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.
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
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.
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
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.
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.
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.
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
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.
@@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?
Mojang: "If firefly step on this voxel land at least once - frog extinction in real life would be inevitable." Read as: "dude i have no fucking clue how to program this shit, my head hurt."
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
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
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
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.
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
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.
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.
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?
fr, ever since the nether update. u can start a brand new Minecraft world, and beat the game with barely any changes with every update. If u look at something like dreams manhunts, theyre pretty much exactly the same thing as how minecraft can be played now. They dont force these things on you, you have to go seek it out, and if it is forced on you. It is probably gonna be next to useless. I think there should be new bosses, better loot and late game rewards, a whole new bunch of hostile overworld mobs that can spawn anywhere. (instead of just the classic creeper zombie skeleton spider endeman etc weve had for YEARS) (all the new hostile mobs seem to just be biome specific and most of them are just variants of already existing mobs) A MAJOR update to the end and more specifically the ender dragon fight (Imo its too easy nowadays for experienced players) And I also thinkt hey should rework the wither too so u can't just trap it in bedrock or something.
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.
@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
@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.
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.
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
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 🥺
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.
@@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
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
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.
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.
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.
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.
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.).
'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!
@@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.
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)
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
If the creeper was added today, players would complain abour how annoying it is and how stupid Mojand is for adding an explosive mob in a building based game...
@@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
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
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.
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?.?
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)
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.
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.
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
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.
@@sistersamich2075 a completely new world save system must still be created, it still saves by the block. maybe in the future when they rework minecraft worlds again to make upgrading difficult (unlikely, tho they could just make the game do it automatically), they may just do it then, but until then, the only other option is to create thousands of new blocks corresponding to every combination of slabs that STILL requires a new mining system, it also works by the block
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.
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.
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.
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
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.
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
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
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.
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)
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 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.
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.
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.
@@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
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.
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!
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.
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
It's especially crazy that automatic censoring applies to Realms worlds. Like, this is explicitly a type of interaction with the game that involves a private group! If Discord started doing this kind of thing by default, people would lose their minds.
@@maxwellerickson7066 Realms I can kind of understand, since they are on Mojangs servers. Its not "Your server", you are renting it. Fundamentally if something illegal were to somehow be happening on a realms server, Mojang would be partly responsible. However that could have been done with zero impact to community servers that maintain their own moderation, and that are not interacting with Mojangs services. You alone are responssible for what happens on the software you run on your systems, whether you made that software or not. That is an argument to both moderating realms, and not moderating community servers.
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...
@@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.
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
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;
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.
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.
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
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
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
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. Edit : Wtf 100 likes ?! Damn
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.
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.
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
man didn't realize that for a few months. How big of an idiot do yu have to be? I mean, if you only saw the breeze for 0.5s then I would understand it.
One of my biggest gripes with the past few years? Copper. It’s very rare that mojang introduces a brand new ore to the game. There was a TON of potential for its uses, but it feels like they just gave up and made it just another building block. -iron, diamonds, gold, redstone, lapis, and even emeralds all have primary uses that supersede their cosmetic block forms. Copper has a few, sure, but just look at the recipes for items that use iron compared to copper. -Rarity: copper went through a few balances in its early stages for drop amounts and ore rarity, but now it’s just way too abundant. Considering things like fortune pickaxes, copper veins, and its overall abundance in so many biomes, it’s just way too easy to get in mass, compared to something like gold or iron. Now add in finding a trial chamber, and you have almost zero incentive to go farm copper blocks, with exception of obtaining it in ore/ingot form. -potential redstone incorporation: copper could have opened a whole new world of redstone-adjacent items and contraptions. Copper seems like the obvious accompaniment to redstone, considering its real world uses in electronics. I feel like Mojang really missed this opportunity for new and creative uses with redstone/copper. -Tools/weapons - copper might not have been a perfect candidate for tools and weapons, but the opportunity to add a level of progression in the iron/gold level of a new playthrough would have been a nice addition.
I disagree with you on the item progression. Minecraft doesn't have enough space for another tier of items in progression. It is already over crowded with wood being barely used, except to mine a handful of stone, most people move past stone and iron tools very quickly, and gold is rarely used at all. Adding copper tools would not only not improve the progression, it would be detrimental to the game overall imo.
What I kinda wish happened, is that they changed the early progression with copper. Minecraft has always been, using wood for 30 seconds then use stone. Wood as a tool tier is completely useless except for those first 30 seconds. Imagine if instead the early game took alittle longer, and they replaced both wood and stone tools with copper tools and flint tools. Flint tools fill that gap of needing something to get the copper, but instead of just mining stone on the surface, you had to actually go adventuring in a cave and get copper. Also sidenote, they are using copper a lot more for redstone, and will continue to do so probably.
Imo copper is just a better quartz Primarily a building block with some niche crafting recipes. And certainly more useful than lapis Also replacing stone and wood with copper tools just feels like a "we need to make copper do something so we made it do something" cop out. Iron already serves the purpose of getting you to mine in a cave, wood and stone is just there so you can get food and basic resources before entering one
I feel like copper tools should exist, but they shouldn't be in the line of progression. They could be something kinda like gold tools, not required to move up to the next tier, but still there, and useful in their own way. Granted, gold tools aren't particularly useful due to their low durability, however, they do have the fastest mining speed of any tier, even faster than netherite.
@@matthewparker9276 Honestly the time for tool progression has sadly sailed. It should have happened with Netherite being made a side-grade rather than straight up upgrade and better in all ways that diamond.
I have one and very simple problem with Minecraft: Most of the time the game is silent. I absolutely ADORE Minecraft OST, but when one music ends, you get silence for 20 minutes or more. That's when the ambience discussion comes in. We should have a loop ambience music for each biome.
That sounds awful ngl. The silence into OST into silence is one of my favourite parts of the game. Constant music would completely change the feel of the entire game
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.
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.
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
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
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 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 :')
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
To add to the firefly discourse: -Parrots can eat cookies and DIE. -They literally just added a new fictional flower that poisons bees. I feel like we're owed some fireflies.
One idea I had was for the dark Forest to have really difficult and scary mobs. It would be cool to have at least one biome in the game where people said " we don't go there until we have full netherite gear"
That would be incredibly cool! Maybe have it coded to only spawn at least 1k blocks from spawn, as to prevent people from having their worldspawns end up smack in the middle of one. XD
@@Ken04ZShield only defends from the front, just need to make it so the player is threatened from more directions than they can possibly swivel between fast enough.
11:50 Especially the "observer" is a big one here. The _old_ way of doing exactly that existed, it was a bug. (often an ugly one at that) Which basically left them with 3 options: - break a bunch of existing builds by fixing a bug. - commit to never fixing a bug (which will likely be touched on, with most attempts to boost performance) - create a component, to take the place of the bug. I'd say they made the right call there
This is actually also why they didn't get rid of tnt and sand duping, as otherwise you wouldn't be able to break blocks in a farm. Unless mojang introduces a way to farm sand (which i hope they do asap), neither of these bugs will be fixed.
We need a video like this for people who havent played for a decade. I've not played since 1.8 and now there seems to be way too much and too high of a learning curve to get back into the game. I'd happily watch an hours video if I could get a good explainer of everything thats changed since Minecraft's glory days.
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_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.
I think one of the largest problems I have with recent updates is that there is so much new content that I will never interact with, even when I try to interact with it. Other than the world generation change (which is amazing), many, many new things are very hard to find. Mangrove biomes are very rare, trial chambers are hidden underground with no 'compass' to find them, caves with moss are rare, sniffer eggs are rare. There are many new things that are rare to the point it feels like Minecraft hasn't changed except for world gen. I would like to see updates to some of the larger parts of Minecraft, like the End. The End is a horrible place in vanilla Minecraft. After you fight the Dragon, you go to a city, get one elytra and some shulker shells and then there is never a reason to go back to the end. They updated the nether in 2020, and haven't updated the end since the combat update in 2016. The end is currently treated like an area that you go to once and discard, but I feel like it should be a larger part of the game, like the Nether is.
Really, my only issue with Minecraft right now is that while they keep adding cool new things there is no backwards compatibility! This is an issue I would argue has been building since the Aquatic update. Everything they update is so much cooler but barely affects the rest of the game. Minecraft used to be like a jumbled web, every new block would unlock a load of new things with previous blocks, this helped me feel like everything I did or collected was important and useful as it build on what I had already worked on. Now, I'll find a geode, a trial chamber or a dig site and while I have fun for a bit I actively avoid them if i see them again as I know they will cost me a lot of time and give me things that won't help me at all in the long run. I've played Minecraft for so long because I love the experience so if i get an update I don't want a different experience, I want the original experience but improved with the skill I do see in these updates. This branching from the core experience is not sustainable, I really hope Mojang sees that. On the other hand, I do think it's incredibly unappreciated that we even still get free updates, Mojang are very careful on what they add as to not upset the balance and complaints about not getting more content per update or about the mob vote just come off as petty and greedy, fans need to remember they do not know how to make games and Mojang has an almost impossible job in satisfying all corners of such a huge community with massively varying perspectives on every addition.
I 100% agree. The heart and soul of minecraft is the complex web of mechanics that Notch created 14 years ago, and most everything since the aquatic update has been shallow additions, bloating the original game with cool concepts that fall flat on their face due to poor implementation.
I'm not sure what you mean by how minecraft before would add a new block that unlocks a lot of new things with previous blocks, like, I can't imagine it so idk I'm gonna need an example. I feel like what you're saying is just a result of updates since 1.13 being much bigger than before so they branch out further. But I don't think that's a bad thing, and I don't feel like it's disconnected from the rest of the game. With amethyst you get from geodes, you can make tinted glass for more convenient mob farms that you can see inside without obstructing spawns, mob farms are an existing feature that it's compatible with. Swift sneak from ancient cities help with building, sherds create decorated pots you can use in builds, and even if you don't go into trial chambers after you get the mace, you can still use the new copper and tuff blocks added alongside trial chambers in builds. So I'm really not sure what you mean by recent features not being backwards compatible and how old features used to
@@CaliSPICYi think their point is the often mentioned lack of depth Copper exists just to make building blocks and to make the spyglass. You cant make tools out of it or anything else really. You also cant make a spyglass out of iron or quartz (despite quartz and amethyst being basically the same thing) The complaint is that it doesn't feel connected to the rest of the game, as though it was modded in for a specific purpose (spyglasses and blocks) Things added don't usually mesh together. You add a new metal but it does nothing the others can? You add new mobs that are hidden like the dragonballs, scattered to the four corners of the earth where you'll hardly ever see them and they don't behave like other animals (also, why cant we get goat milk? Isnt that a bit goat thing?) things feel disconnected from eachother and the game itself Like a bunch of pools around a lake
@@victormirandakoepke8352 okay first, you actually can milk goats Copper is more like quartz than iron, so we shouldn’t expect for tools to be made out of it. To be honest, would it really make anyone happy for there to be copper tools? But I do think the addition of copper is more than justified. It’s just a new system. It’s separate, but not disconnected, from what we currently have in the game. First of all, we have brushes made from copper which enables archaeology for existing structures. It’s also the primary way to get wolf armor, wolves which are another existing feature. Things like the lightning rod helping you to get charged creepers or just overall getting lightning or protecting your base or redstone. But copper also introduces oxidizing blocks, which of course you can’t have with iron. That adds quite a lot of new blocks alongside this new mechanic, which by the way was expanded on in 1.21 with copper bulbs which dim as it oxidizes. But for the other uses of copper like spyglass, technically it can be made from iron but I think it’s good to put all the not essential but fun items for copper And as for mobs being rare, well okay I don’t think the armadillo is that rare, nor is glow squids and allay, bogged and frogs I’d argue, but let’s say sniffers, wardens, and breeze are dragon ball level rare. I still think that’s fine of course, rare things incite exploration
@@CaliSPICYImagine you are a new player; coal can be used for cornerstone features like the furnace and torches, iron, i don’t even have to get into, redstone, same idea, lapis unlocks enchanting essentially (huge feature that has many branches), while copper does what? Archaeology (NICHE!!), blocks (they all do that!), and a spyglass? Quartz at least has the excitement of EXP going for it (something players realize is useful very soon into their gameplay). Now imagine a new player getting copper and realizing that what they just made is literally useless to them. There is no satisfaction or realization for getting copper, just disappointment. This is the big issue with recent updates, most features do nothing for gameplay. They add a few new facets and cool things to do… for about 5 minutes before you realize they have little purpose in the overall gameplay cycle. Compare that to things like the End Update, where elytra’s and the End became bigger than just “You won!” Or maybe the Nether, with all of its new features. Copper could be given so many more uses such as wiring (Maybe it allows redstone to be placed underwater!), a new set of armor that has its own special effects! Copper is frequently used in real life for wiring, so why not have it have a part in the redstone? Not to replace, but to add. TL;DR: Copper is Niche, new players get it and realize it’s a useless ore that gives them no value; making it so they just DONT mine it (unlike quartz, where it is a great way to get EXP!!)
Minecraft definitely needs more bosses and rpg elements. For players like Mumbo they can can just ignore them but for others they provide more activities to do outside of just building structures
@@Q_theMisanthrope omg i didnt even notice that, its fun to see misspellings in videos though. makes the creater seem human (which mumbo is definitely very human)
@@determineddaaf3 no but same 😭😭 i can barely spell anything and the one that always gets me is "acquaintances". i always think theres two C's for some reason and i cant spell it for the life of me. i have to google it nearly every time 😭
One thing that I’ve noticed is that ppl are asking for revamps of old stuff, but not brand new stuff. Like, everyone was talking about the nether update, the village and pillage update, ect. But I hardly see anyone talking about all the new stuff, like the trial chambers. I hear people saying things like “oh I bet next update is the end update” or “I wander when they’ll add the desert update”, and I can’t blame them, I want to see all the mobs and stuff that didn’t make it from the biome vote (if frogs can make it, then so can they) come to Minecraft. I think, now that Minecraft has become a lot more nostalgic, people want to see old things with a new twist, instead completely new things. And honestly, I can’t blame them.
like one of the first comments say, minecraft is a mile long and an inch deep, yeah we have the trial chamber but it's just a structure you'll visit sometimes, while the end which is an entire dimension hasn't been updated since it's release, we don't need a new dimension if the one we already have is fleshed out, the nether update is much better than any new dimension we could have ever had
Personally I hate copper blocks and don't understand people who obsess over them. When I heard about trial chambers and looked them up I instantly decided I will be actively avoiding them because they are so ugly. Useless blocks which don't look good and have no value. They took away more important ores without giving anything in return and even if you ever wanted to use them for decorative purposes, they're tedious pain in the ass on levels far beyond any other block.
i agree! And i think a lot of that comes from many of the newer additions being so rare. Mangrove biomes are rare, trial chambers are rare, dig sites are rare, sniffers are rare etcetcetc. The player will rarely, if ever, encounter the newer additions, but they're in the old biomes all the time. Take the desert for example, which id say is the most boring biome. I think an update that spiced it up a bit would be recieved really well, since it would improve the experience for all players, everyone would encounter the changes. Now to be so completely fair, they have been doing a lot of improvements to old content. But the reason people are getting frustrated about it might be because updates like that were happening yearly for a while, and now there havent been huge improvements to old content in a few years. -1.13 update aquatic (2018) - 1.14 village and pillage (2019) - 1.16 nether update (2020) - 1.17 caves and cliffs (2021) im real tired, so i dont know if i made any sense. But essentially: we were getting almost yearly updates making huge changes to content you would certainly encounter, giving old stuff revamps. Now they havent done that in a while. Many people might have expected more updates like the four above, since there are still many places that could do with improvement, like the end for example, so the newer updates with rare and rather "random" additions might be a stark contrast to peoples expectations. Theyre not BAD additions, they might just not be what people expected.
What'e outside the scope of this video but is *massively* consequential is the amount of changes happening underneath the hood. Namely: Minecraft's accelerating migration to *data-driven* features. As a datapack-maker, it's _incredible_ how many changes you can now make to the "vanilla" game, and it points to Mojang being able to generate and test new features much quicker going forward than was possible with the old spaghetti code. (as a modder, though, I'll note that *nobody* likes working with JSON, and the code being "cleaner" and also more "opinionated" has meant that it takes a lot more work to implement some things that you used to be able to do with a dirty patch)
I did minecraft modding to get into programming and let me tell you that nowadays it's a hassle to get some of the environments set up. I also feel modding is like 90% setting up a feature to be implemented and 10% implementing it. There's so much set up to get a basic block working when it used to be just 1 line of code and you get the same basic block. JSONs are great to work with if you made them, if you're trying to use someone else's it becomes tedious.
That's all fine and good but it's not content. People want the huge development studio to make content. Providing routes for the community to make content isn't enough to justify maintaining the status quo from covid
My biggest gripes are two things: Caves and Powdered Snow. I hate mining in these new caves- I know that they let you get more ore like this, but it doesn't feel like it at an early level. I don't have the coordinates logged in my brain for where optimal iron spawns are, I miss down = better in mining. It takes a long time to get iron with new caves, in my experience. The difficulty is also crazy with these new caves, there's so much vast areas of darkness that caves are just never safe to traverse. Which connects somewhat to my next point of powdered snow, as falling through powdered snow in the wrong area can drop you hundreds of blocks to your death (or more likely halt movement and make you dig out). I just avoid snow biomes because I don't want to deal with powdered snow. I really have enjoyed some of the recent updates, but I would hate to play newer worlds because I'm afraid to explore caves or snowy biomes. Skill issue, whatever. I would love a feature like Amplified World, but with Simplified Caves to allow caving to be like old Minecraft, or at least make everything above Deepslate like old Minecraft, and Deepslate has more of all ores. Idk, I'm just a casual gamer. Powdered snow, idk, you could surely find a workaround.
3:06 "it's worth noting, most players don't even beat the ender dragon in their worlds." Too true. In fact, I've been playing since 1.8 or 1.10 and my last world (1.18) was the first time I ever beat the Ender dragon.
I am similar. I don't think it's good reason to not add more progression though. If you have any steam games, try looking at the percentage of players who have relatively easy achievements. A lot of times it's still pretty low because people play games casually. I think another variable here is that people don't play minecraft for it's progression, because there really isn't any. If there was, people would play it for that reason yknow
I have never beat the enderdragon in singleplayer, not that I have played singleplayer much lol. And If it wasn't for the fact I play with friends, I would have NEVER entered a trial chamber or ancient cities, knowing how bad I am at the game, I would have died and would never be able to get my stuff back, too risky for me!
Update: we went to the end and 3 of us fell in the void an lost everything... I probably wont be coming back to the end anytime soon and ABSOLUTELY not in singleplayer 🙃
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 issue with modern Minecraft updates isn’t that they don’t add enough, but rather that what they add just isn’t worth the effort it takes to get it. Stuff like sniffers, goat horns, armor trims, frog lights, and spyglasses are just unnecessarily difficult for an item that has such a small impact on gameplay. This is the same reason that copper is often ignored completely when mining, because all of the items you can make with it just aren’t worth the inventory space you waste by trying to take the copper back with you when mining. It’s not about playstyle, but rather that there is no point in making it so difficult for items that don’t have a major impact on gameplay (that and they really should make an item in game to help you find a specific biome, there are just too many new biomes, to actually find new biomes
Finally, someone who actually understands why vanilla development feels way slower than mod development also at 15:15 there were a couple combat test snapshots, however the last one came out almost 4 years ago so I really hope they can come back to them soon, a lot of the stuff they changed was cool
I feel like part of the discourse surrounding mods vs development is that many TH-camrs make videos about the topic in the favour of mods (take into account how many “I made an update in 7 days” style of videos). And yeah, the combat snapshots should DEFINITELY be picked up again.
Well here's the thing, they do have to consider what stuff to add and be careful with what stuff they add, but once they've decided on and even announced those things they no longer have an excuse for taking 50x longer to make those features then modders do. They could spend 4 months carefully discussing what to add, but then when they decide to only add a few small features they still somehow take a year to actually make it, especially when they're pumping so much stuff out for the marketplace and other such things. Honestly the animations that announce the mobs probably take half as much time as it should take to make the mobs, they just take even longer anyway. And yes, they do have multiple versions to work on, and that does increase development time by a lot, but it shouldn't be by this drastically much. Usually I'm on the developers side in this kind of situation, but in mojang's case I have no reason to be. They spend a ton of time on marketplace content that nobody asked for and marketing, yet spend so little time on the game itself that it takes them a full year to add something that a solo modder could do in a week or two. Even if that solo modder was developing for two versions, they could still do it in three or four weeks.
"feels" IS way slower, no matter how you FEEL about it. But the thing is, we're not asking for mod dev speed. We're asking for maybe 8 to 10% of mod dev speed instead of the, like, 4% we're currently getting.
@@henryhereBut the claim that they "take 50x longer than modders do" seems taken completely out of thin air. Most of the bigger mods in the game today have been in development for many years, getting constant updates and revisions as they move through various game versions. And while modding teams are generally smaller, keep in mind they're also working on only one (or a select few mods) each. If you take the overall sum, there are waaay more mod devs than there are mojang devs.
@@henryhere Generally the marketplace stuff is subcontracted to 3rd party modders like NoxCrew and released with the Minecraft name. So even the optional "updates" aren't mojang being fast, it's the modders who are again fast.
One thing about the added mobs is the connection between important features and the mobs themselves. Legitimately, why can't we find Wolf Armor in chests with horse armor. Why can't the glow ink be crafted with regular ink and glowstone? Imagine if when Polar Bears were added they were the only way to get Blue Ice. Or if Panda's shed fur that was the only way to craft boots that protect you from powdered snow? Each mob adds an entire new system that barely interacts with the rest of the game and locks an entire new gameplay mechanic behind this one mob. Ideally, in my opinion, the mob vote would only effect inconsequential mobs. Mobs like Axolotls, Glow Squid(with the preface that the glow ink was a separate thing that would've been added regardless of it winning), or the armadillo(again, assuming wolf armor would've been added regardless).
I think one paradox from this video is starting by saying "I wouldn't enjoy their being harder mobs/better progression" but later saying that ancient cities and trial chambers arent worth it, if mobs were hard and I could fight a trial chambers to get loot that helps me fight them better, that I can't make without the chambers, gives them more value without just putting another diamond pick in it that I can craft myself
I personally would just love some more structures with challenging mobs in the nether and end. The trial chambers are an interesting way of adding it which i like.
I feel like minecrafts progression should be mostly horizontal and that's what kept it going for so many people for so long. The game's beauty is in self expression and I feel like anyone who's a hermitcraft fan should understand this. It feels so alive because the players are diverse and learning from each other and leaning on each others skills. It's the only gaming series I've ever seen where I feel like I'm watching people develop as a community
It means you don't have to do 10 quests to get a block you want. If you want Cherry Wood, all you need to do is find a Cherry Grove. If you want Skulk, all you need to do is find a Deep Dark (with Silk Touch, admittedly)
First off, i think this was a fantastic way to group thoughts and was a well made video. Thank you. Secondly, I don't think vertical progression hurts your ability to just get what you want then start right on building - you do not need to be fully done with the game to enjoy the level of functionality that you now have, you just wouldn't be able to use the new stuff. Like right now, you can entirely avoid the end cities and netherite if you want to, but going and getting them is a new upgrade to the challenge level of the game and to your own personal stats. These are the kind of upgrades people like me want, just regions of the game that one could go to if they want more difficulty for better gear and more interesting gameplay. No bastions or shulkers are spawn camping you on even the most advanced servers now, adding more vertical progression certainly wouldn't change the difficulty of the base game other than if you go seek it out.
I think the biggest issue is that despite all this stuff it still all sort of adds... Nothing? The spyglass for instance is very useful but could it not just be made with copper/gold and glass? Why add a whole extra generated structure we have to look for just to make a single item? Why add an entire new mob that's sole purpose is to make armour for a different mob? We already have leather and rabbit hide (which is next to useless aside from making leather) so why not use those? A fundamental feature of Minecraft historically was how much you could do with what you have. A material that can be used to make basic logic gates? You can build a computer! Or a farm! Or any number of other things! Have a basic mine for resources and a sheep farm for sustenance? You can turn that waste cobblestone into all different kind of stone bricks for building and the wool can be dyed a variety of colours for all kinds of aesthetic creations! Even something as simple as the emergent mechanic of the cobblestone generator sparked an entire subset of gameplay styles centred around skyblocks. The newer stuff has it's uses but the lifespan of those uses are short. With all this said I strongly believe this is not at all due to incompetence. We clearly see the immense creativity the team at Mojang have with just the April fools updates alone. I think that the lack of depth to the updates is a deliberate choice. Microsoft paid $2.5B to acquire Mojang back when that all went down, and they're going to want their investment back and then some. So what can they do to recoup that? As we have seen over time they clearly put a lot of time and money into marketing, merchandise and spin-off games- things that have taken noticeably less resources to organise and produce (the case being that Minecraft itself is basically at the bleeding edge of sandbox games as a genre whilst something like Minecraft Dungeons is basically a procedurally generated dungeon crawler with a Minecraft skin). On top of this, by restricting the depth to which updates can go to whilst simultaneously spending so much time hyping people up for all the new stuff that's added means that people will go back to the game and play through the new content only to find themselves still craving that new content hit once they've burned through what little there is. Java players might go and find some mods or just leave the game and come back later for another 2 week Minecraft phase, but Bedrock players might turn to the marketplace and buy addons to keep their thirst for new content sated thus continuing to line Microsoft's pockets. At the end of the day the latest version I played on was 1.20.1 in a Create modpack so the disappointing additions don't bother me too much, but it does sadden me to see how the pursuit of capital is once again stifling the creativity of a game where that is a fundamental component of it.
But the spyglass isn't the only use of copper and amethyst, and the argument of "why couldn't they have just added it earlier" doesn't make sense because that technically applies to every feature. And they have added features recently with a longer lifespan as you say, with the copper bulbs and crafter just in this update which allows for creative redstone builds like you said (I'm pretty sure copper bulbs can be used to compact the redstone computer). And with single use features, I agree echo shards should and honestly most definitely would get more uses down the line but things like the armadillo scute is perfectly fine. You're gonna need lots of it anyways to repair wolf armor so it'll always have a use. I'm also not sure what you mean by turning waste cobblestone into building blocks, because they've added deepslate and tuff with block variants as well. And what you said about mojang deliberately not updating the game with a ton of features is just wearing the tin foil hat. They are adding as much features as they could, it's just not as easy as we might think, and as a result of that process we get updates with generally good features. The trial chambers went through a lot of iterations and it's just a good structure as a result
@@CaliSPICY The issue is that it feels more like they had an idea for some cool building materials and animals to add, and had to retroactively figure out what you could actually use them for. That resulted in items like wolf armour and the spyglass that blatantly should be able to be made with materials we already had, but instead need these new ones to justify their existence.
@@YurgenGrimwood for wolf armor, you can’t brush turtles to get scutes, so how can you get enough to repair wolf armor without farming them? And for the spyglass, I don’t really get what you’re going for. Do you think it’s better to have iron be used for spyglass, or do you just want to have had spyglass sooner? Because both iron and copper is being updated to this day, with the crafter made of iron and the new copper blocks. It’s like, lanterns are made with iron, lightning rods are made with copper, and that’s fine, they dont need to switch
@@CaliSPICY Copper and Amethyst were added 4 years ago, copper has 5 unique uses, amethyst has 4. On average one is added per year. It takes another 10 years for them to catch up with the functionality of glass and iron.
@@CaliSPICY I understand where you're coming from; my issue isn't with them not adding them sooner but, as @YurgenGrimwood pointed out, that they could do much more with the stuff they do add and make other things available with pre-existing materials rather than having such limited uses. Regarding your comments on turtles for instance, they're already used to make a helmet so why not use that same mechanic for wolf armour? Further to this point, I remember when they added ender chests in 1.3 for example and that was an exciting new addition that used materials already available. As for your comments regarding my understanding of their marketing strategies as leaning towards a more conspiratorial standpoint I'd like to raise a couple of points. In terms of Microsoft as a company, they've used the same tactics with multiple other games. An immediate one that comes to mind is fallout 4 and the Creation Club that has which is practically the same thing as the Minecraft marketplace. Further to that and focussing on Minecraft specifically it is worth noting they do adjust the content available depending on the sociopolitical market within which the game is sold. This can be seen with the differences between what you and I would consider Java or Bedrock editions of the game compared to what content is released to the Chinese market for example. I will admit that my understanding is based upon extrapolation of the given data which does impact the reliability of it as with any extrapolation but to call it conspiratorial would be incorrect. Also unrelated now but if any of this is a bit incoherent I do apologise, it's rather late at night for me and I'm writing this with my eyes half open before going to bed lol
As a builder, I honestly feel satisfied with what we have right now. The only thing missing is a green block that can be used for stairs and slabs. Mossy cobblestone is too grey to count, and copper and dark prismarine are too blue for a primarily green build. You even experienced it yourself, Mumbo, in a recent hermitcraft episode where you struggled to detail a garage door made from green bamboo blocks because of the absence of green stairs, slabs and trapdoors. I wish Azalea wood was some sort of pastel green colour instead of oak, that would've looked lovely. I think biomes need more fleshing out. Walking around, it just feels so dang empty. The vast majority of biomes don't have their own structures. Honestly, new village types would be amazing - a Japanese-style village in the cherry grove, a Tudor village in the birch forest, a Gothic village in the dark oak forest and a Western village in the mesa would all do wonders in giving each biome a purpose. I've also noticed nearly all Minecraft structures as of late have been placed underground, causing overworld exploration to quickly go stale - add something like a Japanese-style temple in the cherry grove, an abandoned Gothic castle in the tall mountains, etc. Just boost exploration. I'd also love to have more vegetation, undergrowth, etc. Walk through a jungle biome and it really doesn't have the vibrancy or life that a real-life jungle has - there needs to be more plant variation. I think more ambient sound would help in achieving this - the sound of crows cawing ominously in the dark oak forest, or dry wind blowing in the desert, or crickets chirping softly in the plains. It'd make each environment feel fuller. Naturally this is an option that could be turned off for those who wish to sustain the more traditional, empty, lonely vibe of the game too. And while the game is abundant in biomes, so many of them are once again similar or variants of each other. They struggle to have an identity. Realistically, do you consciously notice the difference between a forest, a birch forest, a tall birch forest, a dark oak forest and a flower forest when walking around? Not really. The game doesn't feel super striking in terms of exploration. It needs more biomes that have their own fierce identity. There are so many biomes I've wanted added for such a long time - an autumn forest biome would be striking in terms of its unique colours; a tropical beach biome or tropical mountain biome (a bit like the one Mumbo built in Hermitcraft 8, very colourful, lots of waterfalls etc) would add an amazing summery vibe etc. The biomes also don't feel fantastical enough - I don't think modern Mojang would add in the mushroom island biome, and even if they did, they definitely wouldn't go about it in the same way because fantastical, unrealistic environments are reserved for underground or the Nether these days. There's a lot more I could say, but as a nearly entirely creative player there's not much I CAN say because I don't play it in the same way most people do. I just feel like the games need wonder again.
@@FreddieJerman In short, the only block I feel as a builder I sorely need now is a green block that can be turned into stairs and slabs. Old biomes should be updated with more structures, and they should give more personality to biomes by adding more plants and ambient noise like birds and wind. They should add more distinct biomes like an autumn forest, and also more biomes with a fantasy aesthetic
I'm not saying I disagree with you, or that Mojang can't take inspiration from Japanese and Gothic-era architecture, but I would much rather Mojang continue along with a sort of "Minecraft" feel of the game. Minecraft may have fantasy aspects, but that isn't (and I reckon shouldn't be) the entirety of the game. Exploration should totally be improved upon, but, like you mentioned, there are subtle differences between indie Mojang and modern Mojang, and the last thing I want is more disunity.
On the topic of more blocks for certain colors, I would also love more blue, light blue, and purple blocks that are around the same shade as their dyes, maybe even as new wood types from a new End biome or something. There are plenty of blocks for cyan like Warped Planks, Prismarine, and Oxidized Copper, but not blue and light blue. Purpur isn't purple enough, and Crimson Planks are closer to magenta.
6:35 I wouldn't say the elytra is overpowered, I'd say the other transport methods are underpowered. Horses are very good IMO, but recent(ish) changes like them not being able to get in boats or walk in 2 block deep water have made them significantly less effective. Boats are also solid but are annoying enough that I wouldn't want to use it as a long term transport method, can't think of a way to fix that though. Minecarts are more than useless. They are rather expensive to set up early game and are (in bedrock edition) just so incredibly slow that it isn't worth your time. Fixing the speed and adding more rail features I feel like would really help the mobility issue. Why fly when you have an almost or just as fast rail that looks cool and doesn't take rockets?
You just have to accept that minecarts are no longer meant for player transport, rather for mob transport, chest and hopper minecarts. In these use cases they are fairly good
elytra are perfect tho, you can go anywhere, while minecarts are limited to rails, yeah you might need rockets but they are cheap, if you are somewhat far from the rail it becomes useless, while elytra are useful even without rockets (jumping from a mountain and covering a lot of blocks). it's the same reason people prefer cars over public tranports
I think it is important also to remember that you buy Minecraft (I got mine back in olden times) and you just keep getting updates FOR FREE. Almost no other game has the longevity of Minecraft and it just keep going. So sure, people should voice their wishes and opinions but they should appreciate all the extra content we have gotten over the years.
Fortnite..... literally adds crazy updates that change the game in meaningful ways each time, while Minecraft just knows how to keep their game a snooze fest
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?
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...
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
@@nullotteyeah. He has a 1 min timer on certain apps and websites and his Girlfriend has the code
@@nullotte 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 😂
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.
Making frogs eat magma cubes is too hard for the average minecraft player (literally me) i think
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!"
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.
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
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?
Catching fireflies in a jar and using it for lighting would be so cool
better than adventures reference?
Mojang: "If firefly step on this voxel land at least once - frog extinction in real life would be inevitable."
Read as: "dude i have no fucking clue how to program this shit, my head hurt."
mojang wouldnt add it cuz theyd say its animal cruelty or something
would be cool if you can equip that jar in the secondary hand and it has dynamic light
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
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.
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
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
fr, ever since the nether update. u can start a brand new Minecraft world, and beat the game with barely any changes with every update. If u look at something like dreams manhunts, theyre pretty much exactly the same thing as how minecraft can be played now. They dont force these things on you, you have to go seek it out, and if it is forced on you. It is probably gonna be next to useless. I think there should be new bosses, better loot and late game rewards, a whole new bunch of hostile overworld mobs that can spawn anywhere. (instead of just the classic creeper zombie skeleton spider endeman etc weve had for YEARS) (all the new hostile mobs seem to just be biome specific and most of them are just variants of already existing mobs) A MAJOR update to the end and more specifically the ender dragon fight (Imo its too easy nowadays for experienced players) And I also thinkt hey should rework the wither too so u can't just trap it in bedrock or something.
which is funny because, to some, the core gameplay loop is exactly what makes the game boring to them
6:25 Mumbo literally zoomed in on the "acient city" bravo Mumbo
11:50 "exhists" is a word that exists now haha
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.
@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?
This is cool because the 4 play styles can be acronymized as SAKE, as in, for what sake do people play your game
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
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.
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
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 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
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
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
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
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.
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.).
'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
"have I forgotten to change the chapter numbers again?" that's my favorite
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.
If the creeper was added today, players would complain abour how annoying it is and how stupid Mojand is for adding an explosive mob in a building based game...
Absolutely
The fact that Mumbo did A-ha when using the spyglass is 10/10
I was waiting for the spyglass moment :D
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.
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.
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?.?
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
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.
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
@@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.
@@sistersamich2075 a completely new world save system must still be created, it still saves by the block. maybe in the future when they rework minecraft worlds again to make upgrading difficult (unlikely, tho they could just make the game do it automatically), they may just do it then, but until then, the only other option is to create thousands of new blocks corresponding to every combination of slabs that STILL requires a new mining system, it also works by the block
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.
yeah people don't notice how much work mojang actually puts into making the game as moddable/customizable as possible
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.
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.
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
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.
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 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.
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.
Such level headed thoughts! GJ Mumbo!
Hes so mature, must be that suit and tie
:0 1 reply.
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
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.
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.
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
It's especially crazy that automatic censoring applies to Realms worlds. Like, this is explicitly a type of interaction with the game that involves a private group! If Discord started doing this kind of thing by default, people would lose their minds.
@@maxwellerickson7066
Realms I can kind of understand, since they are on Mojangs servers. Its not "Your server", you are renting it. Fundamentally if something illegal were to somehow be happening on a realms server, Mojang would be partly responsible.
However that could have been done with zero impact to community servers that maintain their own moderation, and that are not interacting with Mojangs services.
You alone are responssible for what happens on the software you run on your systems, whether you made that software or not. That is an argument to both moderating realms, and not moderating community servers.
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
“…the spyglass, aha?…”
Puts a tear in my eye
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
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.
Mumbo: *builds small town just for aesthetics*
Also Mumbo: "I haven't actually gotten better at building over the past couple years."
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
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
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.
Edit : Wtf 100 likes ?! Damn
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?
@@SevCaswell:clueless:
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!
I just now realized the Breeze has two yellow eyes under the white stripes which are apparently eyebrows, now I can't unsee it.
yea fr me too for the longest time I thought they looked like that low tier god meme
Honestly, didn't notice that, but that's a cool interpretation!
Didn't they directly mention the "big, bushy eyebrows" when they revealed the Breeze?
Same with that the piglins in the nether are just anime girls wearing pig hat
man didn't realize that for a few months.
How big of an idiot do yu have to be?
I mean, if you only saw the breeze for 0.5s then I would understand it.
One of my biggest gripes with the past few years? Copper.
It’s very rare that mojang introduces a brand new ore to the game. There was a TON of potential for its uses, but it feels like they just gave up and made it just another building block.
-iron, diamonds, gold, redstone, lapis, and even emeralds all have primary uses that supersede their cosmetic block forms. Copper has a few, sure, but just look at the recipes for items that use iron compared to copper.
-Rarity: copper went through a few balances in its early stages for drop amounts and ore rarity, but now it’s just way too abundant. Considering things like fortune pickaxes, copper veins, and its overall abundance in so many biomes, it’s just way too easy to get in mass, compared to something like gold or iron.
Now add in finding a trial chamber, and you have almost zero incentive to go farm copper blocks, with exception of obtaining it in ore/ingot form.
-potential redstone incorporation: copper could have opened a whole new world of redstone-adjacent items and contraptions. Copper seems like the obvious accompaniment to redstone, considering its real world uses in electronics. I feel like Mojang really missed this opportunity for new and creative uses with redstone/copper.
-Tools/weapons - copper might not have been a perfect candidate for tools and weapons, but the opportunity to add a level of progression in the iron/gold level of a new playthrough would have been a nice addition.
I disagree with you on the item progression. Minecraft doesn't have enough space for another tier of items in progression. It is already over crowded with wood being barely used, except to mine a handful of stone, most people move past stone and iron tools very quickly, and gold is rarely used at all. Adding copper tools would not only not improve the progression, it would be detrimental to the game overall imo.
What I kinda wish happened, is that they changed the early progression with copper. Minecraft has always been, using wood for 30 seconds then use stone. Wood as a tool tier is completely useless except for those first 30 seconds. Imagine if instead the early game took alittle longer, and they replaced both wood and stone tools with copper tools and flint tools. Flint tools fill that gap of needing something to get the copper, but instead of just mining stone on the surface, you had to actually go adventuring in a cave and get copper.
Also sidenote, they are using copper a lot more for redstone, and will continue to do so probably.
Imo copper is just a better quartz
Primarily a building block with some niche crafting recipes.
And certainly more useful than lapis
Also replacing stone and wood with copper tools just feels like a "we need to make copper do something so we made it do something" cop out. Iron already serves the purpose of getting you to mine in a cave, wood and stone is just there so you can get food and basic resources before entering one
I feel like copper tools should exist, but they shouldn't be in the line of progression. They could be something kinda like gold tools, not required to move up to the next tier, but still there, and useful in their own way. Granted, gold tools aren't particularly useful due to their low durability, however, they do have the fastest mining speed of any tier, even faster than netherite.
@@matthewparker9276 Honestly the time for tool progression has sadly sailed.
It should have happened with Netherite being made a side-grade rather than straight up upgrade and better in all ways that diamond.
I have one and very simple problem with Minecraft:
Most of the time the game is silent.
I absolutely ADORE Minecraft OST, but when one music ends, you get silence for 20 minutes or more.
That's when the ambience discussion comes in. We should have a loop ambience music for each biome.
theres actually a mod called legacy4j that makes music play constantly, because in the original console versions made by 4j they did that.
That's part of the game
That sounds awful ngl. The silence into OST into silence is one of my favourite parts of the game. Constant music would completely change the feel of the entire game
15:28 The little "aha" with the spyglass means everything to me
What is the reference for that?
@@benrex7775one of the life series i think
@@mohdsa4664 Thanks.
@@benrex7775 last life episode 2
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.
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.
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
Ah yes, my favorite survival building block, reinforced deepslate
Can't live without it! ... That's... that's why I'm dead... :P
I really think that there should be more to it than "part of a statue in a structure". I know it will never be a portal, and it is a great block
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
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
To add to the firefly discourse:
-Parrots can eat cookies and DIE.
-They literally just added a new fictional flower that poisons bees.
I feel like we're owed some fireflies.
2021 not being “recent” according to the thumbnail made me sprout some new grey hairs.
3 years
3 years is still recent imo
Damn
We meet again, Mr. Chomper
One idea I had was for the dark Forest to have really difficult and scary mobs. It would be cool to have at least one biome in the game where people said " we don't go there until we have full netherite gear"
Sort of like the Eclipse from terraria
That would be incredibly cool! Maybe have it coded to only spawn at least 1k blocks from spawn, as to prevent people from having their worldspawns end up smack in the middle of one. XD
or when we get a shield 🤣
@@ThatGuyRNA I'd probably compare it more to Valheim biomes, since the Eclipse comes to you (unless you use a solar tablet)
@@Ken04ZShield only defends from the front, just need to make it so the player is threatened from more directions than they can possibly swivel between fast enough.
11:50
Especially the "observer" is a big one here.
The _old_ way of doing exactly that existed, it was a bug. (often an ugly one at that)
Which basically left them with 3 options:
- break a bunch of existing builds by fixing a bug.
- commit to never fixing a bug (which will likely be touched on, with most attempts to boost performance)
- create a component, to take the place of the bug.
I'd say they made the right call there
This is actually also why they didn't get rid of tnt and sand duping, as otherwise you wouldn't be able to break blocks in a farm.
Unless mojang introduces a way to farm sand (which i hope they do asap), neither of these bugs will be fixed.
We need a video like this for people who havent played for a decade. I've not played since 1.8 and now there seems to be way too much and too high of a learning curve to get back into the game. I'd happily watch an hours video if I could get a good explainer of everything thats changed since Minecraft's glory days.
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
I think one of the largest problems I have with recent updates is that there is so much new content that I will never interact with, even when I try to interact with it. Other than the world generation change (which is amazing), many, many new things are very hard to find. Mangrove biomes are very rare, trial chambers are hidden underground with no 'compass' to find them, caves with moss are rare, sniffer eggs are rare. There are many new things that are rare to the point it feels like Minecraft hasn't changed except for world gen. I would like to see updates to some of the larger parts of Minecraft, like the End. The End is a horrible place in vanilla Minecraft. After you fight the Dragon, you go to a city, get one elytra and some shulker shells and then there is never a reason to go back to the end. They updated the nether in 2020, and haven't updated the end since the combat update in 2016. The end is currently treated like an area that you go to once and discard, but I feel like it should be a larger part of the game, like the Nether is.
Agreed, but just so you know Cartographers can sell Trial Chamber maps if you're interested
Really, my only issue with Minecraft right now is that while they keep adding cool new things there is no backwards compatibility! This is an issue I would argue has been building since the Aquatic update. Everything they update is so much cooler but barely affects the rest of the game. Minecraft used to be like a jumbled web, every new block would unlock a load of new things with previous blocks, this helped me feel like everything I did or collected was important and useful as it build on what I had already worked on. Now, I'll find a geode, a trial chamber or a dig site and while I have fun for a bit I actively avoid them if i see them again as I know they will cost me a lot of time and give me things that won't help me at all in the long run. I've played Minecraft for so long because I love the experience so if i get an update I don't want a different experience, I want the original experience but improved with the skill I do see in these updates. This branching from the core experience is not sustainable, I really hope Mojang sees that. On the other hand, I do think it's incredibly unappreciated that we even still get free updates, Mojang are very careful on what they add as to not upset the balance and complaints about not getting more content per update or about the mob vote just come off as petty and greedy, fans need to remember they do not know how to make games and Mojang has an almost impossible job in satisfying all corners of such a huge community with massively varying perspectives on every addition.
I 100% agree. The heart and soul of minecraft is the complex web of mechanics that Notch created 14 years ago, and most everything since the aquatic update has been shallow additions, bloating the original game with cool concepts that fall flat on their face due to poor implementation.
I'm not sure what you mean by how minecraft before would add a new block that unlocks a lot of new things with previous blocks, like, I can't imagine it so idk I'm gonna need an example.
I feel like what you're saying is just a result of updates since 1.13 being much bigger than before so they branch out further. But I don't think that's a bad thing, and I don't feel like it's disconnected from the rest of the game. With amethyst you get from geodes, you can make tinted glass for more convenient mob farms that you can see inside without obstructing spawns, mob farms are an existing feature that it's compatible with. Swift sneak from ancient cities help with building, sherds create decorated pots you can use in builds, and even if you don't go into trial chambers after you get the mace, you can still use the new copper and tuff blocks added alongside trial chambers in builds. So I'm really not sure what you mean by recent features not being backwards compatible and how old features used to
@@CaliSPICYi think their point is the often mentioned lack of depth
Copper exists just to make building blocks and to make the spyglass. You cant make tools out of it or anything else really. You also cant make a spyglass out of iron or quartz (despite quartz and amethyst being basically the same thing)
The complaint is that it doesn't feel connected to the rest of the game, as though it was modded in for a specific purpose (spyglasses and blocks)
Things added don't usually mesh together. You add a new metal but it does nothing the others can? You add new mobs that are hidden like the dragonballs, scattered to the four corners of the earth where you'll hardly ever see them and they don't behave like other animals (also, why cant we get goat milk? Isnt that a bit goat thing?) things feel disconnected from eachother and the game itself
Like a bunch of pools around a lake
@@victormirandakoepke8352 okay first, you actually can milk goats
Copper is more like quartz than iron, so we shouldn’t expect for tools to be made out of it. To be honest, would it really make anyone happy for there to be copper tools?
But I do think the addition of copper is more than justified. It’s just a new system. It’s separate, but not disconnected, from what we currently have in the game. First of all, we have brushes made from copper which enables archaeology for existing structures. It’s also the primary way to get wolf armor, wolves which are another existing feature. Things like the lightning rod helping you to get charged creepers or just overall getting lightning or protecting your base or redstone.
But copper also introduces oxidizing blocks, which of course you can’t have with iron. That adds quite a lot of new blocks alongside this new mechanic, which by the way was expanded on in 1.21 with copper bulbs which dim as it oxidizes. But for the other uses of copper like spyglass, technically it can be made from iron but I think it’s good to put all the not essential but fun items for copper
And as for mobs being rare, well okay I don’t think the armadillo is that rare, nor is glow squids and allay, bogged and frogs I’d argue, but let’s say sniffers, wardens, and breeze are dragon ball level rare. I still think that’s fine of course, rare things incite exploration
@@CaliSPICYImagine you are a new player; coal can be used for cornerstone features like the furnace and torches, iron, i don’t even have to get into, redstone, same idea, lapis unlocks enchanting essentially (huge feature that has many branches), while copper does what? Archaeology (NICHE!!), blocks (they all do that!), and a spyglass? Quartz at least has the excitement of EXP going for it (something players realize is useful very soon into their gameplay).
Now imagine a new player getting copper and realizing that what they just made is literally useless to them.
There is no satisfaction or realization for getting copper, just disappointment. This is the big issue with recent updates, most features do nothing for gameplay. They add a few new facets and cool things to do… for about 5 minutes before you realize they have little purpose in the overall gameplay cycle. Compare that to things like the End Update, where elytra’s and the End became bigger than just “You won!”
Or maybe the Nether, with all of its new features.
Copper could be given so many more uses such as wiring (Maybe it allows redstone to be placed underwater!), a new set of armor that has its own special effects! Copper is frequently used in real life for wiring, so why not have it have a part in the redstone? Not to replace, but to add.
TL;DR:
Copper is Niche, new players get it and realize it’s a useless ore that gives them no value; making it so they just DONT mine it (unlike quartz, where it is a great way to get EXP!!)
Minecraft definitely needs more bosses and rpg elements. For players like Mumbo they can can just ignore them but for others they provide more activities to do outside of just building structures
6:26 "acient city" sorry mumbo we love you but gosh did it take me a second to notice that
And “exhisting” in the yellow text about the create mod lol. it’s okay, not all of us are great spellers and we all misspell from time to time. 😂
It was very noticeable, and very distracting
Definitely happy to see I'm not the only one that struggles with spelling sometimes ^^
@@Q_theMisanthrope omg i didnt even notice that, its fun to see misspellings in videos though. makes the creater seem human (which mumbo is definitely very human)
@@determineddaaf3 no but same 😭😭 i can barely spell anything and the one that always gets me is "acquaintances". i always think theres two C's for some reason and i cant spell it for the life of me. i have to google it nearly every time 😭
One thing that I’ve noticed is that ppl are asking for revamps of old stuff, but not brand new stuff. Like, everyone was talking about the nether update, the village and pillage update, ect. But I hardly see anyone talking about all the new stuff, like the trial chambers. I hear people saying things like “oh I bet next update is the end update” or “I wander when they’ll add the desert update”, and I can’t blame them, I want to see all the mobs and stuff that didn’t make it from the biome vote (if frogs can make it, then so can they) come to Minecraft. I think, now that Minecraft has become a lot more nostalgic, people want to see old things with a new twist, instead completely new things. And honestly, I can’t blame them.
like one of the first comments say, minecraft is a mile long and an inch deep, yeah we have the trial chamber but it's just a structure you'll visit sometimes, while the end which is an entire dimension hasn't been updated since it's release, we don't need a new dimension if the one we already have is fleshed out, the nether update is much better than any new dimension we could have ever had
Personally I hate copper blocks and don't understand people who obsess over them. When I heard about trial chambers and looked them up I instantly decided I will be actively avoiding them because they are so ugly. Useless blocks which don't look good and have no value. They took away more important ores without giving anything in return and even if you ever wanted to use them for decorative purposes, they're tedious pain in the ass on levels far beyond any other block.
i agree! And i think a lot of that comes from many of the newer additions being so rare. Mangrove biomes are rare, trial chambers are rare, dig sites are rare, sniffers are rare etcetcetc. The player will rarely, if ever, encounter the newer additions, but they're in the old biomes all the time.
Take the desert for example, which id say is the most boring biome. I think an update that spiced it up a bit would be recieved really well, since it would improve the experience for all players, everyone would encounter the changes.
Now to be so completely fair, they have been doing a lot of improvements to old content. But the reason people are getting frustrated about it might be because updates like that were happening yearly for a while, and now there havent been huge improvements to old content in a few years.
-1.13 update aquatic (2018)
- 1.14 village and pillage (2019)
- 1.16 nether update (2020)
- 1.17 caves and cliffs (2021)
im real tired, so i dont know if i made any sense. But essentially: we were getting almost yearly updates making huge changes to content you would certainly encounter, giving old stuff revamps. Now they havent done that in a while. Many people might have expected more updates like the four above, since there are still many places that could do with improvement, like the end for example, so the newer updates with rare and rather "random" additions might be a stark contrast to peoples expectations. Theyre not BAD additions, they might just not be what people expected.
It's not really about nostalgia at all
What'e outside the scope of this video but is *massively* consequential is the amount of changes happening underneath the hood. Namely: Minecraft's accelerating migration to *data-driven* features. As a datapack-maker, it's _incredible_ how many changes you can now make to the "vanilla" game, and it points to Mojang being able to generate and test new features much quicker going forward than was possible with the old spaghetti code.
(as a modder, though, I'll note that *nobody* likes working with JSON, and the code being "cleaner" and also more "opinionated" has meant that it takes a lot more work to implement some things that you used to be able to do with a dirty patch)
Omg finally, I've been looking for a comment that mentions this the whole time
I did minecraft modding to get into programming and let me tell you that nowadays it's a hassle to get some of the environments set up.
I also feel modding is like 90% setting up a feature to be implemented and 10% implementing it. There's so much set up to get a basic block working when it used to be just 1 line of code and you get the same basic block.
JSONs are great to work with if you made them, if you're trying to use someone else's it becomes tedious.
That's all fine and good but it's not content.
People want the huge development studio to make content.
Providing routes for the community to make content isn't enough to justify maintaining the status quo from covid
@@bcw1nc865they themselves can use these tools to speed up development. I think it's what agnes was talking about during Minecraft Live 2023
bump!
My biggest gripes are two things: Caves and Powdered Snow. I hate mining in these new caves- I know that they let you get more ore like this, but it doesn't feel like it at an early level. I don't have the coordinates logged in my brain for where optimal iron spawns are, I miss down = better in mining. It takes a long time to get iron with new caves, in my experience. The difficulty is also crazy with these new caves, there's so much vast areas of darkness that caves are just never safe to traverse. Which connects somewhat to my next point of powdered snow, as falling through powdered snow in the wrong area can drop you hundreds of blocks to your death (or more likely halt movement and make you dig out). I just avoid snow biomes because I don't want to deal with powdered snow.
I really have enjoyed some of the recent updates, but I would hate to play newer worlds because I'm afraid to explore caves or snowy biomes. Skill issue, whatever. I would love a feature like Amplified World, but with Simplified Caves to allow caving to be like old Minecraft, or at least make everything above Deepslate like old Minecraft, and Deepslate has more of all ores. Idk, I'm just a casual gamer. Powdered snow, idk, you could surely find a workaround.
Skill issue fr
3:06 "it's worth noting, most players don't even beat the ender dragon in their worlds." Too true. In fact, I've been playing since 1.8 or 1.10 and my last world (1.18) was the first time I ever beat the Ender dragon.
I am similar. I don't think it's good reason to not add more progression though. If you have any steam games, try looking at the percentage of players who have relatively easy achievements. A lot of times it's still pretty low because people play games casually. I think another variable here is that people don't play minecraft for it's progression, because there really isn't any. If there was, people would play it for that reason yknow
I have never beat the enderdragon in singleplayer, not that I have played singleplayer much lol.
And If it wasn't for the fact I play with friends, I would have NEVER entered a trial chamber or ancient cities, knowing how bad I am at the game, I would have died and would never be able to get my stuff back, too risky for me!
Update: we went to the end and 3 of us fell in the void an lost everything... I probably wont be coming back to the end anytime soon and ABSOLUTELY not in singleplayer 🙃
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.
Mojang should give tridents one block more range because that is how a pole arm would act and the tridents would be used in combat.
The issue with modern Minecraft updates isn’t that they don’t add enough, but rather that what they add just isn’t worth the effort it takes to get it. Stuff like sniffers, goat horns, armor trims, frog lights, and spyglasses are just unnecessarily difficult for an item that has such a small impact on gameplay. This is the same reason that copper is often ignored completely when mining, because all of the items you can make with it just aren’t worth the inventory space you waste by trying to take the copper back with you when mining. It’s not about playstyle, but rather that there is no point in making it so difficult for items that don’t have a major impact on gameplay (that and they really should make an item in game to help you find a specific biome, there are just too many new biomes, to actually find new biomes
Finally, someone who actually understands why vanilla development feels way slower than mod development
also at 15:15 there were a couple combat test snapshots, however the last one came out almost 4 years ago so I really hope they can come back to them soon, a lot of the stuff they changed was cool
I feel like part of the discourse surrounding mods vs development is that many TH-camrs make videos about the topic in the favour of mods (take into account how many “I made an update in 7 days” style of videos).
And yeah, the combat snapshots should DEFINITELY be picked up again.
Well here's the thing, they do have to consider what stuff to add and be careful with what stuff they add, but once they've decided on and even announced those things they no longer have an excuse for taking 50x longer to make those features then modders do. They could spend 4 months carefully discussing what to add, but then when they decide to only add a few small features they still somehow take a year to actually make it, especially when they're pumping so much stuff out for the marketplace and other such things. Honestly the animations that announce the mobs probably take half as much time as it should take to make the mobs, they just take even longer anyway. And yes, they do have multiple versions to work on, and that does increase development time by a lot, but it shouldn't be by this drastically much. Usually I'm on the developers side in this kind of situation, but in mojang's case I have no reason to be. They spend a ton of time on marketplace content that nobody asked for and marketing, yet spend so little time on the game itself that it takes them a full year to add something that a solo modder could do in a week or two. Even if that solo modder was developing for two versions, they could still do it in three or four weeks.
"feels"
IS way slower, no matter how you FEEL about it.
But the thing is, we're not asking for mod dev speed. We're asking for maybe 8 to 10% of mod dev speed instead of the, like, 4% we're currently getting.
@@henryhereBut the claim that they "take 50x longer than modders do" seems taken completely out of thin air. Most of the bigger mods in the game today have been in development for many years, getting constant updates and revisions as they move through various game versions. And while modding teams are generally smaller, keep in mind they're also working on only one (or a select few mods) each. If you take the overall sum, there are waaay more mod devs than there are mojang devs.
@@henryhere Generally the marketplace stuff is subcontracted to 3rd party modders like NoxCrew and released with the Minecraft name. So even the optional "updates" aren't mojang being fast, it's the modders who are again fast.
One thing about the added mobs is the connection between important features and the mobs themselves. Legitimately, why can't we find Wolf Armor in chests with horse armor. Why can't the glow ink be crafted with regular ink and glowstone? Imagine if when Polar Bears were added they were the only way to get Blue Ice. Or if Panda's shed fur that was the only way to craft boots that protect you from powdered snow?
Each mob adds an entire new system that barely interacts with the rest of the game and locks an entire new gameplay mechanic behind this one mob.
Ideally, in my opinion, the mob vote would only effect inconsequential mobs. Mobs like Axolotls, Glow Squid(with the preface that the glow ink was a separate thing that would've been added regardless of it winning), or the armadillo(again, assuming wolf armor would've been added regardless).
I think one paradox from this video is starting by saying "I wouldn't enjoy their being harder mobs/better progression" but later saying that ancient cities and trial chambers arent worth it, if mobs were hard and I could fight a trial chambers to get loot that helps me fight them better, that I can't make without the chambers, gives them more value without just putting another diamond pick in it that I can craft myself
The difference is between optional encounters vs forced. You dont have to go to the trial chambers and ancient cities if you dont want to
I personally would just love some more structures with challenging mobs in the nether and end.
The trial chambers are an interesting way of adding it which i like.
I've been zoning out of everything minecraft for like 2 years straight, this is the summary I need and don't deserve
I feel like minecrafts progression should be mostly horizontal and that's what kept it going for so many people for so long. The game's beauty is in self expression and I feel like anyone who's a hermitcraft fan should understand this. It feels so alive because the players are diverse and learning from each other and leaning on each others skills. It's the only gaming series I've ever seen where I feel like I'm watching people develop as a community
Good point
It means you don't have to do 10 quests to get a block you want. If you want Cherry Wood, all you need to do is find a Cherry Grove. If you want Skulk, all you need to do is find a Deep Dark (with Silk Touch, admittedly)
Yeah. all the "vertical progression" clamoring confuses me. If you want to play Terraria play terraria.
First off, i think this was a fantastic way to group thoughts and was a well made video. Thank you.
Secondly, I don't think vertical progression hurts your ability to just get what you want then start right on building - you do not need to be fully done with the game to enjoy the level of functionality that you now have, you just wouldn't be able to use the new stuff.
Like right now, you can entirely avoid the end cities and netherite if you want to, but going and getting them is a new upgrade to the challenge level of the game and to your own personal stats. These are the kind of upgrades people like me want, just regions of the game that one could go to if they want more difficulty for better gear and more interesting gameplay.
No bastions or shulkers are spawn camping you on even the most advanced servers now, adding more vertical progression certainly wouldn't change the difficulty of the base game other than if you go seek it out.
I think the biggest issue is that despite all this stuff it still all sort of adds... Nothing? The spyglass for instance is very useful but could it not just be made with copper/gold and glass? Why add a whole extra generated structure we have to look for just to make a single item? Why add an entire new mob that's sole purpose is to make armour for a different mob? We already have leather and rabbit hide (which is next to useless aside from making leather) so why not use those?
A fundamental feature of Minecraft historically was how much you could do with what you have. A material that can be used to make basic logic gates? You can build a computer! Or a farm! Or any number of other things! Have a basic mine for resources and a sheep farm for sustenance? You can turn that waste cobblestone into all different kind of stone bricks for building and the wool can be dyed a variety of colours for all kinds of aesthetic creations! Even something as simple as the emergent mechanic of the cobblestone generator sparked an entire subset of gameplay styles centred around skyblocks. The newer stuff has it's uses but the lifespan of those uses are short.
With all this said I strongly believe this is not at all due to incompetence. We clearly see the immense creativity the team at Mojang have with just the April fools updates alone. I think that the lack of depth to the updates is a deliberate choice.
Microsoft paid $2.5B to acquire Mojang back when that all went down, and they're going to want their investment back and then some. So what can they do to recoup that? As we have seen over time they clearly put a lot of time and money into marketing, merchandise and spin-off games- things that have taken noticeably less resources to organise and produce (the case being that Minecraft itself is basically at the bleeding edge of sandbox games as a genre whilst something like Minecraft Dungeons is basically a procedurally generated dungeon crawler with a Minecraft skin). On top of this, by restricting the depth to which updates can go to whilst simultaneously spending so much time hyping people up for all the new stuff that's added means that people will go back to the game and play through the new content only to find themselves still craving that new content hit once they've burned through what little there is. Java players might go and find some mods or just leave the game and come back later for another 2 week Minecraft phase, but Bedrock players might turn to the marketplace and buy addons to keep their thirst for new content sated thus continuing to line Microsoft's pockets.
At the end of the day the latest version I played on was 1.20.1 in a Create modpack so the disappointing additions don't bother me too much, but it does sadden me to see how the pursuit of capital is once again stifling the creativity of a game where that is a fundamental component of it.
But the spyglass isn't the only use of copper and amethyst, and the argument of "why couldn't they have just added it earlier" doesn't make sense because that technically applies to every feature. And they have added features recently with a longer lifespan as you say, with the copper bulbs and crafter just in this update which allows for creative redstone builds like you said (I'm pretty sure copper bulbs can be used to compact the redstone computer).
And with single use features, I agree echo shards should and honestly most definitely would get more uses down the line but things like the armadillo scute is perfectly fine. You're gonna need lots of it anyways to repair wolf armor so it'll always have a use.
I'm also not sure what you mean by turning waste cobblestone into building blocks, because they've added deepslate and tuff with block variants as well.
And what you said about mojang deliberately not updating the game with a ton of features is just wearing the tin foil hat. They are adding as much features as they could, it's just not as easy as we might think, and as a result of that process we get updates with generally good features. The trial chambers went through a lot of iterations and it's just a good structure as a result
@@CaliSPICY The issue is that it feels more like they had an idea for some cool building materials and animals to add, and had to retroactively figure out what you could actually use them for.
That resulted in items like wolf armour and the spyglass that blatantly should be able to be made with materials we already had, but instead need these new ones to justify their existence.
@@YurgenGrimwood for wolf armor, you can’t brush turtles to get scutes, so how can you get enough to repair wolf armor without farming them? And for the spyglass, I don’t really get what you’re going for. Do you think it’s better to have iron be used for spyglass, or do you just want to have had spyglass sooner?
Because both iron and copper is being updated to this day, with the crafter made of iron and the new copper blocks. It’s like, lanterns are made with iron, lightning rods are made with copper, and that’s fine, they dont need to switch
@@CaliSPICY Copper and Amethyst were added 4 years ago, copper has 5 unique uses, amethyst has 4. On average one is added per year. It takes another 10 years for them to catch up with the functionality of glass and iron.
@@CaliSPICY I understand where you're coming from; my issue isn't with them not adding them sooner but, as @YurgenGrimwood pointed out, that they could do much more with the stuff they do add and make other things available with pre-existing materials rather than having such limited uses. Regarding your comments on turtles for instance, they're already used to make a helmet so why not use that same mechanic for wolf armour? Further to this point, I remember when they added ender chests in 1.3 for example and that was an exciting new addition that used materials already available.
As for your comments regarding my understanding of their marketing strategies as leaning towards a more conspiratorial standpoint I'd like to raise a couple of points. In terms of Microsoft as a company, they've used the same tactics with multiple other games. An immediate one that comes to mind is fallout 4 and the Creation Club that has which is practically the same thing as the Minecraft marketplace. Further to that and focussing on Minecraft specifically it is worth noting they do adjust the content available depending on the sociopolitical market within which the game is sold. This can be seen with the differences between what you and I would consider Java or Bedrock editions of the game compared to what content is released to the Chinese market for example. I will admit that my understanding is based upon extrapolation of the given data which does impact the reliability of it as with any extrapolation but to call it conspiratorial would be incorrect.
Also unrelated now but if any of this is a bit incoherent I do apologise, it's rather late at night for me and I'm writing this with my eyes half open before going to bed lol
vets know the real “zoom in” is low FOV and drawing the bow
As a builder, I honestly feel satisfied with what we have right now. The only thing missing is a green block that can be used for stairs and slabs. Mossy cobblestone is too grey to count, and copper and dark prismarine are too blue for a primarily green build. You even experienced it yourself, Mumbo, in a recent hermitcraft episode where you struggled to detail a garage door made from green bamboo blocks because of the absence of green stairs, slabs and trapdoors. I wish Azalea wood was some sort of pastel green colour instead of oak, that would've looked lovely.
I think biomes need more fleshing out. Walking around, it just feels so dang empty. The vast majority of biomes don't have their own structures. Honestly, new village types would be amazing - a Japanese-style village in the cherry grove, a Tudor village in the birch forest, a Gothic village in the dark oak forest and a Western village in the mesa would all do wonders in giving each biome a purpose. I've also noticed nearly all Minecraft structures as of late have been placed underground, causing overworld exploration to quickly go stale - add something like a Japanese-style temple in the cherry grove, an abandoned Gothic castle in the tall mountains, etc. Just boost exploration. I'd also love to have more vegetation, undergrowth, etc. Walk through a jungle biome and it really doesn't have the vibrancy or life that a real-life jungle has - there needs to be more plant variation. I think more ambient sound would help in achieving this - the sound of crows cawing ominously in the dark oak forest, or dry wind blowing in the desert, or crickets chirping softly in the plains. It'd make each environment feel fuller. Naturally this is an option that could be turned off for those who wish to sustain the more traditional, empty, lonely vibe of the game too.
And while the game is abundant in biomes, so many of them are once again similar or variants of each other. They struggle to have an identity. Realistically, do you consciously notice the difference between a forest, a birch forest, a tall birch forest, a dark oak forest and a flower forest when walking around? Not really. The game doesn't feel super striking in terms of exploration. It needs more biomes that have their own fierce identity. There are so many biomes I've wanted added for such a long time - an autumn forest biome would be striking in terms of its unique colours; a tropical beach biome or tropical mountain biome (a bit like the one Mumbo built in Hermitcraft 8, very colourful, lots of waterfalls etc) would add an amazing summery vibe etc. The biomes also don't feel fantastical enough - I don't think modern Mojang would add in the mushroom island biome, and even if they did, they definitely wouldn't go about it in the same way because fantastical, unrealistic environments are reserved for underground or the Nether these days.
There's a lot more I could say, but as a nearly entirely creative player there's not much I CAN say because I don't play it in the same way most people do. I just feel like the games need wonder again.
Not reading all that
@@FreddieJerman In short, the only block I feel as a builder I sorely need now is a green block that can be turned into stairs and slabs. Old biomes should be updated with more structures, and they should give more personality to biomes by adding more plants and ambient noise like birds and wind. They should add more distinct biomes like an autumn forest, and also more biomes with a fantasy aesthetic
THIS!!!!! THIS ABSOLUTELY
I'm not saying I disagree with you, or that Mojang can't take inspiration from Japanese and Gothic-era architecture, but I would much rather Mojang continue along with a sort of "Minecraft" feel of the game. Minecraft may have fantasy aspects, but that isn't (and I reckon shouldn't be) the entirety of the game. Exploration should totally be improved upon, but, like you mentioned, there are subtle differences between indie Mojang and modern Mojang, and the last thing I want is more disunity.
On the topic of more blocks for certain colors, I would also love more blue, light blue, and purple blocks that are around the same shade as their dyes, maybe even as new wood types from a new End biome or something. There are plenty of blocks for cyan like Warped Planks, Prismarine, and Oxidized Copper, but not blue and light blue. Purpur isn't purple enough, and Crimson Planks are closer to magenta.
6:35 I wouldn't say the elytra is overpowered, I'd say the other transport methods are underpowered.
Horses are very good IMO, but recent(ish) changes like them not being able to get in boats or walk in 2 block deep water have made them significantly less effective.
Boats are also solid but are annoying enough that I wouldn't want to use it as a long term transport method, can't think of a way to fix that though.
Minecarts are more than useless. They are rather expensive to set up early game and are (in bedrock edition) just so incredibly slow that it isn't worth your time. Fixing the speed and adding more rail features I feel like would really help the mobility issue. Why fly when you have an almost or just as fast rail that looks cool and doesn't take rockets?
You just have to accept that minecarts are no longer meant for player transport, rather for mob transport, chest and hopper minecarts. In these use cases they are fairly good
elytra are perfect tho, you can go anywhere, while minecarts are limited to rails, yeah you might need rockets but they are cheap, if you are somewhat far from the rail it becomes useless, while elytra are useful even without rockets (jumping from a mountain and covering a lot of blocks). it's the same reason people prefer cars over public tranports
I think the recent parity of leashing boats may help with using it longer term, but it's still a bit of a wonky solution
@@FTN_Aleholy shit this is braindead 💀
@@Preetzole me or op
Ahaa upon picking the spyglass brings me joy, 15:23
Aha
I think it is important also to remember that you buy Minecraft (I got mine back in olden times) and you just keep getting updates FOR FREE. Almost no other game has the longevity of Minecraft and it just keep going. So sure, people should voice their wishes and opinions but they should appreciate all the extra content we have gotten over the years.
Fortnite..... literally adds crazy updates that change the game in meaningful ways each time, while Minecraft just knows how to keep their game a snooze fest