Ancient City and Ocean Temples: when you’re forced to play by the rules of the structure

/u/Soffy21

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One thing I find fun in Minecraft is that you have multiple ways of beating every challenge. When it comes to structures, I am a very cowardly player, so I often choose to cheat in the way I play (especially when I started playing again last year for the first time since highschool).

Woodland Mansion

Vindicators and the Evokers are very powerful, but I easily beat them in my first playthrough by climbing to the roof of the woodland mansion, breaking the ceiling and shooting them (then moving to the floor below).

Trial Chamber

In my first encounter with the trial chamber, which I didn’t even know was a thing, me and my friend tried to do the ominous trial, and got killed like 10 times back to back to armored baby zombies. Then I decided to beat the trials on normal mode, build walls around them, and beat the ominous trials with the monsters locked in a prison. And I even beat the regular trials by digging into the walls and hitting/shooting the mobs from there.

Most other structures can also be conquered similarly, except for 2 exceptions: the Ancient City and Ocean Temples.

Ancient City

In the ancient city, beating the monsters isn’t the point, unlike any other hostile structure, because the Warden is extremely hard to kill, it drops no loot, and it can just spawn again after you kill it once regardless. The point is to steal all the loot, without being detected by the biome itself (and clearing all the shriekers if you want to use the structure for something).

And while I tried many ways, there isn’t a way to bypass this rule. You can’t bring overpowered gear and tear through the warden, you can’t dig through walls or underground (cus it has ranged attacks, and can hear you). You also can’t just run away from the Warden, as it’s insanely fast.

And while you can tower up high enough upon awakening the Warden and wait for it to disappear, you have to get back down to get the loot. So in the end, you’re forced to sneak around and use wool.

Ocean Temple

The ocean temple also forces you to play by its rules, in a very different way to the ancient city. Its way of doing is the mining fatigue that the elder guardians give you. This forces you to enter through the front door, and navigate the maze within the temple. Ofc, you can’t bring overpowered negate this with milk, but it is temporary, as the Elder Guardians can re-apply the debuff.

Another aspect is that the outer walls are one block thick, and the outside of the temple is more dangerous than the inside, as you can’t take cover. So you can’t go to a high place and stay out of the enemies’ reach, and you can’t move inside the walls. And due to how the guardians’ attack works, if they can see you, they can hit you, and the rooms are pretty small, forcing you to close range combat. This means you can’t have a situation where you can hit your enemy, and your enemy can’t hit you.

The third reason is that you are underwater, which has its inherent debuffs. Your mining is slowed, even when you drink milk, and you have limited breath, forcing you to use methods like placing down doors, magma or spamming torches to survive. These often pin you down in one place, and make fighting harder. In the end, you’re forced to play the Ocean Temple how the game wants you to play it.

My Thoughts

As much as I like thinking outside the box and cheating these structures, I also like it when the game forces you into a specific playstyle. It almost makes the ancient city and the Ocean Temple feel special, where the structure itself will not let you break its own rules. It also makes it a very unique and rewarding experience to actually beat them for the first time.

I do hope that Mojang adds more structures in the future that have an intended playstyle that you’re forced to follow. What I like about how it’s done in these 2 examples is that it is a natural result of the game mechanics, rather than an artifically placed limit, like an invisible barrier or something like that.

What do you think about this? And can you think of any other structure in the game that works similarly?

submitted by /u/Soffy21
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