are not underwhelming but are more the opposite. The justification I've seen, besides being rare, is that it's either risky or impractical to get good use out of it. I don't see it? Doesn't an enchantment allows you to set this condition up quickly and easily by merely attacking something to begin with? Doesn't another enchantment grant even higher damage at fall distances that aren't even close to lethal? it seems like the "risks" and "conditions being niche" aren't even remotely true.
Are the mechanics of the mace fun? Yes. Should it exist? Sure. Should it be anywhere near as strong (or rare) as it is? I don't think it should. It should be much weaker but also much more common.
I worry that perhaps Minecraft is seemingly entering "late stage games as a service" design philosophy in some ways. I guess they do this for player engagement? The new stuff needs to bring in players/bring players back to keep the monthly players/market sales up?
Like I said, most people who are doing the chambers, already have a decent food source. And if they're smart, won't go into a chamber with a low amount of food on them. I myself have things set up to always have more food in my ender chest if I do happen to run low.
Otherwise, the ability to recharge both vaults should be a thing. Ominous vaults should require more resources to do so, and maybe have a longer timer on it before being able to recharge it.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
so i went into the trial chamber in the mineshaft. i just broke in througfh the wall after follwowing it down by the side walls. there was a spawner there generating skelitons.. i did find three chests. all had honeycomb and arrows. good thing i had my sheild to protct me from skeletons. did not find any food unless i can eat honeycomb? havent been past the spawner yet. i put a torch next to it. hopes it worked.
Tridents are useless without enchantments but become significantly OP with them, at least for one on one combat. They are hard to replace and these specifics uses are also tools - for getting lightning mobs, and fast travel in watery spaces. And triggering neutral mobs from a safe distance, rarely. Maces are OP in general even after the nerf, but are hard to use and harder to obtain. I don't think grind rarity is interesting so I rarely bother with these kinds of weapons.
Base Tridents do 1 more damage than a base Netherite Sword, and have more utility as mentioned earlier. With enchantments, Tridents become ridiculously strong. Not to mention, it is both a melee and ranged weapon. Just imagine being able to use a Crossbow as a melee and do the same damage, both ways.
By contrast, Maces seem overhyped. To get the full benefit from them, you have to gain height. Who is realistically gonna stack up 5+ blocks for more damage? It just seems like a strange weapon to have introduced with such a mechanic. The rarity of it should probably be reduced, as I personally don't think it'll see much use the later we get from introduction. People will revert back to tried and reliable methods of damage that require little to moderate effort to fully utilize.
Understandably, people will have differing opinions and disagree, as is their right.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
Tridents don't seem that strong to me when I've used them. You can't do crits with them as far as I know, as well.
I'll still maintain, that Tridents have far better utility compared to other weapons. The plus side, outweighs the down side.
Regardless, Vaults need to have better loot in general, or better odds at a mediocre weapon.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
I will defer to agree.