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My honest thoughts on recent Minecraft updates
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- เผยแพร่เมื่อ 17 ส.ค. 2024
- In this Mumbo Jumbo Minecraft video, I take a look back at recent Minecraft updates from the past few years including the Minecraft 1.21 Tricky Trials update, and assess whether or not I believe the added features are good, if Minecraft is heading in the correct direction, and if we have had enough content added over recent years.
BIG RON'S: mumbo.store/
Filming channel: / thatmumbojumbo2
Instagram: / officialmumbo
Twitter: / thatmumbojumbo
I think this a great example of 'there is no one true Minecraft player'. People speak on behalf of the Minecraft community assuming all players want what they want. The reality is, the game is very broad and has a huge number of play styles that need to be carefully considered with every update. What one player really wants, might make another player quit entirely, so it makes development for Minecraft uniquely challenging.
SPOILER BELOW:
My controversial opinion is that Mojang are actually doing really quite well at a fairly impossible job.
I agree!
Honestly same, though it does feel with all the updates recently more so like you are playing modded minecraft. However, updates like caves and cliffs have vastly improved the gameplay
100% agree. People cry way too much over a company that quite literally has to update for millions of people and can't screw up because Microsoft is also breathing down their backsides
I think too many people believe that mojang spends like an hour a day on there game when in reality they spend practically all there time trying to improve the game we all love
Yeh
About the mob vote (and I can’t remember if I’m paraphrasing someone’s idea or was just inspired by a video I saw about it), I think it would be much better received by the community if mojang approached it as “what mechanic do we want to introduce.” The largest issue is that, on top of losing out on two mobs, you lose out on two mechanics. Imagine if the glow squid lost, yea the squid would be gone but so would glowing signs. If all three of the mobs did the same thing, people wouldn’t feel fomo about the lost mechanics which would placate a lot of people. Imagine if , for the next mob vote, mojang wanted to introduce a way to farm sand. They suggest three mobs, the mummy, the shrew, and the sand golem. All three of these mobs give the player sand in some way. Now, no matter how the people vote, farmable sand will be added to the game. People are mad because they are voting for mechanics, not mobs. They are given a say in the way the game develops and then often stripped of it. Approaching the mob vote mechanic-first would eliminate this negativity.
I REALLY LIKE THIS IDEA!
Perhaps, but then they cant make those mobs IRL animals, those get people really attached to, not just the mechanic they bring, like the last mob vote
Bump! This, together with the idea of losing mobs being implemented in later updates could change the situation completely.
This is a fantastic idea!
That is such a good argument, why didn't I think of it myself?
This man knows a lot about internet discourse for someone with 1 minute of internet access per day
he has 1 minute of internet access per day?
i know that reference
@@kayyayeareyeah. He has a 1 min timer on certain apps and websites and his Girlfriend has the code
@@kayyayeare He has a 1 minute time limit on a lot of social media apps (like twitter) that he set himseld
On his phone at least
I’m so old that ocean monuments and horses still feel like new updates
I remember jungles being added 💀
oh my goodness yes to me the ocean monument and rabbits and guardians feel new
@@You-ul8qw the rabbits holy shit how useless
@@x4vierm so you have never had to survive in the snow, huh?
I remember seeing the horses mod and thinking about how cool it was from the top of my saddled pig 😂
My biggest issue with new mobs is that they clearly don’t want you to kill them. Most of the new mobs don’t drop anything. Not even exp.
The vegans probably gave a bad review💀
@@Kaasvreter42 Basically. The entire reason mojang doesn't add sharks is because they don't want people to kill them. It's fucking stupid
@@flimby872 why does being able to kill sharks give you a boner? That says more about you than it does Mojang.
@@flimby872Sharks really don’t kill people, BUT if they added vending machines they’d need to be hostile mobs
@@hackerkiller2131 I know that, but mojangs reason is they don't want people to kill sharks so they won't add them, which is fucking stupid
9:08 Actually, poison would be a great reason why frogs should spit a glowing block of gunk after eating fireflies.
YESSSS
Actually actually, get this man a job at Mojang😂
I wish I could hit the like 1000 times!!
I am not picking sides but don't try to put me in a online war but you do have a point.
@@DragonTiton-rt3he Too late, your in it now, quick everyone get him! 😅
Honestly, I think the game should have more ambience. In a single player world the game feels so lonely and you're alone in this vast world. Having some birds going through the sky and at night fire flies and nature sounds would make the game more immersive.
Yes
More things going on in the background would be lovely
Bugs and birds are lacking
Ambience would certainly be a win for builders, explorers and mapmakers.
this. "useless" ambient mobs are not the problem - ambient mobs who don't DO anything ambiently are. think about the work that went into making crimson forests feel alive, the way that hoglins and piglins interact. it's honestly such a good biome to sit and watch for a bit (in a safe spot of course!). the fact that the sniffer bumbles about and drops to sniff and dig adds life to him that is frankly missing from other mobs. Just imagine if polar bears interacted with the world more without it being aggression at the player - if when sailing past you saw them chasing cod, or even drowneds!, in the water. it would add a lot, i think.
Ambient mobs could just have interactions with each other, so they won't be "useless". The arguably most useless mob - the polar bear - could at least go swimming to hunt for fish
Absolutely. I always play with ambient sound mods installed, so going back to vanilla feels so lifeless.
maybe we should be voting for the theme of the next update instead of a mob or biome.... bc that way mojang still has a lot of creative wiggle room since there aren't any precise expectations
Yes that will be good
Hence why the biome vote was the best vote, because it was not hyper specific and mojang told us in advance they would add all of them. Here we are forced to choose which mob and (as a comment state above) which mechanic we want to lose forever, it is terrible.
This will be even worse. I don't believe that there will be no players who will go "we want all 3 updates why are you making us choose".like imagine if they put out end and redstone update in same vote. WW3 will follow very soon
Catching fireflies in a jar and using it for lighting would be so cool
better than adventures reference?
As someone who actually lives in a birch forest, they need to make them taller and add underbrush. Personally, I'd base it off of some of the Scandinavian or northern minnesotan forests
They had the concept art
But never did it
Whywhywhywhywhy?
Also, the unsaturated grass block color seems like a weird choice. In my experience, Birch forests tend to be quite vibrant green. Same goes for birch leaves, I don't really see a reason why birch leaves are darker and less vibrant than oak leaves in the game.
Tall birch forest biome:
its a shame because birch forests are absolutely breathtaking irl.
There is the Old Growth variant if you want big birch. I suppose you have to make the underbush yourself...
I love that the moment he grabs the spyglass he goes "Aha"
By now it is a genetic thing. An instinct, that will be passed on to futur generations and when pirates on wooden ships one day come back, the most reveerd ones will be able to trace their lines back to those brave souls of the southlands.
same
This crahazy
I got the flahaaashbacks as well 😂
And when he said that, I went "Ah, ha!"
If minecarts could get a bit more advanced, like linking 2-3 together or a hopper cart that could lay tracks, an engine cart rework since smelter cart is basically useless at this point.
I would be happy with any additional functionality.
we may get that one day, given how boats are now lead-able in java as well as bedrock, now.
Wide as an ocean, deep as a puddle has been the Minecraft design philosophy for the past 10 odd years
Plenty of new features, but almost every single one is so self contained you probably wouldn’t run into them unless you were actively seeking them out. It’s as if they’re afraid to inconvenience players with a new thing to do in the core gameplay loop.
Seriously. Give me a reason to excavate trail ruins *besides* a music disk, armor pattern, and some crumby pots!!
What's crazy is that Redstone fundamentally is a very deep system in minecraft, and every time they add into it, the more it's depth increases.
But the rest of the game is very bare, which is odd cause why are they so creative with redstone?
Building is very deep which is good it’s Minecraft whole point
I want more birds. Crows for forrests, Ravens in mountains, seagulls for beaches and oceans, Ducks in rivers. Im sure there's more possibilities
100% agree. Migrating geese, owls, the long awaited vultures... and PENGUINS! Lots to choose from.
@miabua73 That would be awesome. Sleep the night walk out of your house and look up to see a flock of Geese in a V formation flying over head
Maybe they'll finally rename the "The Parrots and the Bats" advancement
Rivers is something I would love to see in minecraft. But I gess it is kinda impossible.
Sure, there are "rivers", but its basically a big lake. I would love the idea of water moving, but that's just a desire since it would be impossible/unpractical.
Yess but I think the main reason they haven't been added is like Mumbo said: they'd be cool, but it's hard to justify adding mobs without a realistic purpose in the game.That being said, I'd love some birds :)
My biggest complaint is that the game is a mile long and an inch deep. They need to expand on the features they’ve already added, like look at archaeology, they added the trail ruins and suspicious gravel, like cool, pots and sniffers, now you never need to touch them again. (Although relic is an amazing music disc). The baseline is there, they need to expand rather than adding something new then completely forgetting about it
I disagree adding blocks is never an inch deep thing because a blocks purpose is to be built with and building has endless possibilities and Minecraft is a game about mining, crafting, exploration and building
Adding a new different type of pot or place to explore might not be super exciting but the game is only an inch deep depending on how you play
If you place a pot a fence gate and a dragon egg on top of each other in that order you can make an amazing lamp one inch deep my ass
I thought about this 2, specially with biomes, maybe it's just me but instead of the next new biome being in the over world why not just add new nether ones, why regard new nether biomes to just one big update and forget about it.
I totally agree, I'm very happy about the various QoL updates and the many building blocks... But I feel like some additions could be explored more, like adding useful uses for copper other than building, more incentive to search for hostile structures/dungeons and a way to find them that doesn't need you to look up the wiki to know where/ how they spawn...
That said I like the new chambers and maces, I feel like the mace is a weapon that takes skill but it's very powerful and satisfying.
They have to keep everyone happy but changes like new optional combat mobs, atmospheric particles to forests and more (optional) vertical progression aren't really going to affect ppl who don't like that stuff but attract and entertain those who want more of a challenge.
In my opinion they are putting too much weight on building and not enough to exploration, combat, atmosphere and depth in general.
Forgot about some armour trims
@@oldfrozenwolf6803 To be fair, building is a large part of Minecraft but that also is just an inch deep. They have never ever added building mechanics or expanded upon it (besides new blocks). It's just place 1 block or break one block.
How about exploring more building mechanics like a builders hammer that changes block states (hello debug stick), or new block types like vertical slabs or slopes. Or new tools that make building easier that for example place multiple blocks at the same time or a tool that allows random blocks to be placed.
That is what @NateSurvivor means I think by Minecraft being an inch deep?
It is absolutely possible to have "vertical progression" that isn't exclusionary.
Access to netherite tools is vertical progression. It doesn't prevent anyone else from participating in the same activities - you never need netherite tools.
Access to elytra is vertical progression. It doesn't prevent anyone else from getting anywhere: anywhere you can get with elytra, you can get without elytra.
This idea that we can't have vertical progression because it would hurt accessibility is one of the worst aspects of the game, and it's really dragging down the design. There is enormous opportunity in Minecraft for vertical progression that just eliminates tedium. Just like as you progress, you can unlock faster, more efficient tools, beacons, faster movement through the nether, etc. The game barely scratches the surface of the opportunities here though. There are an absolute ton of possibilities.
There could be more vertical progression that helps bridge the gap between playing with and without mob farms - not as efficient as mob farms, but letting you be more efficient so you don't feel like you absolutely NEED mob farms. Some of it is already almost in the game - iron veins make cheesy iron farms a much less essential thing...except that there's no way to find them without a ton of tedium that would be better spent just making an iron farm. If you could earn a way to find them through progression, that would change the game (while still leaving iron farms useful).
A lot of simple world-edit features could absolutely be part of vertical progression: a way to place a wall faster, flood-fill, making spheres, etc. It'd still be a lot less powerful than worldedit, there's nothing you couldn't build without them, you'd have to earn them, but they'd be fitting rewards.
Inventory management is just begging for it. Things like toolbelts to swap inventory rows, ways to organize inventory, etc. Again, none of these things are exclusionary: if I've unlocked a way to sort my inventory and you haven't, you can still do all the same things as me. If I've unlocked toolbelts that swap the items in hotbar more conveniently, you can still do basically all the things I can do.
What if you could unlock a successor to scaffolding - same purpose, but more convenient (like imagine a platform you could punch to move it sideways or down)?
What if you could unlock a way to blueprint and ghost a building? You stick some glasses on your head slot and a schematic in your off-hand and you see ghostly outlines of where blocks go to help you build something. Imagine what that could do for build tutorials too!
What about a way to control/influence weather?
There are so many possibilities it's crazy.
Some of the existing vertical progression just needs to be reworked. Enchanting is balanced around a decade-old idea that tools should be disposable, to prevent making uber-tools...but that's what everyone aims for now, just with a bunch of clunky extra complexity. A simple mod that removes the prior work penalty for combining enchantments makes a huge positive difference to the feel of progression.
There is also very little sense of progression outside of combat. Even without cheesey mob farms, I can build fantastic contraptions with automated farms that feed automated smelters that feed automated crafters that feed automatic sorters. But why? It makes for a cool youtube video, but there's no point to any of that in the game. Even for megabuilds, which are not a normal activity for normal players, you only need a fraction of that. What if there was some progression there? Like some useful power you could achieve by being able to pump a ton of fuel into smelters - maybe a magic furnace that takes a ton of fuel to transmute blocks or something.
On the whole, I think the updates have been fine, just very, very conservative. They are clearly very, very afraid of messing with the formula, which makes sense given how much money is involved. I'm sure there are twenty layers of bureaucracy around every addition to the game, and the default answer is "no". Mods have also had kind of a negative effect here too - things that probably would have been put in the game end up relegated to modding, and even when those things do get added to vanilla, it's very begrudgingly, after years and years, like the really obvious addition of the autocrafter.
Amazing explanation. I've always been horrible at putting my feelings and thoughts into words but u did it here
I think most of your examples are against the spirit of the game but I agree in general that vertical progression should not be such a boogie man. There is indeed a whole lot of room for it.
At the moment minecraft is a mile wide and 2 inches deep (except for tool progression which was the original foundation of the game and now is just an odd tumor sticking out of a largely horizontal game).
@@glowerworm I think your reply highlights some of the real problems.
Any vertical progression that ISN'T exclusionary will change the game. It has to. If the progression isn't horizontal than either the progression changes how you interact with existing systems or it gates access to new systems.
So if you want non-exclusionary vertical progression, you are going to have to allow Minecraft to change. If the "spirit of Minecraft" is just the way it currently is, where you have to grind for everything, place every block by hand, etc., then you actually can't have non-exclusionary vertical progression. Non-exclusionary vertical progression has to replace some of the existing gameplay.
Look at netherite tools for example. The fact that they're protected from lava removes one of the harshest penalties in the game. And many people didn't like it! The spirit of Minecraft was that lava gives you these really dramatic moments where you can lose everything. But getting protection from that was part of the progression. Without that, they're just another tier of slightly faster tools - in fact, if you don't want to change the actions of the game, adding more tiers of slightly faster tools is the only thing you can do! Nearly every other activity in the game is already instant or trivially parallelizable (like putting down more furnaces).
If the game has to stay basically the same because the tedium and inconvenience is part of the spirit, in that case Mojang is right not to add any significant elements to the game - it really can't be done.
@@M0du5Pwn3n5 i don't mind inventory changes but build schematics go too far. They have no diagetic explanation. And world edit should be a creative mode option but it changes the core gameplay loop of survival mode
@@glowerworm I understand that, but you are kind of proving this video's point: you will only accept very minor changes to the game. Things that remove too much building tedium are only acceptable in creative mode, etc.
It would be very easy to create a diegetic explanation for schematics. The game has literal magic!
But if removing those things changes the "spirit" too much, if too much of the spirit is just about doing things the way they're already done, and the only additions allowed are things like slightly faster tools and slight inventory improvements, then Mojang is stuck between a rock and a hard place: they don't want to add exclusionary content, but they can't add rewards that make the existing gameplay more convenient because most of them will be seen as hurting the spirit of Minecraft.
And maybe that's true. Maybe huge amounts of tedium is too much a core part of the game for too many people. Some people don't think a build is impressive if every block wasn't placed individually by hand over hours and hours. And while I personally can't stand that, I get it, and it's a good illustration of what Mumbo was saying about the game being many things to many different people.
So maybe I was wrong and actually there isn't much room for vertical progression! There is probably too much community investment in the fact that things SHOULD be tedious and anti-tedium progression is basically cheating (should only be in creative mode, hurts the spirit of Minecraft, etc.).
Vertical progression isn't limited to harder mobs or enemies. It's player against environment, not player against enemies.
It's about unlocking new tools as you master your existing ones. In tech mods, vertical progression often takes the form of automation. What was once a challenging task that requires your full attention eventually becomes just another cog in the tapestry of a much larger mechanism. This is the appeal of games like Factorio.
Other mods have a more open-ended approach to it. I personally think Witchery was a fantastic mod for this reason.
Vertical progression is about providing motivation for the player to engage with the game's systems and push the limits of what they can achieve.
The idea that vertical progression is just Terraria (also a fantastic game) style unlocking gear to beat stronger enemies is severely stifling the discussion.
Building an iron farm from iron golems is also vertical progression. It's just bad vertical progression because it's unintended, unintuitive and offers a disproportionate reward-effort ratio that completely kills all alternatives once you know how to make one.
I resonate most with this comment. I love Minecraft for a lot of reasons, one of which is the progression, working from some wood, all the way up to netherite to insta-mine blocks and building these structures of grandeur is fun to see happen, in real time no less. But I can only build so many big builds before things like resource collection and actually building becomes boring. Not saying I want this game to be like Factorio, I don't want bots everywhere building everything for me with little to no effort, I WANT, to build those things, but adding things to lighten that tedious process will almost never be a bad thing, just so long as you actually have to work for those effort lightening items that up your productivity.
Also not saying I want this game to be like Terraria, which the main vertical progression is getting a good armor tier, beating a boss, getting a new armor tier, etc. Minecraft is not Terraria, I don't play Minecraft to fight the dragon and win the game, I play it to build things with cubes. And while I do agree that the Minecraft comparison is stopping the discussion because of the differences in their gameplay loops, but getting better metal tiers in Minecraft, DIRECTLY relates to how fast I get the resources to build something. And again, I'm not saying I want 200 armors in Minecraft, I'm just saying that the vertical progression of metals in Minecraft is very important to how almost anyone enjoys the game, whether you want to just kill the dragon, or build mega builds.
As well as that, building farms like Iron and mob farms severely hurts the enjoyment factor because sometimes there really is just no better way to get certain resources on a mass scale, and I don't want a giant pillar in my world causing lag because of the amount of dying Iron Golems because the nearest iron ore vein is 5000 blocks away after I've exhausted all the other ones nearby.
Minecraft has a lot of problems, and it also has a lot of good things, but people saying they should only be playing Minecraft for building giant things and don't care for the progression are just not it. I actually kind of find it rude because of how the game integrates the vertical progression into the horizontal as I mentioned before with the whole netherite decreases that grind. People want more vertical progression BECAUSE they want to build the giant things, but because Mojang keeps adding new blocks, we have loads of horizontal progression, but the vertical progression struggles to keep up because of the lack of it during late-game.
I actually found that mention of the creeper really funny. If the creeper hadn't been added till recently, and say, won a mob vote, I feel like people would actually hate it. Just randomly getting blown up after hearing a slight hissing sound. Which is interesting to think about, is the creeper not hated just because it's been around for so long and is kind of the mascot for the game?
Yeah. At this point the creeper is so iconic, it basically is the embodiment of Minecraft!
And I love how it is mentioned in the video that current mojang would never add the creeper, but then also the players wouldn't accept the creeper if it got added today
And creepers actually got toned _down_ since they were first in the game.
Aw man!
I just wish the gamerule mobExplosionDropDecay was set to false by default so I can rebuild the holes they leave without wasting my own blocks. That’s probably the most annoying bit for me.
I get that there are probably game design reasons to giving you a penalty for being careless around caves or what not but I think blowing up part of your base is enough. Deleting blocks entirely from existence is a bit much.
I want creepers to not exist in certain bioms like in dripstone caves and
lush caves, it would make the bioms more interesting to build there
I don't think I've EVER beaten the ender dragon in survival, and I've been playing the game for 12 years. I just never felt the need to.
Same lol. Except I just never had good enderman and diamond spawns.
Because Minecraft doesn't really have proper progression. There is nothing to push you towards the End. Nothing to make you want to do that.
@@Alex_Barbosa You can set your own goals for your own survival world. Beating the ender dragon isn't what survival mode is all about
@@MasterProgrammer423 Yes but when talking about people never beating the Ender Dragon, this is the main reason why. Games use alot of different methods that push you in certain directions depending on what the devs expect you to do, sandbox games included. Minecraft has very very little to push a player towards the End at all.
@@Alex_Barbosa I already said you can set your own goals in survival mode. Let’s say you want to work on a massive project. You will most likely need an elytra which is easily obtainable after beating the ender dragon. Or maybe you could start a massive farm and become rich which doesn’t require beating the ender dragon. In some cases, people don’t beat the ender dragon because they keep on dying. But survival mode requires some skill so they’re just not good at the game
My biggest problem with new Minecraft updates is how they only had features, mobs and items you just almost never see in your playthrough. Armadillos are rare, Allays are rare, I'm not even gonna talk about the Sniffer... Trials Chambers are rare as well, I miss the time they would either add an entire new biome, revamp either a common biome or a dimension like the ocean and nether update or add new everyday features that serves you from the very first moment you start a world. And it's not like it's impossible. The end dimension is almost begging for an overhaul update, same for those good old cubic dungeons, and the general entire world (overworld/nether/end) lacks life ; it needs more structures, like way more, even if it's nothing and don't give loot, but like, ruins, random old houses, abandonned campfires, random farms, old barns, fish huts, old statues, even things as simple as fallen trees or big rocks, for the love of god this game needs more diversity because for a 8 years + player, a new ultra-rare structure won't make his game more special, it will just stays the boring, life-lacking game that it was before the update.
There are fallen trees, and mushrooms, in the forest biomes and mossy cobble boulders in the mega taiga biome. The whole reason why there weren't any structures, and still aren't many, in Minecraft is that it is supposed to be a blank world for the player to create in. You want a ruined house next to that river, then go build it. You want to explore a world full of such things then download one, there are plenty, and most of them are free.
@@SevCaswell There aren't any fallen trees on java edition.
@@SevCaswell do you only play superflat?
In game design, absolutely everything comes down to "why do players want to play my game?"
Bartle's Taxonomy defines 4 types of players and their reason for playing video games.
- Killers (who want to win over other players)
- Achievers (who want to win over the game itself)
- Socializers (who want to interact with other players)
- Explorers (who want to interact with the game itself)
Most games are made with one or two types in mind. and can gain a few more through emerging communities they didn't expect.
For example, it could be said that dark souls was probably made for achievers. and then thanks to the invasion system, the community of killers began to really grow and prosper long after the game's release, making them the new primary community.
Minecraft found itself in a weird place. Because they made the game a blank slate. One where all 4 types of communities (and many communities that are combinations of multiple types) were able to carve their own little spot. And now they have to KEEP the game as a blank slate. Because if they pander to one type of player, they lose 75% of their player base.
I couldn't have said this better myself. This is why i always say Minecraft is Minecraft based on its inherent faciltiation of emergent gameplay. Any nerfs and/or forced padding/grinding is detrimental to the game. It's all a power fantasy about overcoming that stuff and becoming a god that can do and have anything at will.
The idea that there is no vertical progression is false. Working towards essentially making "creative mode" IN survival mode IS the vertical progression and it's ALL a product of emergent gameplay, which when you stop and really think about it all could all ostensibly be considered "OP" by some. It fulfills all 4 types of gamers (of which i'm just realizing i'm basically a perfectly balanced combination of incidentally) and is also something casuals can play without needing to go too deep into.
Perfect game. It's not broke so they need to avoid trying to "fix" it. It's kinda like LOTR, or Star Wars before the sequel trilogy, or the MCU pre-Endgame, the masses have spoken so the only thing they need to do is colour within the prior established lines and avoid the conceited inclination to reinvent the wheel so to speak. You can't do it better. The way you help make it better is add to the legacy by doing it JUSTICE. Barring that you will fail.
The other problem is, there are also "anti-gamers"... People who are antisocial, don't really care about exploring, and want to "win" over other players by "achieving" "better" than everyone else. These are the control freak devs and masochistic grind addicts that wanna dictate how we play and throw away their lives in a game telling everyone to stop "whining" and just "git gud" not unlike the miserable activists in charge of LOTR/Star Wars/Marvel these days and the tourists and shippers who want to turn it all into feckless CW dreck because they actively hate the fandoms and the fact we care so much and are so heavily invested.
Nerfs, forced padding and grinding = extremist propaganda. No thinking allowed; we shall do that for you!
It's not about fun, hanging out, coming together, or achieving anything of merit. They want everything to be a punishing and strictly controlled repetitive loop that can in actuality never be achieved without overhauling the whole game/IP into the antithesis of what it once represented and only catering to a tiny group of honestly sad and not great people.
This is ultimately the fundamental difference between egalitarian individualists like myself (a great example being the fact that i'm a Doom 2016 lover that enjoys you can do whatever you want and use any weapon to express yourself in game and feel like a badass) and authoritarian collectivists (the inverse example being Doom Eternal diehards, who only pretend to love it because they endlessly perfect the draconian gameplay loop dictated by ID software devs in order to delusionally lord over everyone else feeling superior because they are "better", when in actuality that's boring af and normal ppl don't have the time nor inclination to perfect something so banal and mundane to derive pleasure at the expense of others for perceiving themselves as so erroneously worthy of envy).
I've played Minecraft since beta and haven't slowed down, almost every day. I've ran through Doom 2016 COUNTLESS times. It's also a perfect game. I'm a HUGE Doom fan and i never even bothered finishing Eternal i was so disgusted...
@@AnoneemusNoename i think it might be a bit much to divide gamers into "egalitarian individualists who play doom" and "authoritarian collectivists who play gross doom". but i overall agree with you
This are insanely intellectual comments I they need to be heard
@@AnoneemusNoenameI never reach the end and yet I played since Minecraft first released. Only recently I'm gonna reach the end but I'm gonna take my time and not rush it because the reason why I want defeat the dragon is just because of the poem and if I want to fully understand the poem, I should take my time to enjoyed everything in between reaching the end. One thing that I know from the poem (I watch TH-cam but decide to not watch it fully) is that they don't want to tell you how you should play Minecraft and it's what Minecraft, Minecraft. The only thing I hate with Minecraft is mob vote. It's not the vote itself, it's the fact that the mobs that didn't win never seen anymore except a few. I want my copper golem mojang.
@@AnoneemusNoename I don't get the fourth paragraph tbh. Like what are you trying to say?
The firefly situation is an interesting one to me. It seemed clear to me that the fireflies were just the answer to the question "what do the frogs eat?", and so when Mojang found out that they're actually poisonous to frogs they changed the food source. Fireflies were never intended to exist on their own and were always secondary, but people fell in love with the idea of fireflies in the swamps. I think it's more interesting as an examination in how much of early prototyping do you show off? If people fall in love with an idea that gets scrapped it can be difficult to handle
same with the birch forest
I think they were probably removed because entities in MC are very laggy, and the way it was implemented with the 2 pixels looked really bad and everyone clowned on the design. So now that fireflies need a proper 3D model the performance of the game just wouldn't be able to handle so many of them. I'm pretty sure that's why they weren't added.
I feel like the main reason is that it would cause a lot of lag which was my concern when I saw them, though it seems weird to me that they wouldn't just say that if it was? IDK personally I never got why people were so upset about it
i do find it funny that fireflies are gone because they are still poisonous to frogs in this fantasy world, but eating magma infused slime monsters is perfectly healthy for them. But I agree they were really just removed due to performance issues and frogs were just a silly excuse
@@elizabethopoussm they probably don't wanna admit that their game is very laggy. Cause then players would ask to fix entity performance and that would probably be insanely difficult and lengthy from a coding standpoint.
Vertical progression is not about makeing it Terraria infinite and game spawning lvl 100 skeleton in your game. It's about giving a REASON to EXPLORE. After I jumped from 1.12.2 to 1.20.1 the game is great, it got really rich with stuff.....But
-The reason I really enjoyed it is because of mods like Terralith, which gave me a reason to look for andesite caves for my Create mod.
-I installed a mod that made villages beautiful without adding new blocks. That easy, now it's a joy to find a new unique thing.
-With Waystones mod I actualy have a reason to walk around that village to tap a waystone for a fast travel.
-Ice and fire, giving me a reason to explore and look around the map with the new and fresh feel of exploration of seeing new cool mobs that are dangerous and I should stay away from them early. Like Enderman when they were added. An actual threat and a challenge.
I have 0 interest in copper dungeons, 0 interest in water temple, jungle temple, the warden thing because the loot is just dogshit. Did minecraft got better? Hell yeah, do I still need to slap mods like a bandaid? Yeah.
Such level headed thoughts! GJ Mumbo!
Hes so mature, must be that suit and tie
I don't mind the idea that villager trading needs an update, but I think the way they are going about it doesn't address the root problem. The issue, as I see it, is that you have to find the exact villager you want to trade with, which means we start locking them in place so we know where to find them. If we had centralized locations, think a merchant desk, where we could access trades from a group of villagers, then we'd be free to build a more open range village where they can run free, rather then being caged as they are now.
They also seem to be taking their pointers from "Professional Minecrafters" who are literally paid to play it nonstop all day every day. Of course any little semi-exploitable thing will be massively OP when you have essentially unlimited time to do it.
@@SharpWits2013 Villager trading halls are easy and don't take that much time to make. Even easier is finding a villager and locking it in a room, swapping lecterns until you get Mending for 10 emeralds. It takes time, but not the time that a professional would spend on the game.
Theres a neat mod thats exactly that: a centered trade option item.
Another idea could be to have trades be altered occasionally, but trend toward the type of items the player has been buying. For example, if you buy a lot of mending books from a villager, they'll keep that trade, but will discard other trades in favor of books. This would discourage grinding for villagers with hyperspecialized trades, but wouldn't throw players completely to the mercy of RNG.
It’s also about the villagers’ safety if you can’t light the area.
6:25 Mumbo literally zoomed in on the "acient city" bravo Mumbo
Totally agree with your point of how Mojang’s reasoning for removing the firefly was weak, they added the feature of parrots dying when you give them a cookie so….. why can’t we have frogs die from fireflies whether they’re not given to the player or not?.?
8:18 we have higher expectations for all the mobs. For example we thought that the sniffer seeds were gonna have new functionality.
I recently played a single biome challenge (warm ocean) where sniffer flowers, bonemeal and sea pickles were my only source of dye. Lime, cyan and orange made an interesting color palette.
The trouble with movable tile entities is that there's lots of redstone out there right now that relies on them not being movable, and would break very badly if they did become movable. So if Mojang doesn't want to face an angry mob of redstoners, they have to add a bunch of equivalent blocks to the game all at the same time that can fulfill all the roles of the previous tile entities
That's the reason they don't change or add to any of the old features they are afraid of upsetting fans who are used to them
Maybe add a block component for tile entities like "is_movable". All container blocks that were placed before the update get this component set to false. The debug stick should have the functionality to switch between them. It wouldn't break old builds, bring in the new feature and still make the old way accessible.
@@FailRaceFan Why not add onto this with a new item? Something that can be applied to blocks to "anchor" them in place, similar to waxing copper with honeycomb. That way, any block you wanted could become immovable or movable.
Yeah but i think it’s something where the benefits outweigh the downside of having to replace the tile entities with obsidian and other immovable blocks. Or maybe they should add a an item prevents blocks from being pushed. the way the item would be used is how you wax copper blocks with honeycomb.
Without even thinking about it, I read this comment in his voice
I think the reason the community blew up about the firefly’s is because it would be easy to add them, just a simple particle effect in the swamps, and they didn’t because of a stupid reason.
Yeah, and it was just obvious the reason was a backwards justification for not wanting to implement it. Like maybe it was trickier than it sounds for some reason, or maybe it turns out they didn't have the dev time. But realism? For a game that fundamentally relies on gravity not applying to almost all objects? Gimme a break.
@@camipco
Yeah sure, I think it’s equally fair to criticize people for being weirdly aggressive over that as well lol
It was an early concept for a game in active development, they shouldn’t have to provide an excuse at all.
I mean, personally, if I were making a mod that adds fireflies, I wouldn't even know just off the bat if it should be particles or entities. Entities would make more sense because of how much more you can do with them, but particles kinda fits more. Or maybe it would be a sort of swarm entity. Like how in D&D they have a stat block for an animal and another for a swarm or group of that animal that operates as synced stats for every included creature. Particles would be very hard to make work because they don't have any entity-like functionality. They'd have to add a new type of particle just for that.
@@lordender_kitty_official I would go particle so you can add more and it wouldn’t lag the game like entity’s would. Just make it an entity that floats around and only spawns in swamps and boom you got yourself firefly’s. Plenty of people have added them to mods so it is possible.
Dude it’s hard to implement something during your mandatory 4 hour pre lunch nap, then you have the 5 hour post lunch nap, you only have the 5 minutes a day where they actually work
I think the mods are a great example of why Mojang should do LESS. Minecraft is supposed to be a modular sandbox, people who want mods should be able to freely get them to customize their game as they want. The problem is, a lot of recent minecraft updates have veered seriously into mod territory, and if youre making mod quality content, you shouldnt be completely outclassed by modders. The sniffer is a joke, absolutely something that should be a mod for people who care, a meaningless yet absurd mob that has virtually no impact on anything. Archeology as a whole is entirely mod tier. It has basically no interaction between the other systems in the game, the pots are often ugly and hold incredibly little value to building or decorating, its not BAD, it just has no place in the vanilla game. I almost think some of these updates should be released as data packs you can enable in game because they make almost no sense for 90% of players. I entirely agree minecraft should seriously consider how each feature affects the game as a whole, and with that in mind amethyst is a non update, so is archeology.
It seems to me that Minecraft after the combat changes just went off the deep end. They changed or removed everything that gave minecraft that connection with me. All the stuff post nether update seems too corporate or different than what minecraft is.
Blocks fit in with minecraft, tools fit in, biomes fit in.
But the sniffer? The breeze? The zoglins and variants?
Yeah no.
I've been zoning out of everything minecraft for like 2 years straight, this is the summary I need and don't deserve
Now I need Grain's dishonest opinion on recent Minecraft updates 🤔
Grian?
@@Jfile904 Yes lol, it's an inside joke in his community that he gets called Grain because of autocorrect
Please hold, who's this "Grain" chatacter?
@jifile904 There was also a game in season 6 or 7 where a game called grian grain
It's dishonest
'Birch leaves are ugly'
BRO! Birch leaves are the perfect middle ground between spruce and oak leaves!
I started mixing leaves with my flora builds and it looks so damn nice!
oh god _contrarian is here
Ah for building they are great!
But if you rank every forest type, birch has got be near the bottom in terms of aesthetics right?
@@ThatMumboJumboId rather use watermelon as my main food source than live in a birch forest
@@ThatMumboJumbo Honestly, as someone who lives in a country with birch forests (Norway), I kind of like their light tone. I definitely do wish they had updated them though, but I definitely don't think they look too bad in the game right now.
@@keytron1391This
One point that mumbo made is incredibly thought provoking... the double standard when it comes to mojang and the players. The "modern mojang wouldn't add the creeper" stance is very valid, what more valid is the the modern player would HATE the creeper
There is no double standard. The modern player would hate the creeper because the modern player likes the modern game. If the modern game was being updated in a way that was similar to how the game was being updated in the past, I doubt the modern player in this alternate reality would HATE it if the creeper was suddenly introduced ten years down the line.
This is why there are effectively two "camps" that dislike mojang. there is the playerbase that wants more stuff added to minecraft (why can't you just add all the mob vote mobs and update the birch forest and the end and add fireflies etc), which mostly consist of players who generally like modern minecraft, but think mojang could do better, and there is the playerbase that thinks mojang needs to stop adding so much bloat to the game (why are you adding copper/the sniffer/amethyst/etc if you aren't going to do anything interesting with it), which mostly consist of players who generally dislike modern minecraft and wish mojang would go back to updating things the way they used to.
I doubt many people in this second camp would HATE it if a creeper-like update was released nowadays. I know I wouldn't hate it if mojang decided to suddenly add, say, cool new somewhat destructive weather effects (tsunamis, tornadoes, whatever)*. But the community they've cultivated around the modern game would RIOT.
Mojang wants to make their game as appealing as possible to the new generation while also not alienating their existing playerbase and this is NOT POSSIBLE. What they've decided to do just makes everyone upset. They need to commit to changing the game beyond recognition and chase away a bunch of their long time fanbase. It's too late to fix the bloat and balancing issues with the game, or else they don't seem to care enough to want to. Unfortunately, "we finally updated the ocean monument to be balanced with the new swimming" doesn't sell as well as "look new cute animal :3"
*actually, this would have been a much better way to incentivize sleeping than the phantoms were. Since rain/thunderstorms don't happen as often if you sleep frequently, it would make sense to have these weather effects do a similar thing. They could have an astronomically low chance of happening that increases each time you don't sleep and caps at about ten percent. To me, anyways, this doesn't feel like nearly as punishing of a system as the phantoms are, and also doesn't lock frequent sleepers out of any content. It would also encourage upkeep of structures, and add some much needed distinction between the survival and creative modes. I imagine if this were to be implemented, softer blocks (as defined by the explosion chart) would be more likely to be destroyed/displaced by the weather, which could even inspire creativity! Insomniacs would be incentivized to build with blocks that have a higher resistance, especially around areas that are frequently hit. Heck, this would inspire more people to build bases around their gear in general, because if all you have is a bunch of crafting blocks and villagers in a shallow hole in the ground, it's quite likely if you get hit by the weather effect your stuff will get strewn about and destroyed/killed.
Of course, if this was actually added to modern, they would make it this huge event that could only be triggered manually and has unique mobs and loot and completely ruins the point
@hello-xm5il
I really like your point on these two opposing contradictory camps that have formed in the community. One of the most user friendly things about Minecraft is that all past version are supported on the official launcher, so players who don't like modern Minecraft as much for the new features can just play an older version and also use whatever mods they want. But they don't want to do that. They want the whole game to change so that everyone plays the same way, in a game about player freedom. I am an old Minecraft player. I remember when they even added the End in the first place. I would love if they added even more atmospheric features, more biomes, more plants that exist just to make the world feel more diverse. I love swimming in flooded caves. Make it feel like I'm playing Subnautica. But the thing is that is also hypocritical because of the full mod support. If you want more, mod it. If you want less, play an older version. The players have the power to get whatever experience they want.
There is no double standard really, only the modern player would hate the creeper, not the old players
@Azact I have been playing this game since 2010-2011 and old players have always hated the creeper.
@@hello-xm5il 588 words, 12th grade reading level. not bad
"acient ruins" and "stop the bob moat" os so funny to me 😭😭
The fact that Mumbo did A-ha when using the spyglass is 10/10
I was waiting for the spyglass moment :D
Love the little "aha" when you used the spy glass, great callback to one of my favorite jokes in the life series.
That literally killed me 😂
Timestamp is 15:27 btw for that
@@whiteshadow2535 ty for that.
Which season was that? I've been wanting to rewatch it but can't figure out which one is was.
Limited life I think@@ghostspookies
Ancient cities looting is quite unique, because better gear gives very little benefit. Which means that if you raid them fully geared up you will get very little reward while being in higher risk then looting any other structure. But, if you luck to spawn on a mountain with a cave straight down to ancient city (This happened in my current hardcore world) you could do a heist withing first two hours of playing. And if you all your possessions are 12 iron and a stack of wool rewards are quite great.
So I think rewards of ancient cities work greatly towards design goal of diversifying early game by providing very different beginning through structures you encounter.
I ABSOLUTELY LOVE that vibe of the early game Ancient City heist on a fresh hardcore world. It is a really fun stealth puzzle scenario and it skyrockets your gear level with some of the highest tier stuff you can obtain at that point. You don't normally get loot that powerful until after beating the dragon, and ngl, the entire End segment is really boring. On most worlds I put off going to the dragon for months.
Elytra is absolutely necessary to loot ancient "cities" and so you if you do this right after end cities, you can get a lot of good enchanted books and skip the majority of enchanting/librarian trading.
I love the reference to the aha! Spy glass thing in grain’s life series. Funniest part
WHO IS THIS "GRAIN" CHARACTER???
I am quite suprised by how Mumbo didn't cover how Mojang removed the previously implemented coolest feature of the copper bulbs.
RIP one tick delay
Yes and the community was furious, the reasoning was to keep it “consistent” with the other redstone components, but the unique tick delay is EXACTLY WHY people loved it for its utility. They should just add a new block with the sole purpose of having a one tick delay instead 🥺
@@JellyAntz The root reason was just to even out Bedrock and Java, as I recall.
I am also very surprised about how he didn't mention it. In fact while others like Purplers said "hey, we don't like this" Mumbo, who has one of the largest audiences of a Minecraft Redstoner, and his word has the most impact, says nothing. And with the real reason being parity,
And not saying that out loud, instead saying: "it was for consistency" so between removing a feature that the community loved, and lying about the answer there is a lot to talk about, very odd to leave that out.
because he's not a great redstoner either
I remember Slicedlime, a dev for mojang, making a video on the snapshot saying something like “the one tick delay was removed for some reason” lmao
Surprised Mumbo didn't mention the changes to light and mob spawning mechanic, which is imo one of the bigger "recent" changes.
AH that's a HUGE one. Probably one of the best minor updates in years!
@@ThatMumboJumbo It definitely saved your bacon a few times in the older seasons :P
@@ThatMumboJumbo You also forgot to mention the tick freeze and step commands, probably the best QoL in years.
@@NickAndriadze he didnt mention anything about commands. kinda a missed opportunity, because the entire landscape of mapmaking/datapacking has completely changed within the past year and a half or so
@@NickAndriadze Too easy to forget if you've had carpetmod, which 99% of tech minecrafters will have had for years. But yes those are good.
vets know the real “zoom in” is low FOV and drawing the bow
16:41 I completely disagree. Server owners and players that simply want to play with their friends or run a community, should be completely responsible for the communications that take place between them.
Different communities and servers have different tolerances and rules, and shouldn’t be governed or held to Microsoft/mojangs communication standards.
This feature did not need to exist and should never have been added, and most agree because as you said, most servers run plugins to disable it
If mojang added
1. Vertical slabs
2. Light sources that could emit different colors of light
3. A way to make dark areas without worrying about mob spawns
4. A Redstone component that acts as a pulse-extender without being so bulky
I'd loose my mind
All sound good to me!
I'm still losing my mind about the cave and cliffs update, but these sound like great things to be added eventually. The third is probably the most important to me.
1) yeah :(
2) probably a performance/engine limitation.
3) copper grates aren't spawnable :] (also other things can block spawns)
4) I don't think comparator pulse extenders are that bulky (though, not very customisable) - so yeah again
Btw, it is a restriction but deep dark biomes do not spawn any hostile mobs, so if you clear them out of all skulk you have a perfect place for a build (if the music is to your fancy anyways)
@@DodgeThatAttack Yeah, Slabs can stop spawns, and buttons, and grates and things, but I've always found it limiting. I've been wanting to make a base in a dark, dank, forest for a long time, but it just isn't practical in non-peaceful difficultlies.
Although, I've made haunted mansions before, and I've found that working around the light problem is an interesting challenge, and kind of fun.
I think it would be cool to have a block that acts like a torch in that it prevents mobs from spawning in a small area around it, but It doesn't admit light. Maybe It's an endgame Item, or something. Maybe with chorus fruit? It could use some usefulness.
It does need to be said that vertical progression doesn't mean combat, though combat can be part of it. Vertical progression is based around unlocking progressively more complex and powerful game systems and power for the player - most mods thus massively extend vertical progression by adding ways to interact with the world either beyond diamond tools, or otherwise adding very deep and complex systems. An example of a non-combat game with immense vertical progression is Factorio.
it's not exactly non-combat, lol
you can turn off biters, the amount of vertical progression unrelated to combat is still incredibly large.
The factory must grow
In that sense there very much is a lot of vertical progression: redstone
Redstone and industrial scale farms make large projects feasible and you can only really do them by advancing step by step. Treefarms need lots of bonemeal, which need a bonemeal farm, which needs quite a bit of components etc.
You are climbing that tech tree higher and higher and large quantities of items become easily obtainable, giving you more freedom to turn your creative visions into reality in a reasonable timeframe.
I got into factorio after I heard it described as “if technical minecraft was its own game” - and I couldn’t agree more. Its awesome and theres an insane update coming in october.
Ik this was taken out of the game a fairly long time ago, but I still want floating islands back. Few things tickled my creativity quite like building little roads between islands and coming up with lore to each of them
People who want vertical progression and the general style of Minecraft will probably really like Terraria since it has a lot of vertical progression and boss fights. It is also good for building if you like building in Minecraft but want to try it out in a 2D world, it also has a lot of variety for blocks. Minecraft and Terraria are basically sister games, they even promote each other with flavour messages.
I’m pretty sure 90% of those who complain (including me) have played or know of terraria. Many of the suggestions come from terraria players. Most people play worlds with friends for a few reasons:
1. Fight mobs and have fun *moments* with people
2. Make cool stuff together.
Minecraft succeeds at the second, but past early game is utterly fails the first. Terraria has the same fun moments the whole way through.
Yes, it’s why I love Terraria and think it’s substantially better than Minecraft. Whilst I was a kid, I’d enjoy a long exploration and building session on Minecraft, but now that I’m older it’s like “what for? What’s the point? I could be completing another game, but here I am, building stuff on a world that I’ll forget about by next year.”
I like how mumbo tried to go back to redstone but still builds a lot and starts the video talking about building blocks (also where did all the channel members go)
How do you have a shovel next to your nickname?
@@enalv6438 they are a member
@@enalv6438 he's a channel member click the join button and you can see what you get (it is paid btw)
edit: typo lol
@@enalv6438 membership for Mumbo which requires real world money
@@enalv6438 By being a channel member
As far as structures go, one of my biggest issues are woodland mansions. There could be SO much cool loot, functional rooms, things to look at or interact with, but they just seem very empty and uninspiring.
I also agree that some ambient mobs, like a firefly, would give more life and movement to the game. It would enhance the exploring and ambience of Minecraft and it would be nice to have something in game that's just for fun or looks that doesn't have to require a functionality.
Imagine if you could get Illiger disguises, like a vindicator cloak and a fake nose, that makes them neutral like piglins in golden armor, or maybe a new magic style weapon which lets you fire the vindicator's teeth or summon a little combat Allay (or just being able to command Allays more conveniently than reactivating a note block 50 times a second)
Dude the removal of fireflies made me so mad it would've looked to pretty 😭
Meanwhile, everybody killing every bat they come across. 😒
tbh mansions DID have a cool function up until the village and pillage update where they added raids, making a much easier way to get totems of undying that makes going to mansions basically pointless now. it sucks but i guess it would be too late to change raids
@@timwoods2852 bats make annoying squeaks and fly around blocking my few. If Fireflies were literally just a particle, that'd be fine by me.
I miss minecraft. I can't play anymore due to head injuries. I loved this video it was watchable for my damaged brain and made me feel like I was getting to experience things I've missed out on in the updates.
Thanks Mumbo. Hope you're having a good day
The potato update was hilariously buggy to. It was obvious that it was quickly put together without much worry, which some people couldn't realise.
with each update, I continue to be surprised that java still doesn't have movable tile entities. that's probably the #1 change I want for minecraft at the moment
agreed!
but mojang is stinky and will never add it
who are you
@@catmaster8232 He's apexbrachydios, can't you read?
I feel like MBEs are hinging on renewable sand. MBEs would mean dispensers and chests can be used, so TNT dupers aren't necessary for flying mining machines, but TNT isn't renewable. I know that's a fairly niche reasoning and seems weird to block a whole revolutionary mechanic because of it, but world eaters/tunnel bores have been part of the game for years now and it would be disastrous for technical players who have a disproportionately large impact on Minecraft content
I would sell my soul for a half slab update.
-let us put 2 different slabs in the same block space!
-let us place things on slabs
-VERTICAL SLABS PLZ IM BEGGING YOU
That's a cheap soul...
@@Krucifus what can I say, I want a slab update.
I remember discovering in 2019/2020 you can't combine two different slabs and I've been suffering since then...
wouldn't combo slab blocks be impossible to code? like, how do you even break them? if you have a stone-wood block, you use a pickaxe or an ax? I know you could just have them break slabs individually if they're different, but that still needs a completely new block/chunk saving system that has units of half-blocks unless you're thinking of adding a thousand new blocks to the game for all the combinations. pretty sure there's no way to make combo slab blocks work technically.
vertical slabs seem much more reasonable by comparison as even the stairs block is more complicated than that and the crafting recipe seems simple enough.
don't even think about vertical combo slab blocks tho.
@@alazarbisrat1978 the side with the stone, break with w pickaxe, the side with wood, break with axe.
When I want to fight mobs, I play 7 Days to Die. I spend as little time as possible with hostile mobs in Minecraft.
I'd rather have no say in the mob vote, than hear about 2 options that may never see the light of day. rip icologer, penguin, crab, copper golem, and many more :(
15:27 The AHA reference absolutely made my day
AHA!
AHA!!
Oh god AHA! Was 2 years ago
As soon as I saw the spyglass I knew what was about to happen
AHA
For the villager system: The best strategy in a game should be fun. Villagers are absolutely the best way to 'get stacked' with full enchants and diamond armor and all of their things, however they are not fun at all. The justification of them being difficult so their OP-ness is justified is not good because they difficulty they pose is simply frustration.
I agree with this. Minecraft has plenty of systems to engage with. You have building, redstone, combat, and exploration. There's a preparation phase before engaging with any of these systems. I think there's a balance between adding things in that reduce the tedium so you can engage with these systems at their fullest, while also not making obsolete features that are already in the game or making everything too easy.
This is where I think the game should go in terms of progression. I think it's okay to make certain things "overpowered" if it takes a great deal of work to get there, and the benefit it offers is one closer to utility than just giving the player free stuff if that makes sense. Like adding backpacks, an expensive upgrade to attach the Elytra to a chest piece, better loot in dungeons to make up for the villager nerfs, etc. Push people to engage with these systems directly instead of the best way being to circumvent them through some unfun, tedious to setup mechanism.
I was thinking about the villagers while fishing. The only reason I've ever used them is for the mending enchantment, getting blocks on superflat, and easy levels to repair my gear. If mending wasn't superlocked behind hours of useless luck grinding. I would never use them (except for stuff locked on superflat). When the trade rebalance happens. I'm just going fishing or living in swamps. Mojang wants people to explore, but there's nothing to see, and it just starts to become a boring grind.
Enchanting is just as mind numbing boring as getting villagers, that’s the issue. There should be more treasure enchants and enchanting books spawning in structures to reward exploring so you don’t have to gamble on the enchanting table over and over
@@SprayPaynt2445 Except it's not, sure enchanting can be annoying but there's things you can do to make it much more efficient, by getting an XP farm up, and getting the bookshelves can be a big task, but at least it's interesting. Nothing in the game really compares to how annoying villagers are to trade with.
@dungewar Luck I can't control vs. luck I can control. Enchanting is random except for the 1 enchantment. It's better than it was, but it's still extremely bad. Grind to level 30 and hope. Didn't work, so you grindstone it. Have fun doing that 20 times or enchanting books with low enchants because the enchantment you want refuses to show up.
The mojang glaze is crazy
Create is a bad example to use when comparing mojang to modders, no one expects mojang to add anything similar to that. They do expect mojang to optimise their game in the same way modders have been doing for years through things like sodium, add shader support, dynamic lights, LOD rendering, custom f3 menu.
Essential, proven to work features that have existed for years but have failed to make their way into the game.
I feel like one of the largest problems with updates has been how Mojang has lost the direction they had from 1.13 to 1.18. In each of those updates, Mojang took a concept that was underuntilized and renovated it:
1.13 took the concept of Oceans, which were previously a negative space that nothing happened in besides the occasional ocean monument, and turned them into a set of biomes full of life.
1.14 revamped how villagers worked, and added a new (optional) combat feature (raids) which were very difficult compared to existing content (offering a form of vertical progression that i think can be expanded on.)
1.15 added...
1.16 completely changed the nether. The nether used to be useful for beating the game, some unique building blocks, lava, and above else, fast travel. 1.16 didn't change any of that, but expanded on what the nether already did and made it better.
And thats why i think these updates really work, they take a concept and expand it, while not taking away from what that concept originally was. Oceans are still negative spaces, but they have SOME use, and also look nice so at the very least they're a good view. Villages serve the same functions as before, but now have a challenge that you can choose to partake in. And the nether still has its old applications, but it has more too it. You still use it to fast travel, but you also have bastions to raid (more vertical progression), more unique blocks, and more ways to get certain items through piglin bartering (the fact that you had to hunt endermen before 1.16 is crazy).
Now, 1.17 and 1.18 aimed to renovate what many had been calling for for years: mining. And Mojang really knocked this out of the park. The mining system was completely reworked and new cave biomes were added. But due to the 3 update split, Mojang lost this idea of concept updates.
1.19 is the "wild" update, but it adds the mangrove forest, frogs, allays, and the Deep Dark. The most game changing feature is the Deep Dark, which doesn't have anything to do with the Wilds. This gets even worse with 1.20, which doesn't update any existing systems, and instead adds completely new ones. This isn't bad, but when things like the End dimension exists, its easy to feel like there are better uses of Mojang's time. Archeology, Sniffers, Trims, and the decoration blocks added in 1.20 don't change enough of the game to make it feel like an update. The biggest way to tell whether you're playing 1.19 or 1.20 is if you need a template for netherite. 1.21 doesn't do a whole lot compared to 1.20 too. Trial chambers are admittedly a bigger change than any 1.20 feature, but they also don't provide anything the game was lacking before. Combat challenges already existed in raids, bastions, idk, end cities.
I think the End is the biggest thing that causes grief among Minecraft fans. Mojang said we'd get an End update when the other two dimensions were finished. But I don't see how trial chambers are required to "finish" the overworld. I don't think anyone would have wanted trial chambers before they were announced. They are really well designed, but they feel unnecessary. I think Mojang needs to go back to the concept-oriented approach to devolop Minecraft and its systems.
Also, I believe the chat report and skin report systems are utterly abysmal: on large, public servers, it is understandable. But on private servers, it should ALWAYS be up to the server owners to dictate what is and isn't allowed. I have servers with my friends where we make crude jokes. We aren't offended by our humor, and so we have every right to make these jokes. We shouldn't have to worry about getting reported (either as a joke or by someone who wants to be malicious) and banned because of what we allow on our private server. And a majority of servers just use mods to ignore the chat report system: Hypixel and other big servers have their own systems, and smaller servers disable chat reporting. It really has no use.
Hell, if we really want to talk about this, I would like to point out how ardent of a supporter Xisuma was of chat reporting, just to use NoChatReports on Hermitcraft. It's kinda shitty to advocate for Mojang to have that authority over private affairs among friends, just to turn around and use mods to avoid the system he helped put in. Chat Reports really don't do anything (at least on Java), and it goes to show how bad Mojang is at time management.
1.15 was a lot of revamping under the hood and bug fixes! (And bees)
@@mooredaxon I do honestly think that the reporting systems was someone from legal coming in saying "look, you are operating the biggest game in history that millions of children play and there are countless servers out there you have zero control over. It's a miracle you weren't sued yet by the parents of some kid that got cyberbullied there, and you bet both they and the judge will not care you don't own the servers, they'll just see it happened in Minecraft. So you better add some reporting system before Microsoft tears you a new one."
You are right that the reporting systems are useless in practice, and I'm sure the devs knew that from the very beginning. But when you consider that their real role is to be a legal shield for Mojang it starts to make a lot more sense.
I mean yeah, but the devs have said that the end and combat which are the 2 remaining things that NEED an update will need more work, the combat well makes sense they want to keep it for as long as necessary considering how bedrock and java have it split. And the end they have said how things like the trial spawners and vaults are part of their additions building systems for whenever they update the end
but outside of those 2... yeah I mean it starts to be more nitpick things to update, I do want some biome update but I feel people expect a massive revamp, when all I think of is like mild brush up of what there is
hell yeah i 100% agree
"have I forgotten to change the chapter numbers again?" that's my favorite
It sounds like Mumbo just wants to play in creative, doesn't like survival progression, doesn't like fighting bosses, rushes to the endgame loot asap to be able to fly around and build
exactly xD
5:23 Perfect counter point to your vertical progression problem. The deep dark is hard, and scary, but it gives you a powerful enchantment that is _useful_ outside of combat. Your vertical progression problem is avoidable, it just requires creative solutions.
For the mob update discourse, I do agree that it's cool to have a say in things, but I would MASSIVELY prefer if it was that the other 2 mobs just get added an update later.
The thing is Mojang have said in the past that the losers of the vote will come to the game eventually, which has some evidence as the frogs lost the vote but still got added later. But since they're the ONLY example out of the last 6 years I do understand why people don't think the losers will ever come to the game. I do think the best way to handle this, as you said, is just add them a update or two later and I don't think would be so mad.
I feel like a more spaced out mob vote with that philosophy would be great. Choose one to add immediately that players mostly like, and then add the other two later. Space the votes out further to prevent adding too many mobs too quickly, and you have a happy community!
It would be neat if they added some mob vote loser in alongside the bundle in the next minor release. I do feel the mob vote controversy is annoying and unjustified tho (not having a mob vote does not mean all of the mobs will be added at once or even at all)
yeah, I feel like the mob vote should be "which one do you want implemented first" and not what we have now
I think it would be interesting to have a "loser stays on" kind of system, so the top mob gets added, the second sticks around for another vote and the third is gone or put in storage for something special in the future
The only issue I have with the new updates is bloat. I'm talking about all these new items that get a single use and just lead to filling up your inventory and bloat. Things such as the echo shard, for example. While the recovery compass is a useful addition, the shard could be used for a bunch of other things in addition, not just a single item. Another example. Armadillo scutes. Dog armer is great, but does it have any other uses? No. By giving these new additions more functionality, it would help reduce the issue of inventory management and would make the new items blend into the game better.
Like the fletching table.....
Seriously it needs a use that isn't villagers
I agree. Mojang's biggest issue are how they keep adding tiny little things that don't impact the game with their one hyperspecific use, it crowds up and makes everything feel bloated.
Real!
perhaps scutes could be used to craft horse armour too
@@mikubrot That would certainly help! Maybe combine them with the material to make the specific armor type.
Man I love Minecraft. They cooked so well with cherry wood.
Edit: fine I do wish that items were more interconnected. I think it's connected and balanced more than we think, but I want my amethyst to be for more than two recipes. I want my fresh new copper to relate to the mundane recipes. I want webs that expand AND tie back. I think it's fair.
It's literally just a shitty reskin
@@cypher5009 WRONG!!! It is a GORGEOUS reskin. I LOVE PINK WOOD🤬🤬🤬🤬
Mumbo saying Aha again made my day
so true
I actually think the fact that Minecraft gets smaller updates only once or twice a year is the reason why Minecraft has been so popular and has stuck around for so long. It means that Minecrafts identity stays familiar, and is very easy for both new and long time players to jump into without feeling overwhelmed.
Just as an example, I recently played on a modded minecraft server for the first time on almost 7 years. The very second I joined the server I was flooded with mod books, structures everywhere, biomes I didn't recognize, etc. If it wasn't for my friends insisting I play with them, I would have noped out of there after an hour because even the few mods I recognized from 7 years ago were completely different and everything I remembered about them was useless. And the last thing I want to do when starting a new minecraft play through is have to do 2 weeks of studying just so I know what I should be doing.
If I took a 3-4 year break from playing minecraft and there was 2x more content and half the game was changed to be unrecognizable, I doubt I would want to ply it that much. But a few new biomes with new blocks to build with, a couple new mobs that only add a little ambience and drops 1 item that does 1 thing? Thats super easy to digest and most of the time needs no external explanation to understand. Which makes Minecraft a very easy game to come back to and replay.
Ohh I think you're on to something!
I disagree. just because there's a lot to learn does not push me away, I think thats just a difference in preference or something bc the exact situation you spoke of with modded sounds fun to me. discovering new things learning about plenty of new mechanics wouldn't be a bad thing, imo. the few amount of things added is something that I think holds the game back far more than not, if anything that's part of why people mod the game.
Omg the joining modded servers part is so real, whenever my friends ask me to join a server and i find out it's modded it always end up being so overwhelming always end up asking: can we please play vanilla instead
Ya sure getting the handle of the new mods after couple of days or even weeks (which is already too long) make them fun but even then i still just rather play modern vanilla Minecraft
there definitely is a limit of complexity in the game, but it only needs to be spread out in various stages of the game
COMPLETELY AGREE!
My biggest issue is that the mobs added through the mob vote we claimed to be much better than they actually are. The sniffer only producing a single boring flower, the glow squid not actually emitting light, the phantom...
wait doesnt it have 2 flowers? that are really cool?
@@hopethewolf3142 yes, but aside from niche decoration their only use is... to make dyes... which you could've gotten with a hundredth of the effort it took for the sniffer.
the question is, do Mojang advertise them to look better than they are, or are the community over-obsessed with finding the most useful mob to the point where "the sniffer adds some new flowers" becomes "OH MY GOD WE *HAVE* TO VOTE FOR NEW CROPS BECAUSE NEW FOOD SOURCE (MAYBE)"?
consider like 99% of the mobs in this game: are ANY really that impactful? off the top of my head, there's passive mobs that just give drops, hostile mobs with some unique attacks, and some unique interactions like riding horses
so it baffles me why anyone (including me at one point) would think a voted-in mob would be so game changing that they rework the lighting engine just to add a squid that glows, when pigs or fish literally just exist to be food
@@dat_fast_boi If they offer us a squid that glows as an option, why wouldn't we expect them to make it glow? One of the biggest reasons for the hate on Mojang is that they make promises they can't keep.
@@dat_fast_boi Basically what @ethansito5321 said
I mean it is a "Sandbox" game not necessarily an "Adventure" game, but they could add a bit more in that area though
8:29 all three mobs added were just retexures the beheivors are almost identical to pre existing mobs breeze=blaze bog=skeleton and armadillos are just a hybride of a few but i think closest comparison is literally a sheep you craft an inexspensive farming device then right click them then they drop one useful item but atleast the sheep drops something when it dies
the breeze functions with fairly different behavior to a blaze. Sure, fundamentally, they both "charge up" and then "fire away", but the blaze can hold their fire when they lose line of sight, fire in volleys of 3, and even has a melee attack that the gust doesn't. The blaze floats around, calls other blazes to help attack and usually sticks in the sameish area, moving slowly and floating a bit above the target. The breeze moves around fast, turning quickly and erratically around the target, and completely stops their attack if they break line of sight. Also, the breeze can jump quite far randomly, as a way to make some distance/generally be less predictable.
basically, no the breeze isn't just a reskinned blaze with a few numbers changed, they're pretty different. The bogged I can't defend because like, duh, the whole point is it's a poisonous skeleton found in swamps. It's like saying the stray or the husk are unoriginal. That's what they're meant to be, variants of preexisting mobs
The fact that you directly state the armadillo is a hybrid of preexisting animals is an argument against it just because a "retexture". It provides a unique item when right clicked with a specific item, which as you pointed out already exists (in which case cows are just sheep and therefore heavily unoriginal), but there's then it's actual unique behavior of hiding in it's shell when near undead mobs or sprinting players.
Very few mobs in the game are just "retextures", don't call them that when they work fundamentally different to most other mobs.
Fair, but my main problem is that so many people still have to rely on mods like Optifine and Sodium to play at reasonable framerates. This is not adding some crazy feature like an ME system, just vanilla optimizing the game to the level a small, volunteer mod team did is something I think every player would prefer Mojang did. While slightly different, it also blows my mind that Distant Horizons is a mod and not another vanilla feature of Minecraft. I get wanting to be careful about what features you add lest you change the core experience of Minecraft too much, but optimization and rendering improvements can't be that controversial.
Sodium and Optifine used to be more essential, but the vanilla renderer has improved dramatically over the last few updates. 60+fps at 1080p is quite achievable on a ten-year old pc, despite everything that has been added to the game over that same time period.
This is the biggest gripe i have. New stuff is great, but as others have mentioned; they're pretty surface level and lack luster. It feels like they're throwing out random ideas seeing what sticks. Then moving on to the next thing.
Yeses it's so true. Why is the game so unoptimized? How is it possible that a block game run that poorly?
Why do modders have to make mods to fix mojag bad code?
It's absolutely ridiculous
@@avizi_try playing the latest version bare, they’ve made so many enhancements under the hood
Every update they optimize the game to an extent. 1.20 saw a huge update to the lighting system that improved framerates by a lot, so much that it made phosphur pretty much useless. To say they haven't been doing anything is just not true.
As to why they can't just CTRL-C CTRL-V sodium into Minecraft is because Sodium doesn't have to ensure that every user has a good experience. There are people who have systems where their framerates actually get *worse* with Optifine or Sodium. If those were implemented into the base game, you would just not be able to play the latest update. You can always add on sodium if it helps you and remove it if it hurts you, just like most other mods the community claim Mojang can add. As long as Mojang is continually trying their best to optimize their game for all users, I don't see the issue. Try running even Minecraft 1.13 vs 1.21, chances are 1.21 will run better.
One main concern people have is that there is apparently "too much" features being added which ruins the experience of players who are new to the game because of info bombing. However there are people who keeps claiming that mojang has been doing so little since the last few updates.
it truly comes down to people's own opinions & set expectations. Minecraft cannot please everyone at the same time
It's been amazing reading the comments. Each comment is so vastly polarised - too many items, not enough items, not enough building blocks, too many pointless building blocks, too much gatekeeping of items in structures, not enough etc. etc.
So interesting!
I personally think that birch is a nice light wood tone to add to builds. P.S. love your vids
The problem is most of the content is early game and early game players are feeling overloaded with info
Never heard the too many features criticism. Reminder that everything in this video took nearly half a decade.
There is no excuse for Mojang maintaining the status quo from covid.
@@ThatMumboJumbothe best phrasing I saw was that “Minecraft is a Mile wide and an inch deep.” There are so many features in the game, but there is little depth to them.
As someone who doesnt really plan larger builds/redstone, the game has somewhat stopped appealing to me.
I really like wandering and seeing what i can find. I dont necessarily want/need a huge vertical progression tree with a bunch of RPG elements. But some sort of challenge to break up the building/redstoning for me. The early game is my favorite part, because i dont just have whatever I need and theres an aspect to going out and finding it and bringing it back. Heck if im in Multiplayer i basically just cave and roam, and when i find somewhere that looks cool i tell friends so they can build something there.
Just kinda wish there was a bit more to find sometimes! Game isnt in a bad state, but its not something i can stick to very long because I dont really make huge builds.
I understand why people feel like the Elytra is a bit much, but I find it to be an absolute game changer and helps to keep things fresh. Navigating tens of thousands, if not just thousands of blocks become much easier and enjoyable, allowing you to see more and utilize more of your MASSIVE world, which previously just wasn’t worth the effort of running in a straight line. Not to mention it makes navigating the Nether much more enjoyable since bridging gets old very quickly.
TL;DR Elytra lets you experience more of your world and idk why people think that’s a bad thing.
The biome vote was also a fun one. Though they said it was apparently about “which biome to update FIRST”… we’re still waiting on _most_ others. The only loser that’s ever been updated, I think, was the swamp.
Wasn’t the only other one the desert? Or did I miss another biome vote?
I remember it being mountains + goats, swamps + frogs, and deserts + vultures
@@Bubble-Foami thought it was mountains and icelogers
Swamp was never even updated or overhauled as they say. They just added frogs there and call it a day.
@@legzzzzz : No, they added pretty much everything they showed in that preview clip: from chest boats to frogs, and also mangrove trees and wood.
@@nouche I mean, the actual OG swamp, it wasn't even overhauled. They added a new biome called Mangrove Swamp and forget about the OG Swamp.
the major criticism is that the updates before completely changed the way Minecraft was played before the updates, 1.13 overhauled the oceans, 1.14 completely changed the trading and how villagers work in general, idk about 1.15 but I heard it changed a lot of internal workings of the game, 1.16 overhauled the nether 1.17 and 1.18 overhauled the entire over world, but then 1.19, 1.20 and 1.21 just added some niche features, where people can still play the game same way they used to with like an extra biome or two
I think a potential counter to that is are there things that NEED to be overhauled (and how). I guess the birch forest is one, although that is a relatively minor overhaul compared to the others. And you don't necessarily want to overhaul something just because you feel like you have to overhaul something every update.
Yeah, and that criticism is flawed. The more you overhaul, the less in the game that needs to be overhauled. The community just wants things to keep being overhauled instead of just overhauling it once and having it be good enough where it doesn't need to be overhauled again in the near future.
Like, when they do an end update, there would practically be no need for overhauls anymore.
@@CaliSPICY Overhaul was said so much in this thread that the word lost all meaning
Well... they COULD overhaul the skies? Like adding tons of birds like someone else said, crows, falcons, eagles, flying through clouds making water particles, rainbows, more types of clouds, when too high phantoms spawn in bigger packs, plus a cool new flying combat mechanic to fight phantoms with, for example...
Yeah, I actually like phantoms 😅
What's the point in overhauling what already works? And as mumbo said, everyone's preferences should be counted, that's why no major changes have been done
Honestly I’m a huge fan of the trial chambers and all that. The mace and wind charges add a ton of verticality and make combat feel fresh, and the trial chambers themselves have been pretty fun to go through, especially when combined with the new music
See, this is why you're maybe my favourite minecraft youtuber. Its not that Mojang is above criticism, but the community, and it feels like almost the entire community, is so constantly negative and blows everythin out of proportion that at this point I just... Stop listening whenever I hear a criticism of the game. Having someone that approaches this stuff in a rational, mature way is what the community needs.
The problem I feel is feature bloat. Nothing new feels particularly substantial, I could interact with trial chambers and ancient cities, but why would I? Why would I be interested in some of the new mobs?
The updates feel unfocused. Instead of adding new structures, I feel like Mojang should be looking into overhauling some biomes and existing structures, especially Jungle temples
Also, I really feel like villages should be less common
Create signs telling that a village is 500 blocks this way. Add some infrastructure to guide you too. Make the village finding process more fun and less random.
completely agree on villages being too common. minecraft used to feel dasolate and it was very special to come across a village. now you see two villages right next to each other next to spawn basically giving you infinite food from day one.
THIS! I’ve never interacted with an Ancient City more than once on a normal world.
You go in, grab Swift Sneak books, maybe some Sculk, and then leave and never come back. It’s a great structure, but I have no reason to come back, once I’ve already seen it. It doesn’t even have any unique blocks, since deepslate is literally *everywhere.*
So many new features feel like one time uses. And because there’s so many “one time use features”, it makes the game feel bloated.
I also agree that structures are *WAY* too common. Pretty much every structure added post 1.13 (including the remastered villages) should have their rarities cut in half.
They revisited a lot of structures for archeology like the ocean ruins and the desert temple having expanded loot now and you may have to come back to it later if you didn't originally bring a brush. Though what surprises me is they didn't touch the jungle temple at all beyond adding a couple more items to the existing loot chests. Jungle temples are really bad and honestly have always been. They are extremely dated. It was a fun idea to try to have a Redstone puzzle to access the extra loot but the door to it doesn't even open properly when you do it right and it's far simpler to just break a single block of cobblestone to get the chest. If any structure needs an overhaul, it's the jungle temple.
And it all feels disconnected. It doesn't tie in with the existing content but stands alone. And when they do an overhaul, they change stuff people have loved for well over a decade.
What Minecraft actually needs is not 700 new block variants of dark grey, or turning creepers into nice guys that sweep the floor for you. It needs a round of polishing all the half-finished features that were added but never got touched again. Like the old temples. They don't need to be replaced with something new and massively different that comes with 90 different new blocks for aesthetics. They need polish. A bit more procedural generation instead of always identical structures. Some tweaks to the loot tables that gives you a reason to seek out a specific type of temple.
Same for other features. We didn't need a mob that had only a single purpose and no other use than getting wolf armour. We needed the wolf AI and pathfinding to be fixed so they are actually useable as more than a decoration item in your home. Maybe add playing fetch to their AI. Give the good ol' stick a throwing action on right-click and have tamed wolves fetch them so you can play with them. Then let them fetch loot drops when you shoot something with a bow. Those would be good additions that don't change something people like.
“…the spyglass, aha?…”
Puts a tear in my eye
In my opinion, Mojang needs to do more. You can either have a few tiny updates throughout the year, or one big update. Not one small update a year. Especially with the mob vote, they just need to add all three and add all the mobs who lost in the past. Also more bosses, i know they just added the warden but he’s not worth it in the slightest.
My take on the elytra as someone who refuses to play with it:
I've spent so much time making railways, connecting towns/cities/builds with functional roads, that the world not only feels cohesive, but you can actually be in the wilderness, find a road, follow it to a town, and find out where you are, as opposed to the alternative where you can fly a for a couple seconds and find your builds. I think it adds longevity and creates an atmosphere where things are connected and it makes the world FEEL bigger, even if builds are close together. But if you choose to play with elytra, good on you. Everyone has their preferences.
My take on vertical progression is that my favorite part of the game is the initial grind. I like to go mining with the goal of getting better tools. I like to enchant my way up to good gear. But once my gear is maxed and the world isn't really an issue for me, what should I do? And why? For me, if I want to build creatively, I'd rather be in creative mode. The issue with survival mode is that once you get all of your gear, you basically have solved the entire mode. The challenge gets replaced by annoyance; the annoyance of having to eat to sprint, the annoyance of dying stupidly, the annoyance of trying to build high in the sky, the annoyance of traveling, the annoyance of collecting blocks etc.
And don't get me wrong, I understand the satisfaction of completing a challenging build in survival knowing you collected every block and couldn't fly, but I just struggle to be creative once the motivation of "get good gear" runs out.
Yeah, this is why I play in servers. Once you reach end game, there is nothing to do in single player. At least servers have a community aspect, events, pranks etc to breathe new life into the game every time you play. And one upping your neighbours is great motivation for making cool builds.
Basically this. Most of Minecraft, at least for me, is solved within a day of playing. After that it's basically a day or two building my standard automated farms and at that point, I'm really left with nothing. No content is engaging unless I want to experiment with redstone.
I could just have a small simple world that I log into for small comfy sessions but it'd just be better for me to do that in creative mode...
I don't create a new world unless I have an ambition or incentive to keep going, such as creating and building my own town or city, far fetched goals which keep me entertained. I don't really understand people who create a new world just to reach the endgame, what is the point? You have to be creative, build new things, set goals which keep you entertained. I will never understand people who just leave after defeating the enderdragon as quickly as possible, why even play?
Yes. Being able to get Diamond quickly is GREAT for builders... But for the other side of the player spectrum, the more adventure/survival focused players, its not super great. I'm not sure if its possible to please both sides at the same time.
@@elubrium7322 Because on some level, Minecraft is fun or entertaining during those initial bits. What kind of far fetched goals do you set for yourself, like as an example?
I agree though, more people should just play creative mode and keep that world going unless there is an update or something.
While I think the response to the Fireflies not being added was strong, we gotta remember that this was just after:
1) The Caves and Cliff update was split in two.
2) The Birch Forest was announced to not be coming into fruition.
3) The Deep Dark being moved to the next, next update.
Yes, the community response was strong, but at the time, it felt like Mojang genuinely just decided to stop working on the updates they promised and give their backs to the community.
Also, as a sidenote, this is a nitpick of mine but, I wish they let us have Azalea wood. Like, not oak logs, Azalea logs.
It was heavily implied that the caves and cliff update burnt out the Minecraft development team. But I do agree, the birch forest and firefly broken promises were disappointing and I don't see any reason why they couldn't just add the birch forests in a later update instead of nixing them completely (hopefully that is still the plan? But they kinda implied otherwise). Either way, I still think that 95% of the things that Mojang adds to the game are good.
I'm so sure that the frog thing for fireflies was just an excuse, most likely performance or they're distracting or many different reasons that they didn't want to tell us instead and used the frogs can't eat fireflies bc as you said THEY LITERALLY EAT MAGMA NOW
Honestly what made me hate that decision is the reasoning, because it gives this implication of how easily mojang gives up on ideas and it felt like they just didn't want to work on it.
@@edenwayne8407Mojang has tons of ideas, and not all of them make it to the game. For instance, they have concept art of stone chests for the Ancient City. They just showed some early development concepts which I feel like is always a bad move
yes please Azalea wood. i think i might have heard somewhere that the reason it doesn't exist is because Azalea Trees aren't as renewable as other trees? (you need bonemeal to grow them).
i think we could have automatically growing Azalea Trees, while still being able to place just the Azalea Bush/Plant/Whatever on its own without it growing, by having Azaleas only grow automatically into Trees when placed on Grass. So that way all Azaleas in the Lush Caves remain smol (because they're on moss) and they can be easily used for decoration, but you can just as easily decide to grow Azalea Wood without having to use Bonemeal.
this makes sense as well, because the only place the trees naturally generate is on the surface, on grass, so it's fairly intuitive to have them work the way i suggested
"The average player no longer has to make an iron farm."
Is the only thing you said in this video that I can't take serious. Like who doesn't need an iron farm? It's still so useful if you ever plan to build some hoppers, a beacon and (/or if you don't need it for that) it's an infinite emerald source, easy to obtain and easy to use for getting you full enchanted dia without mining/caving once.
The answer to that is me, and a few other players
It's a waste of time and just a boring process for the average player. All those farms are.
@@GamerBoyPro depends on playstyle ig
me and a big community of others love to build farms in minecraft
it's why I play minecraft tbh, it's the process of building farms that I love...not caving or searching for bastions or building beautiful houses (digging holes into the ground is the only form of base building I do lol)
but to each his own
@@faervan4513 I prefer the survival and exploration aspect with some end goal. (RLCraft and Rebirth Of The Night for example). Mods and especially modpacks (dont have time to tweak and balance anymore) do that well for me. If you like building the farms maybe you will love some of those automation mods and modpacks.
In my opinion, one of the best updates Mojang could do is to add in a feature similar to the tree feller mod. it would be pretty simple from a coding standpoint. You tear down a block of wood, and every block of wood and leaf originating from that block immediately dropped. Rather than the leaves taking minutes to de spawn, they instantaneously despawn and drop loot based off of an rng system.
I'd also like to add that, as someone who has just gotten back to playing the game after some years, even these few features can be overwhelming for new players. If they kept adding a bunch of stuff every few months indefinitely, the game will become borderline unrecognizable and very hard to get into.
There is such a thing as too _many_ new features.
this also isn't mentioning the fact that with all the new stuff mojang keeps adding minecraft is becomingvless and less playable on slower devices.
Minecraft used to be a good quality game for the not good quality computer that i can afford, but now it's getting slower amd having a harder time processing.
Yes I could get a new device, but it feels odd that I'd need to spend more money on a game that was doing just fine a few months ago
@@goldenmiffenrentnarb1550 bro this game is unplayable without optimization mods it's crazy, it's way heavier than most AAA games out there
@@goldenmiffenrentnarb1550 That's largely due to Mojang being terrible at optimizing their game. Admittedly Java is a bad programming language for a video game, but it still runs way worse than it should.
@@goldenmiffenrentnarb1550 I totally agree! I remember around when 1.8 came out, the game was easily playable on macbooks and stuff, but now my fans go crazy and I can get maybe 15-20 frames on the same laptop :')
You can always just play older versions in the launcher. If Mojang didn't update the game it would be forgotten about
I think vertical progression bosses would be the same as we have now. If you defeat the dragon you get elytra! If you defeat the Wither you get the beacon. I feel that's what vertical progression "should be". Adding more optional bosses that benefit you but aren't required for a good experience. Although elytra are very good, you don't "need" them to progress horizontally.
Edit:
The bosses should give you something that massively benefit you. Not giving something like sponges from the ocean monument.
The issue is that is the most basic type of vertical progression, I want to be able to do anything with copper besides build and make 2 items with no use as well
This is a really good point!
dark prismarine massively benefits my roof so elder guardians are good bosses too
Minecraft is a game where you do whatever you like and explore wherever you want, so that is true. The path to fighting the ender dragon is fine as it is, and I'd rather see more optional challenges like new events activated by the ominous bottle.
Those are examples of horizontal progression, because they're optional and self contained. The pipeline of Diamonds to Obsidian to Nether to Wither to Beacon is an example of vertical progression. Basically horizontal means the game gets extra small optional things to do, while vertical means the new thing has some prerequisite to achieve, and ideally allows you to continue going up the ladder
My main issue is that Minecraft loves adding these side steps, they add a feature only to never expand on it further. You have Sniffers which are a little vertical progression as a reward from archeology which give you flowers and that's where that ends
If you graph out the features and what's required to use them the graph will looks like a ball of short spikes, a lot of short lines from the center, meanwhile Terraria which is known for its progression would look more like a tree with a big vertical path of progression that has some optional sidesteps along the way
Most of the vertical progression argument isn’t about the bosses or combat specifically , most people recognise that Minecraft’s strong suit isn’t the combat , it’s how once you’ve got diamond armor and enchants the game becomes completley passive unless you make a massive mistake , most people hadn’t got time for mega bases and don’t want to build automatic farms , but some kind of difficulty change in the cave system or nether would be much appreciated
Edit , allso caves are a much more enjoyable dungeon then actual dungeons , same with the nether.
I think in terms of vertical progression: Minecraft just wasn't built like terraria.
If they wanted to make a minecraft where vertical progression is the focus then they would essentially make a new game.
regarding the fireflies, it is notable to mention that frogs eat FUCKING MAGMA
They dont necessarily eat them, i think of them like this: frog sees magma cube, thinks "oh cool a spicy snack", catches it, its too hot and spits it out like "this snack too hot damn" and try again
There is a difference between a realistic yet toxic possibility and a still toxic yet *unmistakably* pure fantasy. That's why they choose not to have frogs eat fireflies (albeit in a quite radical way)
@@KNIZE_ this is the best explanation of a minecraft mechanic that I have ever seen
@@KNIZE_That's a creative way of thinking it and makes sense given how slimes drop their balls when eaten but magma cubes frog lights as if they were partially digested or something.
@@f52_yeevy But you can poison parrots by feeding them cookies
The excuse makes no sense
The thing I don't like about Mojang's current game design is that they are too specific in their designs. The argument about not adding the creeper today would also be: If they did add the creeper today, you would have to go to a very specific biome to get its very specific drop so you can make a single very specific item for its very specific use. I still think TNT and Fireworks will be around if they did that, but you could no longer find it in structures or use it as a potion ingredient, and fire charges may not be a thing today. They are too narrow on their design.
Edit: You have been warned about going into the replies. You may not like things we said in there.
That's because, as mentioned before, they wanna play it safe with "lightning in a bottle" Minecraft. Imagine a Minecraft without creepers and hearing about a mob that sneaks up on you without any noise and can instakill you, destroying your house and your chests and leaving annoying holes in the ground. Then you hear that it's not an optional mob, you'll find it every night everywhere
@@goolgepl2112 you've missed the point
True, but... They cannot transform minecraft into those mod packs every youtube had on 2015. Lot's of mobs everywhere, every second you see something you have new and weird, so many things that you don't know about it and etc... We got, creepers, skeletons, spiders, zombies, endermans, phantoms and a few variants, these guys spawn EVERYWHERE and IF we add more to this list, night time would become party time for mobs, or "family reunioun" time. It would be nice to see more mobs like pigs or cows, wich both spawn in normal biomes, but you will mostly see them in groups of their kind and not spawning all together. I mean, who hasn't walked for hours looking for a sheep spawn while you only find pigs and cows spawning on your way ;o;
Does anyone other than orangutanian know what I'm even talking about?
@@Yellowredstone orangutanian literally didn't add on to anyhing. If nobody knew what you were talking about, maybe you should clarify
"Villager trading hall" is a fancy way to say concentration camp. Actually going from village to village and trading organically is quite fun. Infinite and free mending enchantment books take the value away from all of the loot available in all of the games various dungeons.
Of course it's just my personal preference, but even if it means I have to remake my gear and engage with the dumb anvil repair system, I find it more rewarding to actually be excited to find a diamond pickaxe in an End City chest.
personally i wish the archeology structures were pieces of a massive structure. where would only find small pieces of certain sections in places, but the community would have a great time theorising how they would go together. having some very rare, but large pieces of ancient structures you could dig up would be pretty fun.
Mumbo: *builds small town just for aesthetics*
Also Mumbo: "I haven't actually gotten better at building over the past couple years."
The only reason i think the Elytra is over powered is because all other optional movement methods are underpowered with maybe the exception of ice boats. horses, camels, etc and minecarts feel practically useless as transportation methods. why don't minecarts move at twice the speed *cough legacy console edition cough* or make them the best way to transport items over long distances? horses camels and other rideable animals i think will always be hard to balance and i have no ideas on how one would even begin doing so.
I think that making saddles craftable so that horses and such are more accessible in the early game, then that would balance them out pretty well
Horsez are early game movement. Craftable saddles would be helpful in making it more attainablr before you do much exploration. A horse whistle would be a nice buff to the horse so you can take it more place and forget about it and have it teleport.
This.
The problem that many feels with the elytra is simply the reality that every other means of trasportation is flawed and deeply unefficient, beyond being pretty much all the same but reskinned in some way. How to resolve this without nerfing the elytra? Give every transport method something that can differentiate it and give a reason to the player to use them.
Horse? Makes saddle craftable, because that's really no reason for being unique, and make traversing forest and water bodies less painful. How? You can simply make the leaves intangible when on horseback and give the horse the ability to cross water more easily, instead of sinking after two blocks. Incentivize early game exploration, while make riding a horse a more useful method of travel than simply walking.
Camels? Camels in single player are, simply saying, useless. Yes, nice animation, cool the possibility of dashing but being usually less fast than a normal horse and with a second slot that you cannot utilize they're worst horse. How can you make them better? Villager. Make possible to ride with one villager on the second seat or, even better, create a caravar of camels. Doing so you create a niche for this animal, make transporting villager much more easy and you don't eliminate the utility of a horse, that is faster and more versatile
All of this feature that I listed are present in mod and they would improve the game without having to go and modify the elytra
P.S. I mentioned that they are present in mods not to say that "if mods know how to do it why doesn't mojang do it", but for the simple reason that this feeling of wanting to improve initial and intermediate means of transport is very present in the community
@@hollowbook3088using camels to transport villagers would be a brilliant use for them and solve the always there villager transport issues
@@mz-power9587 Oh my gosh, like in TP? Have the horse come running in from the nearest screen transitio- oh wait.
I BIG thing I want to commend Mojang on is how well the game plays on pretty much any Computer, phone or tablet.
I think this is where most of the time/slowness peoples complain about is being spent. It's really hard to make a game SO performant on so many different platforms. Massively appreciated by the masses.
Mojang should just take note of the most popular mods out there and slowly integrate them into the game. All the hard work has already been done for them tbh