I think durability needs a rework, maybe similar to how it takes 2X durability to mine the wrong block with the wrong tool! Something similar could happen, where doing different actions uses different durability, so mending wouldnt be as necessary lol.
Maybe have more uses to it than just enchanting and mending. Mending could also get different levels that correspond to the effectiveness of it? But not sure how annoying that would be
Even outside of OP Silverfish farms, EXP just isn't a fun system to engage with, namely with essential enchantments like... basically just Fortune, but still! Maybe that's just me being a worrier... You just play the game (but only the farming and mining aspects, because building and gathering blocks like wood or sand or cobblestone doesn't give EXP.) until you get to level 30, then spend levels to get an enchantment you want, and then spend a bunch setting up another enchantment. Oh, and it also makes dying stupidly punishing and not in a fun way. I'm glad I can make projects to skip this grind - I always go for the Bedrock-exclusive Zombified Piglin farm.
I think the community is so used to using farms for exp that they don’t realize they shouldn’t have to.. It’s a little ridiculous that we’ve gotta build a complex farm in order to efficiently use the exp system.. It honestly feels like a workaround that we got waaay to used to using, after all, no one would ever actually use them if we didn’t have UA-cam videos to learn how to make em. We’d just run around all night and kill stuff for hours trying to make one decently enchanted piece of gear. But even if you do make a farm, you’ll eventually get tired of waiting for the exp, so you upgrade it, and make it TOO efficient- So either it sucks getting exp or it’s WAY too easy. It shouldn’t be that way.
That's a great point. XP farming is emergent behavior and shouldn't be part of the core game loop. Enchanting is terrible without XP farms though, so that part of the game needs fixing instead.
I fully agree, the farms were not intentional game design and would never be used by the average player if UA-cam didn't exist. The game would benefit from an xp rework, I find it pretty silly that you basically *need* to make giant and unintended farms just to get enough xp.
I think that's really the key here, it's that XP farms are overpowered because they make strong enchanted gear trivial to get, AND the alternative is unfun and punishing because it requires you to do hours of "other gameplay" things like mob fighting or mining that you're already going to do just to get one piece upgraded via enchanting. The way to speed up this slow trickle shouldn't be like poking a hole in a dam, it should meaningfully but not trivially increase access to enchanted equipment. If there were some kind of potion or regional effect, like maybe a multiblock structure a la beacons/ conduits, that amplified the rate that XP were acquired, or perhaps that flattened the curve for collection of XP somewhat, I think we'd be in better shape than we are now. Lapis is not a real resource cost and was added to make Blue Ore less useless, not to make enchanting better.
I think the biggest issue is that XP is TOO DIFFICULT to get exp just from killing mobs normally or mining in caves. If you could reach 30 levels without killing mobs for hours it wouldn't require making huge farms just to speed up the process... But then there's the issue, they can't buff mob XP without _also_ buffing the overpowered XP farms.
It's so funny to me how they try to be peta-friendly and the players always find a way to exploit animals and villagers, which is also the most efficent way to do things lol
Sometimes I'd like to come up with something like armadillo farm just to stick it to Mojang. 😂 Edit: Don't actually do it. It's kinda useless and you'll never need that many armadillo scutes.
the fact that anvil costs go up over time is genuinely so horrible and its only one of so many issues I dont know why they thought this was a good system
The Wither rose is actually not necessary. After testing this in creative, I can confirm you can absolutely still use a campfire, just not a magma block for whatever reason. I made my own design, and it's honestly give or take. With a full 23 armadillos, you actually get capped out at the speed at which can you can collect the xp, however that detail makes it sound faster than it is - silverfish don't drop experience worth a lot of points. I definitely think where this design really shines would be on servers, where you can't always guarantee consistent mob spawns from an Enderender or gold farm, but with this farm, you could make as many as you want rather easily, so any amount of players can farm xp at the same time.
Same. Mob farms have been a thing in Minecraft for decades. I don't know why this Mob farm is such a big deal. People way that they don't like the current XP system, but never explain in detail as to why they don't like it.
And The mob Farm he chooses is Very inefficient and hard to build compared to an enderman farm Which also gets you ender pearls but He finally gets to the point at 5:43
@@faragar1791It's a small, simple EXP on demand farm that is buildable as soon as you get Blaze Rods. That portion of the game is when the bulk of enchanting happens, and this makes EXP basically worthless as a system.
@@krishacz The amount of XP you actually get and unlike the other two farms, he mentions a piglin farm and an enderman farm, You don't get anything from this one. And Wall the farm itself is pretty cheap. The rose Will probably take longer than just building a platform With a hole in it, in the Nether or end. Now saying that I agree with basically everything else XP does need an overhaul as it is very unintuitive and lazy as a system but It's been broken for a while, This farm did not break it
I still think the "it was already broken" argument is correct. If you build a nether boat highway, usually you can get from your base to an ender-ender in less than 2 minutes, or a zombie piglin farm in like a minute and a half. Sure, this farm is able to be built anywhere, and getting from one's base to a farm was never a significant barrier to XP. While smaller than an ender-ender, getting the resources to build it is about as hard (armadillos, honey, and wither roses all take a good bit of effort to get even one of). Perhaps this farm is the lowest effort way to get XP, but only marginally. The problem has been around since XP's inception.
The third point is just straight up not true, while yeah Armadillos, Wither Roses and Honey Blocks (completely unnecessary btw) are specific items you have to get; the "difficulty" of getting them has more to do with their *relative* rarity rather than the actual difficulty of making the farm itself.
@@user-tzzglsstle585e38 I agree that the honey isn’t necessary, but it was in the design, so grading it as such is appropriate. Also, you aware that ender-enders only require a minecart, half a stack of stone, some leaves, and access to the end. In contrast, this farm requires armadillos and a wither fight, so it’s really approximately the same.
@@capsey_ Sure, but it’s still the case that ender-enders are quite easy to build. At best, this is a small optimization, and doesn’t change the fundamental way XP was always broken.
Mojang: We don't want to encourage players to harm animals so any new real animals in our game won't drop anything. PEAK XP FARM: TORTURE ARMIDILLOS ENDLESSLY
New Mojang is horrible at this point.. They're the new PETA. I just realized, Minecraft is not meant to be played vanilla. It's a framework upon which people can expand, add mods, datapacks, shaders, worlds. It's becoming more fun to play Minecraft as if it's Roblox, rather than vanilla survival that has zero thought put into it.
I'm very much in the "XP was already broken" camp. I hate the system so much. In the early game it's just mindless grinding. There's nothing engaging or interesting about it. But ofc enchants are so useful you can't really go without em in the later game. We REALLY need a new way of thinking about enchanting, from XP to enchanting table mechanics. A simple farm nerf just won't do.
Melons and expanding your fav village so there are 6 or more farmers to sell mellons to. Might not be as fast as an xp factory, but I have had a relatively easy time using the xp from that to enchant and repair ✌️🤪
In the early game, the XP system was fine because enchantments weren’t that necessary, just a cherry on top But since then, Mojang has added more enchantments, higher damage/health mobs, blocks that are harder to mine, etc.
XP is what ruins systems like Anvil repairs and Enchanting with books. Why isn't it enough to just use the materials themselves than some EXP as some slapped-on feature that doesn't need to be there? That's why I say remove XP altogether. We can use Lapis Lazuli for Enchanting Tables and the materials like Iron, Diamond, and Phantom Membranes to repair our gear and Elytra. Why do we need EXP to ramp up the costs? To prevent people from keeping them forever? Screw that. We got methods around it anyway. We might as well just give players infinite durability on Diamond and Netherite, or just let us repair them infinitely with the required materials without EXP.
@@youssefchihab1613 lol, just remember, it's minecraft. My own problem with the game isn't the realistic tediousness, which is still way faster than the real world, but the online research required to play the game. Without some connection to the online community, many things would be very hard to ever discover, or learn about it's usefulness after discovering. As far as time consuming and boring, that is literally vanilla minecraft, i personally find it relaxing to do when I am getting ready for work 🤪
I feel like at this point experience is mostly an early game problem. This farm still needs a wither rose, so it will take at least some time to make, at which point most players already have hundreds of levels from other farms, which is maybe more so the problem that needs to be fixed.
I personally think enchanting needs a fix as well, since it’s so much worse than villager trading. There’s really no point to using the actual enchanting table for the thing it is specifically supposed to do, for issues like the randomness of getting a desired enchantment in the table itself, some not offering max level. Also no mending/thorns from the table so you have to keep rerolling for them to be added as random bonus
I think they can change the enchantment table such that you can, instead of always using lapis, use other things like amethyst or goat horns. Different 'activation items' could provide different chances on enchantments. For instance, amethyst could increase your chance of getting sharpness or something
Something I'd like to see is to have the stupid anvil cap removed And make structures have better enchanyed books like wtf why do woodland mansions have a worse loot pool than a desert temple Something cool would be if every structure had more chance for different enchantments, like fortune or looting for desert temples, mending for the deep dark, respiration for underwater ruins, etc
In a community post on PhoenixMC's channel I posted a comment I had about an alternate take on the enchanting system that used the chiseled bookshelves. In order for an enchantment to appear as an option in the table, an enchanted book with that enchantment has to be placed in a chiseled bookshelf surrounding the table.
"The farm is very simple to build" it requires a wither rose and if you have the time to get 3 wither skulls,you have the time to build an enderman or zombified piglin farm edit:for the people saying campfire would work i didn't test if it would as showed in the video that armadillos are scared of fire and so they unroll but i assumed campfire wouldn't work . even then i just think that building this farm is just not worth the time unless you spawn in savanna or bad and its close to spawn, by the time you get alot of armadillos,material for potions you can probably just make a simple gold farm
i think that the huge build project and location lockedness of both of those (at least for the good ones) still proves his point of them being rendered obsolete by requiring more inherently and not even being as convenient depending on your stage of the game and infrastructure, though i agree that it was really weird for him to gloss over the fact that the wither is a prerequisite while talking about the sheer ease of getting the farm (even if the fight itself is easy on java)
It's also important to remember that players can only absorb EXP orbs at a fixed rate of about 50 orbs/second, regardless of the orb's size So even though multiple Silverfish farms can be built and used simultaneously (which ender enders can't), most of this extra EXP will just be wasted and eventually despawn So ender/pigman enders are still faster than silverfish farms, because getting 50 big EXP orbs/second (which both farms reach) is much better than 50 small orbs/second (which is what silverfish farms would yeld)
I don't have a dog in this race either way but there are a couple of weird things here. Aren't wither roses themselves a scarcity? The Wither isn't the easiest boss to summon or deal with. I could also see a couple easy fixes to this farm if Mojang thought it was too powerful. They could either make it so silverfish spawned from the infestation potion don't drop exp or let the wither rose bypass the armadillo's damage reduction. Both of these would be far simpler solutions than removing exp entirely and replacing it with a new system.
You only have to defeat the wither once for this farm, which is still more convenient than travelling to the nether/end every time you need xp. Making armadillos take damage from wither roses is just a band aid fix and making the spawned silverfish not drop xp is just postponing the issue until mojang add another way to cheese xp.
@@terra_creepertbf I'd say most other EXP farms already made the whole system quite cheesy. Silverfish farms are at most another layer of cheese on top, so I don't think it's fair to say that they are the ones who cheesed eveything up (damn this is making me hungry lol)
@@viniciusgoulart5077 I was just adressing milliondollarmistake's points directly. I agree with sarc that this silverfish farm worsens the problem, since no other farm is as good. Nether/end farms are more efficient, but they don't scale as well and have significant travel times attached. But yes, xp is very flawed already and deserves an overhaul.
I feel like experience doesn't really even do much. The enchantment system doesn't really have any particularly interesting elements to it, because everything that can be enchanted has pretty much an objective best state. I think enchantments could move to being more flashy, more interesting, but also more exclusive, where they function as interesting tools or movement options or combat tricks but not all at once.
I wish this sentiment is more widespread when it comes to Enchanting, but most community members that I've discussed this with from various platforms seems to oppose the idea of making the Enchantment system actually have more depth and exclusivity to it.
yeah like i’m imagining the weapons system from borderlands 2 where it’s not really clear what’s the best option, everything’s situational and mutually exclusive, etc
@@user-tzzglsstle585e38if it has exclusivity by making new enchantments, cool If they are going to restrict already existing enchantments it would be so lame
It took you 9 mins to say, XP is too easy ("use this farm I designed") and too hard ("you have to go to other dimensions to get lots of it") to get, therefore it should be removed entirely. I agree with the title, but the way you formatted this video is poor. The only good arguments made are in the last 30 seconds but because they are made so briefly, their intricacies are not explored at all.
@@BryanLu0 Core features should be removed before buggy or not functioning as intended features added in recent updates. Media literacy is really at an all time low...
@@thing4826 What's buggy or non functional? Maybe pottery sherds and armor trims are not useful, but they are functional. XP isn't even really a core mechanic. It's only used for enchanting, and you can completely bypass most of it using villager trading.
@@BryanLu0 The buggy and not functioning as intended feature is the fact that armadillos aren't afraid of wither roses. This whole entire farm hinges on armadillos not leaving their shell and being invincible to small amounts of damage. If that was fixed this farm would only exist with allays. EDIT: as you said... Media literacy is truly at an all-time low.
@@BryanLu0 also the fault of them trying to act like the enchanting table doesn't exist by adding villager trading doesn't mean XP is bad. That means they should stop trying to act like it doesn't exist and trying to force players into using trades. EDIT: The one good thing they ever did with enchanting was adding lapis to enchanting. Nearly everything else is them trying to ignore it and making the problem even worse.
XP as a system has always felt really out of place in minecraft; a relic from when the game was trying to be more of an RPG than it is. It's also tedious to collect even when you do have a farm. Doesn't feel like it adds much regardless.
People who say XP isn't a problem because "you still need to get it" don't understand that just because you need to find it doesn't make it a good system. XP is tedious, time consuming, and/or not really difficult to get at any given time within the game's progression. If XP was replaced or revamped to be more fun, less exploitative, and somewhat a challenge (along with respective changes to other XP related systems in game) then it could genuinely make it a great system.
This is a simple fix, just make the mobs not able to drop experience. Terraria did a similar thing to stop money farming with statues that can spawn enemies. This seems more like something that would be used to enhance challenge and adventure maps more than something the player would actively seek out. You could also make it so the slime potion variant doesn't drop slime balls or makes it a really reduced rate to. Granted there are other ways to farm slime.
Heres what i'll say Sarc, did you have fun making the farm? Finding your own way to "break" the game? If yes, well... I'd say you played Minecraft and enjoyed it! I agree the farm you show is very powerful, but I dont think it breaks the game, I think you're just playing it :)
@@enn1924 no. they used to be back when you had to push them off with pistons in order to get them where you want them to be and at least what makes enderman farms special is that you have to go to the end and spawnproof your enderman farm, also it's nice and balanced that on servers its way less effective
2:40 that actually used to be a bug. The reason they fixed it is because the armadillo would try to turn into a ball, but the DMG would cancel the action, and I'm guessing it refreshes the damage cool down, so the armadillo would just die in like 2 seconds.
Experience is a junk system because it railroads the player to needing them for endgame, specifically mending. I dont understand why they didnt just make mending an enchantment that makes stuff unbreakable, just remove the annoying middleman of having to build a farm, then go to it every-time you need to repair something. Mending requiring xp feels like a balancing feature where it shouldnt even be balanced.
Honestly a revamp on xp would be incredibly hard to make and balance and the community would not respond well to it at all. Plus it's not as marketable as, for example, an adventure update or something like that. Kinda like why they can't make an update that is only for optimization.
The time spent for getting 3 skulls requires luck and may take longer than a guaranteed visit to the end dimension with some leaf blocks and water to make a quick enderman farm. That being said, apart from enchanting and repairing which can be ignored if you loot the end cities for long enough, XP is really an aesthetic thing in Minecraft. The problem with XP sounds like making a mountain out of a molehill.
To be fair, you're greatly exaggerating how cheap it is to run. There is also a cost of blaze powder and nether wart. And nether wart needs player interaction to farm. So it is impossible to fully automate this process, you would need either 2 players or to build up a backlog of nether wart before hand. That being said, I 100% agree with your points about XP as a whole, the system is antiquated.
On the one hand, yes, XP is usually more of a tedious hinderance than an actual enhancement of gameplay (like, spending xp shouldn't be a thing when they could add item sinks for the abundant item issue instead... Spending more lapis for enchantments instead of exp, using amethyst, just simply being able to repair items with the correct resource instead of spending xp or getting "too expensive", etc). The only issue is removing XP would also make mobs like the Silverfish COMPLETELY pointless and not worth killing half the time (their original purpose of "guarding" the stronghold is laughably bad). Removing XP would also require either removing or revamping Mending, which is a whole can of worms in and of itself. But this isn't even really an argument. The simple fact is, they CAN'T touch experience. Its too "classic" that changing it in any way will make people upset, which might "harm Minecraft's image." There's a LOT of things in the game that need revamping, but they can't do that without making the game not feel quite like Minecraft anymore.
Silverfish aren't supposed to be enemies you seek a fight with. They're supposed to be a hindrance that crops up in mountains and the Stronghold. If Mojang wanted you to fight them, they'd drop something. Fighting them also has the benefit of not taking damage from their attacks because they're dead now.
Most people who play Minecraft are not going to build that elaborate contraption. It is a game targeted towards children, and it should not remove fundamental features because people find unintuitive ways to push it to its limits.
contrary to what many people think, this is not able to be scaled to be as fast as you like. XP orbs have a limit to how many the player can absorb. You can only absorb two each second, so if you want something faster than this, you use a mob that drops larger xp orbs like guardians. I still think this is a bit of an issue, but i think it can be easily solved by making silverfish drop 1 xp orb that has a value of 1. That way this can be a super beginner level xp farm, but if you want 30 levels it'll take like 10 mins to get there, and eventually people will get tired of waiting that long and build faster xp farms.
I 100% agree that the XP system in Minecraft is totally broken and needs a rework, but I can't say this farm changes anything. Your main point about the triangle and scarcity doesn't really apply to any of the farms you mentioned. XP has always been "on tap," there really isn't much of a difference between running over to this farm to get XP where you decide to build it, and entering a series of portals to get to your enderman farm in the end instead. One takes longer to get to, but really doesn't change the fact that unlimited XP is readily available for whatever player decides to build whatever broken farm their heart desires. Especially given this farm is marginally easier to make than the others you mentioned. I think something a lot more engaging to talk about is *how* Mojang can fix XP in its current state. Like maybe capping the amount of XP an individual player can get in a certain chunk? Or make XP levels permanent and rework it totally? I'm really not sure, but I'd love for there to be a bigger discussion about it.
Capping the XP amount doesn’t fit the problem The problem isn’t “these farms are too OP”, it’s that XP is too hard to acquire normally, and too necessary to just ignore The farm was just an example
They need to be killed using weapon durability and can kill you, using armor durability. Might as well just remove the potion altogether if we are removing the only thing silverfish actually drop.
@@onepunchbro and making them drop no xp will also cause balance issues that where not there before they where added. I didn't say they SHOULD be removed, I said they MIGHT AS WELL be removed and just return to the pre-update status quo.
i've also seen a few people using the allay thing for silverfish mining, but honestly after some tests in creative, silverfish mining is really not all those people chalk it up to being
I don't think experience should be completely retired, but it definitely needs an overhaul. Enchanting itself could definitely use a revamp; for example, mojang could add another system of enchanting, one far more powerful and impactful than the enchanting we know now, and one that could be more suited to late game enchanting. it could create potential for things like spells, enchanting mobs or blocks, and even more powerful enchantments that change the functionality of some items, like how riptide completely changes how tridents work. The idea of expanding on the magic of minecraft is one that would need to be done carefully; it would need to be an auxiliary to the experience, rather than the focus. This is what many mods for minecraft end up doing, where they make it so that magic becomes such a huge part of gameplay that it transforms the game into something else entirely. which isn't a bad thing, especially for mods, but for a minecraft update it would be really bad.
Maybe a way to reduce or remove the RNG of enchanting tables And also keeping a portion of XP after dying and/or XP not getting greatly reduced on death
Just take a look at other fantasy RPG games, there's little reason Minecraft should use it's own system. Not to mention the ENTIRE anvil system needs reworked. Like making renaming take 1 level, no matter what. Or instead of a level, it takes 100 xp, and 100 xp makes level 1. Xp in modern MC is completely broken in my opinion. I know it's a "sandbox" game but it has so many fantasy RPG elements, it wouldn't be out of place if Mojang added them.
heres my take. just make silverfish like, give 0 xp? its not like they're a common mob so it won't effect gameplay + no more farm. boom, thats all the video requires to fix this issue, xp doesn't need an overhaul.... what does though is the darm anvil... screw the anvil.
i think it should work more like how it does in the souls games/elden ring. you don’t drop items when you die, just your XP. to me, dropping everything you have seems far too harsh of a punishment and discourages me from actually exploring without keepinv on. as a balance to that though, make xp a LOT more valuable, like making it the currency for gaining permanent stat buffs, like for example +1 attack damage on your character itself instead of on a specific weapon. obviously doesn’t have to just be attack damage, can be any of the potion effects really you would also have to discourage the use of farms, such as XP decreasing for every consecutive mob of the same type killed. damn, i wanna make a mod now
The difference is that xp isn't actually obnoxiously hard to get without cheesing your way through the game. Never in minecraft history were the mob farms the intended design. They are a cheat made by players to circumvent a PROBLEM. Farms were designed in minecraft to work and provide aestetics, replenish hunger, breed animals, they have associated functions. Mob farming is made by abusing spawn restrictions, janky pathfinding, simulation optimisations, etc.. The fact that the player needs to actively hit a mob for it to drop xp should already tell you that automating this wasn't the intended solution.
I get the point but we still had crazy op farms that could be built anywhere before 1.21. Villager trading halls, Raid farms, cactus and bamboo farms, kelp farms, etc…
I feel as though enchantment is broken too, it’s tedious and takes loads of resources. It’s easier to use villagers (and less fun). So I definitely agree that a lot is systems need to be rethought. However, this is the obvious part. The more problematic part is how people would react to it if everything did change. Even changing how part of villagers work made people dislike it. I feel as though that’s where the main problem lies.
Was keen to see this xp farm design would be bedrock compatible too but seeing how you need sweeping edge damage now I know it don’t work :( *Mojang please add sweeping edge to bedrock*
Yea, also the XP farm doesnt work in bedrock. I spent the whole day getting all the items to make it just to end up having my critters die after 5 seconds. (the allay didnt work either.)
Minecraft isn't a speedrun to get the best gear possible simulator, it's a sandbox. If you don't want to make an xp farm you don't have to, and there are plenty of ways to get xp without farms. If you're a new player, you aren't even going to know that xp farms exist, so why should we delete an entire system just because of an unintended way to farm it that a lot of people don't know about?
To indulge just a little🤏 I think one reason is because xp as a system isn't balanced, if you want to enchant your items the costs become... costly. Iirc the best sword possible requires 49 levels, and that's for just a single item, using the best enchanted books available, an enchanting table doesn't reward you with all the enchants you could want either, I've had dozens of occurrences where I get only a single enchantment from a level 3 enchant on a maxed enchantment table, it's frustrating! Of course, like you said, it's a sandbox and not everyone is going to go to that end but a new player who wants to survive is going to eventually be forced to pour unnecessary hours into getting good gear to survive which ultimately is the point otherwise that player could just play creative I don't agree on deleting the system but it probably needs tinkering and it needs to flesh out the early, mid, and late-game elements since the current systems create scenarios that perpetuate that "Speedrun to get the best gear possible"
So because noobs dont know about game we should keep bad game mechanics that dont really add to experience anything other than not needed grind? You kinda missed the point, its not about just removing xp. Its more about showing how bad current xp system is that even just removing it might be a step in good direction.
@@desmo-cielyeah, this is a big thing that I think Minecraft could take a little inspiration from. I like that it takes time and effort to get powerful gear, and it makes the game feel much more interesting imo. There’s no drive in Minecraft for me to get better gear (though in part that’s because much of the game is ridiculously easy), and even if there was, it’s so hilariously easy to get that it’s not even interesting. For me, the drive of Minecraft is to build, in which case… I just play creative mode all the time. In terraria, there’s more of a drive to get better gear and progress, even if I do primarily focus on building. Certain blocks and resources can only be gathered at certain stages of the game, which means there’s more of a motivation to keep going. In Minecraft, all you need is an iron Pickaxe, which hardly takes any time to get at all. Idk, just my two cents on the issue.
I agree, but I also do think the xp system needs a rework anyway. I don't see it being very fun for any kind of player, getting xp without farms takes ages and you lose almost all of it when you die regardless of if you find your stuff or not. Its not a "get the best gear possible" simulator, but that should be a valid way to play the game. Enchantments are awesome, but at the moment they're just a pain to get. They require both LOTS of experience (either by playing for long enough or by grinding) and also lots of luck (the enchantment table is basically a gamble, and villagers aren't much better)
I don't see myself defeating a Wither, brewing a potion, etc. just to run an XP farm that's worse than other ones. An enderman farm is in a specific location, but once you have elytra it takes mere minutes to reach it. The XP and anvil systems have been broken for a long time, but I don't think this specific mechanic is overly game-breaking.
The fact that it takes a stone block to make infestation potions only adds to the problem. I would have made a new item called silverfish eggs, which get dropped by silverfish that don't come from infested mobs. This item can also be crafted with stone to make infested stone, which survival players have never had access to in item form. You could also just make it so silverfish from infested mobs don't give XP.
That would make legacy servers rage, as all their silverfish spawners would have been destroyed a long time ago. I do like that Idea though, it gives silverfish spawners a reason to exist (silverfish eggs). Even if you could just build a simple drowning farm for silverfish eggs, as a way to restock your infestation based farms in other locations. I don't like the idea of something that takes armour and weapon durability to fight not dropping XP. At that point they should just remove infested mobs all together.
@ifiwasyouiwouldntbe Why couldn't operators just go in and add the silverfish spawners back? Or put them somewhere else if all of the strongholds had all been destroyed in the past or something. Idk, seems like an easy issue to fix on the operators' end.
@@psuedonym9999 In this hypothetical sure they could (they could even delete and reload the chunks). But quite a few legacy servers pride themselves on not having admin intervention. These are the ones I am talking about.
@@ifiwasyouiwouldntbe I mean, that's like complaining that superflat worlds don't have every resource that normal, default survival worlds have. And anyways, if the players shortsightedly destroy all of a limited resource (even a seemingly useless one, because everything in this game has a use, even dirt), that's their own fault.
@@psuedonym9999 Yes, the difference being in your example the person is complaining. Where as I am just pointing out a material reality of the world, the game we play, and the different types of communities who engage with it. I don't disagree that it's their own players/griefers fault, easily fixed by an admin, and a niche case. This doesn't change the fact that they will be affected, irrespective of if I care or it affecting me at all. Just because I don't need subtitles in the game, and it doesn't affect me personally doesn't mean those players shouldn't be considered when proposing changes.
the unfortunate fact about xp is every system in the game that requires xp ALSO requires another resource. for example, to enchant, you not only need to reach a certain xp threshold, but you also need to spend lapis. for repairing and anvil enchanting, you need the specific resource or enchanted book. i'd prefer if XP was instead obtained more through exploration and progression (or advancements, which is currently implemented in purple advancements, but not in a way that i feel is intuitive), then gave special attributes/perks for being a higher level, rather than being a simple score system that can be farmed.
I do not think this is a new issue or any worse than old method. For example From a balanced perspective, this farm has the same gate requirements as a beacon. You need access to the wither to get the wither rose to harm the armadillos. I cannot see how this is worse than a cactus Furnace farm or a bamboo furnace farm that can also be built anywhere just as quickly and store xp forever very simply, cheaply, and early in the game progression.
You could say that the wither rose is expensive, but you could just drop a gravity block on them, like sand or gravel. Honestly I think that those new potions shouldn't be brewable at all.
I agree with your point but tbh you havent proven the people wrong who said its expensive to get an allay by showing a technique that uses wither roses and armadillos…
I don't think anything will be done for the simple fact that we often forget the average minecraft player never even gets diamonds, let alone a wither rose.
I always liked when modded minecraft allowed you to enchant (or get the books) with specific items. Want feather falling III? That'll cost you 8 feathers and 2 emeralds. Made it necessary to get more items or farms while not being completely random.
I think mojang added these exports so that enchantment tables becomes a more viable source of enchanted books, to lessen the impact of the villager rebalancing.
This. Farms that do some menial tasks for you are a good idea in theory, but now there's a farm for almost anything you can think of, and since Minecraft has basically no progression or combat challenges, the only thing that leaves is building, at which point it's better to just play creative mode. Not to mention that farms are meant to be easy, hands-off ways of doing things, but many farms, such as this one, require you to be there, repeating the same boring action over and over.
I think it would be nicer to make enchanting require certain materials like dark shards or their repair materials as a cost for enchanting rather than costing xp to encourage the player to explore for these materials, to reduce problems with losing all your exp on death and to avoid needing overpowered farms for the casual player
for this specific problem, the solution could be making sliverfish or slimes spawned by the potions not drop xp (nor items), or virtually zero, to the point that the benefit wold be too low the problem is that they were added as an additional challenge in the trial ruins, and we expect that with that comes additional rewards... then again, removing xp entirely _also_ removes the direct reward of these challenges it's unfortunately the kind of balancing that mojang would never do, because the people that make farms would complain too much
Fine video but two things. 1-you spent way too much time talking about the farm rather than the actual issue with XP, to the point where the actual explanation for why it's irrelevant felt quite shallow and weak. 2-Even if this farm does make getting XP way easier than it has any right to be, the old Enderman and Piglin farms were still incredibly broken and this new farm doesn't really make the issue that much worse, especially since it actually does take quite a while to get a wither rose and access to honey blocks, not to mention in order to get the potion you still need all the normal brewing stuff which requires going to the nether. So this new farm isn't really as bad as you make it out to be in my opinion. On an unrelated note while things like XP and Hunger are quite underwhelming systems that could be much better than they currently are, they don't really matter much to me at least when playing the game, this irrelevance makes me feel like it would be better to fix a much more critical issue with the game that actually does worsen many players experience playing Minecraft. Like the inventory issues or the villager trading.
I agree that xp is at this point more a roadblock than anything and should either be reworked or retired. However I don't understand what that xp farm has anything to do with that problem, xp farms have always existed, and that particular farm needs a wither rose anyway so I don't see it being very useful for when xp actually matters. Did I just miss the point of the video? I don't even think xp farms are even relevant here, since they're clearly not intended and have been patched before. They're just a workaround for the actual problem, which is the xp system.
if this farm in particular the only reason its broken (as i havent heard in this video other reasons why it would be), just add extra damage to the mob that spawns silverfish, so that infested mob can eventually die
Wow that farm is so OP. You just need a sand duper, a stone farm, a glass farm, a kelp farm for infinite fuel, a glass bottle farm, a creeper farm, all connected to an auto brewer, then you need to find an allay (no big deal) and make sure he constantly receives infestation potions. So easy! Oh you also need a blaze rod farm bc the brewers need them. This farm uses tons of resources that aren't so easy to get only to run for a limited amount of time
@@faragar1791xp farms and shit make it was too easy to obtain to the point where it is just a hassle to walk to your xp farm and go xp when you should go on an epic adventure or something to get xp
@@faragar1791I wouldn’t say XP is outdated but more so the system. Anvils, certain enchants, and enchanting tables don’t really fulfill their jobs anymore. the fact that an item is ‘too expensive’ is just not true anymore with exp farms and fortune enchantments, and the fact that enchantment tables cap at 30 levels and can give garbage like smite 3 is criminal. Finally, a lot of enchantments are just not useful. Protection is just plain better than all the other types of protection, you’re never going to use impaling or smite, and higher levels of unbreaking become obsolete due to mending (since by late game, mending is so prevalent, and the ‘too expensive’ issue prevents unbreaking from actually sustaining your tools). And the fact that there are so many enchants now just dilutes the pool making the enchantment table even more annoying. this is coming from a player that doesn’t kill the ender dragon until I need an elytra to explore for cactus, I’m not someone who grinds out full netherite as soon as possible, hell I don’t even make a full set of iron most of the time. I’m not saying this because I don’t like not being able to grow in power infinitely, I’m saying this because these features are just denying the player from experiencing a true sandbox with gunk, not anything thoughtful or meaningful, just mindless slop to pad out time. Honestly most of my issues would be fine if the current enchantment table was mid game and there was a way to upgrade it (maybe using calibrated sulk sensor?) so that you could select only certain enchants using biomes/dimensions, and removing the ‘too expensive’ thing
XP is a core system of the game and doesn’t need to be removed because of some broken farm relying on a bug. They need to fix the anvil and enchanting system instead and add more varied sources of XP so you get a good amount from just playing the game
XP doesn't need to be removed because of a random bug, it needs to be removed because its a bandaid feature that is unhealthy for the game and doesn't fit. It's tied to the most hated and outdated systems that would all be instantly better without it (which would leave it without a purpose)
Fixes: 1) disable the new potions on certain mobs. Allay, armadillo, etc. 2) make the infestation potion slightly harder to craft. 3) Also only allow players to craft level 1 of the potion, and make level 1 infestation only work when the damage comes from a player or mob, not environmental. 4) make it so that you can find level 2 infestation from treasure loot, so that the environment-damage infestation is unsustainable. Also protip: splash the silverfish with slimy potion for more xp
Never in a million years would I have ever thought of a rolled up armadillo to use as the seed for a silverfish generator. Kudos to your creativity Sarc, full agree on the whole xp being pointless too btw.
The scarcity is still a thing, because you would probably find it a lot easier to build one of these in a savana, because it would be a pain to bring the armadillo's just anywhere.
this is actually a toned down version of the problem. Ianxofour and his discord are working on a similar thing, that while slower and slightly more complicated, is still pretty simple and uses snow golems, so you can carry it around in a shulker and build it whenever and wherever you want xp.
tbh this can be fixing by implementing some kind of nbt tag on any mob spawned non-naturally so it simply will no drop anything: nor items, nor xp. That would work for many op mechanic interactions.
Man it's crazy how 15 years ago, this would be a non issue because no one would ever find out about something like this. Game designers had way more leeway. But now, any exploit is discovered and openly shared for views before a feature even releases sometimes. It's such a MODERN design problem.
I think the issue with XP is that it was intended as a roadblock for enchanting, but because people farm it, it’s less of a roadblock and more of a tedious thing that people want to mitigate. The question I want to ask is: What would you suggest we replace it with? If we remove XP entirely and don’t have any system in place, we remove the intended roadblock. Not only that, but there are other options besides just reworking how XP works. For example, they could remove the infestation potion or lower the regen rate of Allays but make them easier to find. For armadillos, maybe their shell weakens as they’re attacked.
After reading through the comments it seems like people really don't want xp to be fixed. The main issue here is any xp farm actively encourages the player to *not* play the game. Sure, for some farms it might take some planning and time to build, which can be fun, but at the end of the day an xp farm is built so you can play the game less. Any feature that encourages you to play less of the game is a bad feature. I think a good alternative to needing xp for enchantments is to give all enchantments unique recipes. This would encourage the player to play the game and would tie into the "craft" part of Minecraft.
I think the exp fix is easy : the problem is xp costs. I don't mind reaching level 30 by mining, killing mobs, getting ores, whatever. But the problem is that xp costs, when they cost levels, use your highest levels instead of the lowest. Let's say for the argument that levels correspond to an exp value of lvl x 10, so lvl 1 is 10 exp, lvl 2 is 10 + 20 = 30 exp, lvl 3 is 30 + 30 = 60 exp, ... Well if you use 3 levels in an anvil, you won't use just 60 exp, but your 3 highest levels, which could amount to thousands of exp. This makes enchanting your gear way more annoying because instead of collecting thousands of exp and enchanting a bunch of stuff in one go, you are FORCED to grind exp, enchant/fuse some gear, and go back to grinding, rinse and repeat. You are FORCED to do so for max enchants because max level enchants require lvl 30, so if you want to enchant a few pieces to lvl 30, and use the anvil to fuse gear, you'll need a bunch of levels over lvl 30, let's say 30 extra levels. But the only realistic way to reach such high lvl, without farms, is killing the ender dragon. TL;DR : exponential exp costs are what makes farms necessary. If you didn't use more exp by enchanting stuff while being level 50 rather than 30, or by fusing for 5 levels at level 30 rather than level 5, the system would probably be fixed.
So guys, what do you think needs doing about the XP system? What could Mojang do to make it feel more relevant in modern Minecraft?
Hmm..
it needs to be overhauled, not removed.
I think durability needs a rework, maybe similar to how it takes 2X durability to mine the wrong block with the wrong tool! Something similar could happen, where doing different actions uses different durability, so mending wouldnt be as necessary lol.
Maybe have more uses to it than just enchanting and mending. Mending could also get different levels that correspond to the effectiveness of it? But not sure how annoying that would be
Even outside of OP Silverfish farms, EXP just isn't a fun system to engage with, namely with essential enchantments like... basically just Fortune, but still! Maybe that's just me being a worrier...
You just play the game (but only the farming and mining aspects, because building and gathering blocks like wood or sand or cobblestone doesn't give EXP.) until you get to level 30, then spend levels to get an enchantment you want, and then spend a bunch setting up another enchantment.
Oh, and it also makes dying stupidly punishing and not in a fun way. I'm glad I can make projects to skip this grind - I always go for the Bedrock-exclusive Zombified Piglin farm.
I think the community is so used to using farms for exp that they don’t realize they shouldn’t have to.. It’s a little ridiculous that we’ve gotta build a complex farm in order to efficiently use the exp system.. It honestly feels like a workaround that we got waaay to used to using, after all, no one would ever actually use them if we didn’t have UA-cam videos to learn how to make em. We’d just run around all night and kill stuff for hours trying to make one decently enchanted piece of gear.
But even if you do make a farm, you’ll eventually get tired of waiting for the exp, so you upgrade it, and make it TOO efficient- So either it sucks getting exp or it’s WAY too easy. It shouldn’t be that way.
i mean most of it is promoted by mending
That's a great point. XP farming is emergent behavior and shouldn't be part of the core game loop. Enchanting is terrible without XP farms though, so that part of the game needs fixing instead.
I fully agree, the farms were not intentional game design and would never be used by the average player if UA-cam didn't exist.
The game would benefit from an xp rework, I find it pretty silly that you basically *need* to make giant and unintended farms just to get enough xp.
I think that's really the key here, it's that XP farms are overpowered because they make strong enchanted gear trivial to get, AND the alternative is unfun and punishing because it requires you to do hours of "other gameplay" things like mob fighting or mining that you're already going to do just to get one piece upgraded via enchanting. The way to speed up this slow trickle shouldn't be like poking a hole in a dam, it should meaningfully but not trivially increase access to enchanted equipment. If there were some kind of potion or regional effect, like maybe a multiblock structure a la beacons/ conduits, that amplified the rate that XP were acquired, or perhaps that flattened the curve for collection of XP somewhat, I think we'd be in better shape than we are now. Lapis is not a real resource cost and was added to make Blue Ore less useless, not to make enchanting better.
I think the biggest issue is that XP is TOO DIFFICULT to get exp just from killing mobs normally or mining in caves. If you could reach 30 levels without killing mobs for hours it wouldn't require making huge farms just to speed up the process...
But then there's the issue, they can't buff mob XP without _also_ buffing the overpowered XP farms.
Mojang can’t avoid the slavery and animal cruelty meta.
It's so funny to me how they try to be peta-friendly and the players always find a way to exploit animals and villagers, which is also the most efficent way to do things lol
Sometimes I'd like to come up with something like armadillo farm just to stick it to Mojang. 😂
Edit: Don't actually do it. It's kinda useless and you'll never need that many armadillo scutes.
Of course not. Minecraft evolved out of Dwarf Fortress. The puppy fountain meta will be achieved again.
@@Americanbadashh gigachad pre-Minecraft reference
@@DanDaFreakinMan Allays help collect dropped scutes that naturally appear over time.
Likely the last thing I expected to happen today was Sarc finding his youtube password again
Why have I seen this joke so often?
His last video was only 3 months ago
literally all of his uploads are months apart what are u talking about lol
Imo, we need a complete rework of not only XP, but the enchanting system as a whole
yup
Minecraft: Magic & Monsters Update
True but I don't see them reworking that ever.
Definitely. And exp should finaly work as exp, not as currency.
the fact that anvil costs go up over time is genuinely so horrible and its only one of so many issues I dont know why they thought this was a good system
The Wither rose is actually not necessary. After testing this in creative, I can confirm you can absolutely still use a campfire, just not a magma block for whatever reason.
I made my own design, and it's honestly give or take. With a full 23 armadillos, you actually get capped out at the speed at which can you can collect the xp, however that detail makes it sound faster than it is - silverfish don't drop experience worth a lot of points. I definitely think where this design really shines would be on servers, where you can't always guarantee consistent mob spawns from an Enderender or gold farm, but with this farm, you could make as many as you want rather easily, so any amount of players can farm xp at the same time.
I tried using a campfire but the armadillo got up. How did you get them to stay still?
EDIT: Nevermind I forgot the undead mob.
@@GTron13 Yeah, very important to get your undead mob nice and secure before installing the armadillos. If it ever dies, your armadillos will as well!
endermen drop the same xp apparently
Could you use a sweet berry bush
@@forest9997 Sweet berry bushes only deal damage if you move while inside them. If you stand perfectly still they don't deal damage.
He spent more time explaining the farm than explaining why it’s time to retire XP
Same. Mob farms have been a thing in Minecraft for decades. I don't know why this Mob farm is such a big deal. People way that they don't like the current XP system, but never explain in detail as to why they don't like it.
And The mob Farm he chooses is Very inefficient and hard to build compared to an enderman farm Which also gets you ender pearls but He finally gets to the point at 5:43
@@man83719 it's like 10 blocks and a couple of mobs, what's so hard or inefficient about it? the hardest thing to obtain there is the wither rose
@@faragar1791It's a small, simple EXP on demand farm that is buildable as soon as you get Blaze Rods. That portion of the game is when the bulk of enchanting happens, and this makes EXP basically worthless as a system.
@@krishacz The amount of XP you actually get and unlike the other two farms, he mentions a piglin farm and an enderman farm, You don't get anything from this one.
And Wall the farm itself is pretty cheap. The rose Will probably take longer than just building a platform With a hole in it, in the Nether or end. Now saying that I agree with basically everything else XP does need an overhaul as it is very unintuitive and lazy as a system but It's been broken for a while, This farm did not break it
I still think the "it was already broken" argument is correct. If you build a nether boat highway, usually you can get from your base to an ender-ender in less than 2 minutes, or a zombie piglin farm in like a minute and a half.
Sure, this farm is able to be built anywhere, and getting from one's base to a farm was never a significant barrier to XP.
While smaller than an ender-ender, getting the resources to build it is about as hard (armadillos, honey, and wither roses all take a good bit of effort to get even one of).
Perhaps this farm is the lowest effort way to get XP, but only marginally. The problem has been around since XP's inception.
The third point is just straight up not true, while yeah Armadillos, Wither Roses and Honey Blocks (completely unnecessary btw) are specific items you have to get; the "difficulty" of getting them has more to do with their *relative* rarity rather than the actual difficulty of making the farm itself.
@@user-tzzglsstle585e38 I agree that the honey isn’t necessary, but it was in the design, so grading it as such is appropriate.
Also, you aware that ender-enders only require a minecart, half a stack of stone, some leaves, and access to the end.
In contrast, this farm requires armadillos and a wither fight, so it’s really approximately the same.
@@haph2087 according to other commenters you can substitute the wither rose with a campfire so this farm only really requires armadillos and a nametag
@@capsey_ Sure, but it’s still the case that ender-enders are quite easy to build. At best, this is a small optimization, and doesn’t change the fundamental way XP was always broken.
@@user-tzzglsstle585e38 and building an enderman farm is hard?
Mojang: We don't want to encourage players to harm animals so any new real animals in our game won't drop anything.
PEAK XP FARM: TORTURE ARMIDILLOS ENDLESSLY
We won't add sharks, or fireflies, or...
What? Is there some sort of problem with inventing hell?????
New Mojang is horrible at this point.. They're the new PETA.
I just realized, Minecraft is not meant to be played vanilla. It's a framework upon which people can expand, add mods, datapacks, shaders, worlds. It's becoming more fun to play Minecraft as if it's Roblox, rather than vanilla survival that has zero thought put into it.
@@amog8202 i hate how they scrapped fireflies bc frogs dont eat them. Like, just... make the frogs not eat them then.
@@riddlemethat4911that wasn't the only reason. Fireflies were also not very good
@@riddlemethat4911how about make the frogs eat the fucking lava cubes instead?
I'm very much in the "XP was already broken" camp. I hate the system so much. In the early game it's just mindless grinding. There's nothing engaging or interesting about it. But ofc enchants are so useful you can't really go without em in the later game. We REALLY need a new way of thinking about enchanting, from XP to enchanting table mechanics. A simple farm nerf just won't do.
Melons and expanding your fav village so there are 6 or more farmers to sell mellons to. Might not be as fast as an xp factory, but I have had a relatively easy time using the xp from that to enchant and repair ✌️🤪
In the early game, the XP system was fine because enchantments weren’t that necessary, just a cherry on top
But since then, Mojang has added more enchantments, higher damage/health mobs, blocks that are harder to mine, etc.
XP is what ruins systems like Anvil repairs and Enchanting with books. Why isn't it enough to just use the materials themselves than some EXP as some slapped-on feature that doesn't need to be there? That's why I say remove XP altogether.
We can use Lapis Lazuli for Enchanting Tables and the materials like Iron, Diamond, and Phantom Membranes to repair our gear and Elytra. Why do we need EXP to ramp up the costs? To prevent people from keeping them forever? Screw that. We got methods around it anyway. We might as well just give players infinite durability on Diamond and Netherite, or just let us repair them infinitely with the required materials without EXP.
@@epockismet76 I have tried this method, even with an automatic pumpkin farm on the side. It's boring, tedious, and time-consuming.
@@youssefchihab1613 lol, just remember, it's minecraft. My own problem with the game isn't the realistic tediousness, which is still way faster than the real world, but the online research required to play the game. Without some connection to the online community, many things would be very hard to ever discover, or learn about it's usefulness after discovering. As far as time consuming and boring, that is literally vanilla minecraft, i personally find it relaxing to do when I am getting ready for work 🤪
I feel like at this point experience is mostly an early game problem. This farm still needs a wither rose, so it will take at least some time to make, at which point most players already have hundreds of levels from other farms, which is maybe more so the problem that needs to be fixed.
Most players get hundreds of levels from other farms before fighting the wither? Guess I don't know how most players play then...
It has been proven that you can do this with campfires instead.
@@johnwest6690with armadillos?
If you find an outpost with allays the allay based one is fairly easy to make
@@_mark_3814 yep
I personally think enchanting needs a fix as well, since it’s so much worse than villager trading. There’s really no point to using the actual enchanting table for the thing it is specifically supposed to do, for issues like the randomness of getting a desired enchantment in the table itself, some not offering max level. Also no mending/thorns from the table so you have to keep rerolling for them to be added as random bonus
... are you a goldfish?
A) no mending, ever on tables
B) thorns sucks.
C) I get thorns almost every reroll and absolutely want to claw my eyes out.
I think they can change the enchantment table such that you can, instead of always using lapis, use other things like amethyst or goat horns. Different 'activation items' could provide different chances on enchantments. For instance, amethyst could increase your chance of getting sharpness or something
Something I'd like to see is to have the stupid anvil cap removed
And make structures have better enchanyed books like wtf why do woodland mansions have a worse loot pool than a desert temple
Something cool would be if every structure had more chance for different enchantments, like fortune or looting for desert temples, mending for the deep dark, respiration for underwater ruins, etc
In a community post on PhoenixMC's channel I posted a comment I had about an alternate take on the enchanting system that used the chiseled bookshelves. In order for an enchantment to appear as an option in the table, an enchanted book with that enchantment has to be placed in a chiseled bookshelf surrounding the table.
@@enn1924the deep.dark already has that, with Swift Sneal
"The farm is very simple to build"
it requires a wither rose
and if you have the time to get 3 wither skulls,you have the time to build an enderman or zombified piglin farm
edit:for the people saying campfire would work i didn't test if it would as showed in the video that armadillos are scared of fire and so they unroll but i assumed campfire wouldn't work . even then i just think that building this farm is just not worth the time unless you spawn in savanna or bad and its close to spawn,
by the time you get alot of armadillos,material for potions you can probably just make a simple gold farm
2/3 of those things are not time consuming. 30 minutes max
i think that the huge build project and location lockedness of both of those (at least for the good ones) still proves his point of them being rendered obsolete by requiring more inherently and not even being as convenient depending on your stage of the game and infrastructure, though i agree that it was really weird for him to gloss over the fact that the wither is a prerequisite while talking about the sheer ease of getting the farm (even if the fight itself is easy on java)
Alternatively it requires 1 diamond and 1 allay sooo
It's also important to remember that players can only absorb EXP orbs at a fixed rate of about 50 orbs/second, regardless of the orb's size
So even though multiple Silverfish farms can be built and used simultaneously (which ender enders can't), most of this extra EXP will just be wasted and eventually despawn
So ender/pigman enders are still faster than silverfish farms, because getting 50 big EXP orbs/second (which both farms reach) is much better than 50 small orbs/second (which is what silverfish farms would yeld)
I havent tested, but I imagine You could get away with somthing like a cactus in a pinch
while i agree in spirit, you cant say that a wither rose is easier to aquire than an allay and jukebox
The wither rose isn't even needed. A campfire works and the armadillo won't run away like they do with magma blocks.
@@GEONEgaming Yeah, this UA-camr didn't even consider boxing them in so they don't run away. Why didn't he think of that?
I don't have a dog in this race either way but there are a couple of weird things here. Aren't wither roses themselves a scarcity? The Wither isn't the easiest boss to summon or deal with.
I could also see a couple easy fixes to this farm if Mojang thought it was too powerful. They could either make it so silverfish spawned from the infestation potion don't drop exp or let the wither rose bypass the armadillo's damage reduction. Both of these would be far simpler solutions than removing exp entirely and replacing it with a new system.
You only have to defeat the wither once for this farm, which is still more convenient than travelling to the nether/end every time you need xp.
Making armadillos take damage from wither roses is just a band aid fix and making the spawned silverfish not drop xp is just postponing the issue until mojang add another way to cheese xp.
@@terra_creepertbf I'd say most other EXP farms already made the whole system quite cheesy. Silverfish farms are at most another layer of cheese on top, so I don't think it's fair to say that they are the ones who cheesed eveything up (damn this is making me hungry lol)
@@viniciusgoulart5077 I was just adressing milliondollarmistake's points directly. I agree with sarc that this silverfish farm worsens the problem, since no other farm is as good. Nether/end farms are more efficient, but they don't scale as well and have significant travel times attached.
But yes, xp is very flawed already and deserves an overhaul.
Wither Roses aren't necessary because Campfires can be used as a substitute...
@@user-tzzglsstle585e38 Do campfires not also count as fire damage, which would scare the armadillos like with magma blocks?
I feel like experience doesn't really even do much. The enchantment system doesn't really have any particularly interesting elements to it, because everything that can be enchanted has pretty much an objective best state. I think enchantments could move to being more flashy, more interesting, but also more exclusive, where they function as interesting tools or movement options or combat tricks but not all at once.
mace enchantments are actually like this
I wish this sentiment is more widespread when it comes to Enchanting, but most community members that I've discussed this with from various platforms seems to oppose the idea of making the Enchantment system actually have more depth and exclusivity to it.
Honestly I wouldn't mind seeing the Enchantment System from Minecraft Dungeons making an appearance. Well, something like it atleast.
yeah like i’m imagining the weapons system from borderlands 2 where it’s not really clear what’s the best option, everything’s situational and mutually exclusive, etc
@@user-tzzglsstle585e38if it has exclusivity by making new enchantments, cool
If they are going to restrict already existing enchantments it would be so lame
“Allys are expensive, instead kill a wither to get a rose”
Not to mention the potions
What do you mean? Potions of infestation?
It took you 9 mins to say, XP is too easy ("use this farm I designed") and too hard ("you have to go to other dimensions to get lots of it") to get, therefore it should be removed entirely. I agree with the title, but the way you formatted this video is poor. The only good arguments made are in the last 30 seconds but because they are made so briefly, their intricacies are not explored at all.
Ender enders and zombie pigmen farms are hard. This farm is easy.
Media literacy is really at all time low...
@@BryanLu0 Core features should be removed before buggy or not functioning as intended features added in recent updates.
Media literacy is really at an all time low...
@@thing4826 What's buggy or non functional? Maybe pottery sherds and armor trims are not useful, but they are functional.
XP isn't even really a core mechanic. It's only used for enchanting, and you can completely bypass most of it using villager trading.
@@BryanLu0 The buggy and not functioning as intended feature is the fact that armadillos aren't afraid of wither roses. This whole entire farm hinges on armadillos not leaving their shell and being invincible to small amounts of damage.
If that was fixed this farm would only exist with allays.
EDIT: as you said... Media literacy is truly at an all-time low.
@@BryanLu0 also the fault of them trying to act like the enchanting table doesn't exist by adding villager trading doesn't mean XP is bad.
That means they should stop trying to act like it doesn't exist and trying to force players into using trades.
EDIT: The one good thing they ever did with enchanting was adding lapis to enchanting. Nearly everything else is them trying to ignore it and making the problem even worse.
XP as a system has always felt really out of place in minecraft; a relic from when the game was trying to be more of an RPG than it is. It's also tedious to collect even when you do have a farm. Doesn't feel like it adds much regardless.
People who say XP isn't a problem because "you still need to get it" don't understand that just because you need to find it doesn't make it a good system. XP is tedious, time consuming, and/or not really difficult to get at any given time within the game's progression.
If XP was replaced or revamped to be more fun, less exploitative, and somewhat a challenge (along with respective changes to other XP related systems in game) then it could genuinely make it a great system.
The problem isn't really with experience, it's with the grindy enchanting/repairing system that requires it.
This is a simple fix, just make the mobs not able to drop experience. Terraria did a similar thing to stop money farming with statues that can spawn enemies.
This seems more like something that would be used to enhance challenge and adventure maps more than something the player would actively seek out. You could also make it so the slime potion variant doesn't drop slime balls or makes it a really reduced rate to.
Granted there are other ways to farm slime.
Heres what i'll say Sarc, did you have fun making the farm? Finding your own way to "break" the game?
If yes, well...
I'd say you played Minecraft and enjoyed it!
I agree the farm you show is very powerful, but I dont think it breaks the game, I think you're just playing it :)
I agree, he seems to be complaining about an issue that isn't really even a problem
it does break the damn game bcs it makes every other xp farm obsolete and is BORING thats what breaks the game, making it too EASY and too BORING
@@NoName-yq9fr and do you think enderman farms are fun?
@@enn1924 no. they used to be back when you had to push them off with pistons in order to get them where you want them to be and at least what makes enderman farms special is that you have to go to the end and spawnproof your enderman farm, also it's nice and balanced that on servers its way less effective
2:40 that actually used to be a bug. The reason they fixed it is because the armadillo would try to turn into a ball, but the DMG would cancel the action, and I'm guessing it refreshes the damage cool down, so the armadillo would just die in like 2 seconds.
Experience is a junk system because it railroads the player to needing them for endgame, specifically mending. I dont understand why they didnt just make mending an enchantment that makes stuff unbreakable, just remove the annoying middleman of having to build a farm, then go to it every-time you need to repair something. Mending requiring xp feels like a balancing feature where it shouldnt even be balanced.
Honestly a revamp on xp would be incredibly hard to make and balance and the community would not respond well to it at all. Plus it's not as marketable as, for example, an adventure update or something like that. Kinda like why they can't make an update that is only for optimization.
The time spent for getting 3 skulls requires luck and may take longer than a guaranteed visit to the end dimension with some leaf blocks and water to make a quick enderman farm.
That being said, apart from enchanting and repairing which can be ignored if you loot the end cities for long enough, XP is really an aesthetic thing in Minecraft.
The problem with XP sounds like making a mountain out of a molehill.
To be fair, you're greatly exaggerating how cheap it is to run. There is also a cost of blaze powder and nether wart. And nether wart needs player interaction to farm. So it is impossible to fully automate this process, you would need either 2 players or to build up a backlog of nether wart before hand.
That being said, I 100% agree with your points about XP as a whole, the system is antiquated.
On the one hand, yes, XP is usually more of a tedious hinderance than an actual enhancement of gameplay (like, spending xp shouldn't be a thing when they could add item sinks for the abundant item issue instead... Spending more lapis for enchantments instead of exp, using amethyst, just simply being able to repair items with the correct resource instead of spending xp or getting "too expensive", etc).
The only issue is removing XP would also make mobs like the Silverfish COMPLETELY pointless and not worth killing half the time (their original purpose of "guarding" the stronghold is laughably bad). Removing XP would also require either removing or revamping Mending, which is a whole can of worms in and of itself.
But this isn't even really an argument. The simple fact is, they CAN'T touch experience. Its too "classic" that changing it in any way will make people upset, which might "harm Minecraft's image." There's a LOT of things in the game that need revamping, but they can't do that without making the game not feel quite like Minecraft anymore.
Silverfish aren't supposed to be enemies you seek a fight with. They're supposed to be a hindrance that crops up in mountains and the Stronghold. If Mojang wanted you to fight them, they'd drop something.
Fighting them also has the benefit of not taking damage from their attacks because they're dead now.
I love that the answer to "you need a diamond and amethyst shards for an allay farm" is to get a wither rose x)
anyone else thought he was gonna talk about the too expensive anvil mechanic
5:35 it's not a problem it's a great feature
Most people who play Minecraft are not going to build that elaborate contraption. It is a game targeted towards children, and it should not remove fundamental features because people find unintuitive ways to push it to its limits.
contrary to what many people think, this is not able to be scaled to be as fast as you like. XP orbs have a limit to how many the player can absorb. You can only absorb two each second, so if you want something faster than this, you use a mob that drops larger xp orbs like guardians. I still think this is a bit of an issue, but i think it can be easily solved by making silverfish drop 1 xp orb that has a value of 1. That way this can be a super beginner level xp farm, but if you want 30 levels it'll take like 10 mins to get there, and eventually people will get tired of waiting that long and build faster xp farms.
"It's too dificult farm minecraft and ametist for this farm? Why not try this other model that use armadillos and WITHER ROSES"
I 100% agree that the XP system in Minecraft is totally broken and needs a rework, but I can't say this farm changes anything.
Your main point about the triangle and scarcity doesn't really apply to any of the farms you mentioned. XP has always been "on tap," there really isn't much of a difference between running over to this farm to get XP where you decide to build it, and entering a series of portals to get to your enderman farm in the end instead. One takes longer to get to, but really doesn't change the fact that unlimited XP is readily available for whatever player decides to build whatever broken farm their heart desires. Especially given this farm is marginally easier to make than the others you mentioned.
I think something a lot more engaging to talk about is *how* Mojang can fix XP in its current state. Like maybe capping the amount of XP an individual player can get in a certain chunk? Or make XP levels permanent and rework it totally? I'm really not sure, but I'd love for there to be a bigger discussion about it.
If they remove this farm I hope all the discusion around at least makes mojang consider to rework the enchanting system
Capping the XP amount doesn’t fit the problem
The problem isn’t “these farms are too OP”, it’s that XP is too hard to acquire normally, and too necessary to just ignore
The farm was just an example
Just make silver fish from potions dont drop exp lol
They need to be killed using weapon durability and can kill you, using armor durability. Might as well just remove the potion altogether if we are removing the only thing silverfish actually drop.
While it’s true that exp is the only thing they drop, I think it’s ok to remove it because they’re intended to be a nuisance?
@@ifiwasyouiwouldntbe removing them will f up the new oozing farms using infestation and oozing potions
@@onepunchbro and making them drop no xp will also cause balance issues that where not there before they where added. I didn't say they SHOULD be removed, I said they MIGHT AS WELL be removed and just return to the pre-update status quo.
@@ifiwasyouiwouldntbe They're supposed to be an emeny in the Trial Chambers. Plus there's Silverfish mining...
i've also seen a few people using the allay thing for silverfish mining, but honestly after some tests in creative, silverfish mining is really not all those people chalk it up to being
It's more or less just a cool way to do it, honestly.
was not expecting this video to have a segment about armadillo torture
"I broke the game and suck out all fun from it" - sounds like a YOU problem.
Minecraft has many more ACTUAL issues.
I don't think experience should be completely retired, but it definitely needs an overhaul.
Enchanting itself could definitely use a revamp; for example, mojang could add another system of enchanting, one far more powerful and impactful than the enchanting we know now, and one that could be more suited to late game enchanting. it could create potential for things like spells, enchanting mobs or blocks, and even more powerful enchantments that change the functionality of some items, like how riptide completely changes how tridents work. The idea of expanding on the magic of minecraft is one that would need to be done carefully; it would need to be an auxiliary to the experience, rather than the focus. This is what many mods for minecraft end up doing, where they make it so that magic becomes such a huge part of gameplay that it transforms the game into something else entirely. which isn't a bad thing, especially for mods, but for a minecraft update it would be really bad.
Maybe a way to reduce or remove the RNG of enchanting tables
And also keeping a portion of XP after dying and/or XP not getting greatly reduced on death
those would be great ye
Just take a look at other fantasy RPG games, there's little reason Minecraft should use it's own system. Not to mention the ENTIRE anvil system needs reworked.
Like making renaming take 1 level, no matter what. Or instead of a level, it takes 100 xp, and 100 xp makes level 1.
Xp in modern MC is completely broken in my opinion. I know it's a "sandbox" game but it has so many fantasy RPG elements, it wouldn't be out of place if Mojang added them.
armadillos are really hard to get because of my curse where i spawn in worlds that only have freezing cold biomes for kilometres around
This is stupid, they could, and probably will, just add a flag to the spawned silverfish that make them drop no xp
heres my take. just make silverfish like, give 0 xp? its not like they're a common mob so it won't effect gameplay + no more farm. boom, thats all the video requires to fix this issue, xp doesn't need an overhaul.... what does though is the darm anvil... screw the anvil.
Facts
i think it should work more like how it does in the souls games/elden ring. you don’t drop items when you die, just your XP.
to me, dropping everything you have seems far too harsh of a punishment and discourages me from actually exploring without keepinv on.
as a balance to that though, make xp a LOT more valuable, like making it the currency for gaining permanent stat buffs, like for example +1 attack damage on your character itself instead of on a specific weapon. obviously doesn’t have to just be attack damage, can be any of the potion effects really
you would also have to discourage the use of farms, such as XP decreasing for every consecutive mob of the same type killed.
damn, i wanna make a mod now
"farming makes hunger obsolete so i think we should retire hunger"
It's funny bc they are people out there who think this (it's mostly that they hate the system in general).
Honestly, yeah. Hunger really only incentivises you to build one cow farm to pretty much sort it forever.
honestly tho the hunger system in mc is jank and i'd be ok with it disappearing
About that....
The difference is that xp isn't actually obnoxiously hard to get without cheesing your way through the game. Never in minecraft history were the mob farms the intended design. They are a cheat made by players to circumvent a PROBLEM. Farms were designed in minecraft to work and provide aestetics, replenish hunger, breed animals, they have associated functions. Mob farming is made by abusing spawn restrictions, janky pathfinding, simulation optimisations, etc.. The fact that the player needs to actively hit a mob for it to drop xp should already tell you that automating this wasn't the intended solution.
I get the point but we still had crazy op farms that could be built anywhere before 1.21. Villager trading halls, Raid farms, cactus and bamboo farms, kelp farms, etc…
It's always a great epoch when Simplysarc uploads
Haha, I'm gonna start using that from now on! XD
I've literally always hated the enchantment system so much, largely due to XP.
I feel as though enchantment is broken too, it’s tedious and takes loads of resources. It’s easier to use villagers (and less fun). So I definitely agree that a lot is systems need to be rethought. However, this is the obvious part. The more problematic part is how people would react to it if everything did change. Even changing how part of villagers work made people dislike it. I feel as though that’s where the main problem lies.
Was keen to see this xp farm design would be bedrock compatible too but seeing how you need sweeping edge damage now I know it don’t work :(
*Mojang please add sweeping edge to bedrock*
Yea, also the XP farm doesnt work in bedrock. I spent the whole day getting all the items to make it just to end up having my critters die after 5 seconds. (the allay didnt work either.)
Minecraft isn't a speedrun to get the best gear possible simulator, it's a sandbox. If you don't want to make an xp farm you don't have to, and there are plenty of ways to get xp without farms. If you're a new player, you aren't even going to know that xp farms exist, so why should we delete an entire system just because of an unintended way to farm it that a lot of people don't know about?
To indulge just a little🤏
I think one reason is because xp as a system isn't balanced, if you want to enchant your items the costs become... costly. Iirc the best sword possible requires 49 levels, and that's for just a single item, using the best enchanted books available, an enchanting table doesn't reward you with all the enchants you could want either, I've had dozens of occurrences where I get only a single enchantment from a level 3 enchant on a maxed enchantment table, it's frustrating!
Of course, like you said, it's a sandbox and not everyone is going to go to that end but a new player who wants to survive is going to eventually be forced to pour unnecessary hours into getting good gear to survive which ultimately is the point otherwise that player could just play creative
I don't agree on deleting the system but it probably needs tinkering and it needs to flesh out the early, mid, and late-game elements since the current systems create scenarios that perpetuate that "Speedrun to get the best gear possible"
So because noobs dont know about game we should keep bad game mechanics that dont really add to experience anything other than not needed grind?
You kinda missed the point, its not about just removing xp. Its more about showing how bad current xp system is that even just removing it might be a step in good direction.
Addendum: If you want real progression, play Terraria instead
@@desmo-cielyeah, this is a big thing that I think Minecraft could take a little inspiration from. I like that it takes time and effort to get powerful gear, and it makes the game feel much more interesting imo. There’s no drive in Minecraft for me to get better gear (though in part that’s because much of the game is ridiculously easy), and even if there was, it’s so hilariously easy to get that it’s not even interesting. For me, the drive of Minecraft is to build, in which case… I just play creative mode all the time. In terraria, there’s more of a drive to get better gear and progress, even if I do primarily focus on building. Certain blocks and resources can only be gathered at certain stages of the game, which means there’s more of a motivation to keep going. In Minecraft, all you need is an iron Pickaxe, which hardly takes any time to get at all.
Idk, just my two cents on the issue.
I agree, but I also do think the xp system needs a rework anyway. I don't see it being very fun for any kind of player, getting xp without farms takes ages and you lose almost all of it when you die regardless of if you find your stuff or not.
Its not a "get the best gear possible" simulator, but that should be a valid way to play the game. Enchantments are awesome, but at the moment they're just a pain to get. They require both LOTS of experience (either by playing for long enough or by grinding) and also lots of luck (the enchantment table is basically a gamble, and villagers aren't much better)
I don't see myself defeating a Wither, brewing a potion, etc. just to run an XP farm that's worse than other ones. An enderman farm is in a specific location, but once you have elytra it takes mere minutes to reach it.
The XP and anvil systems have been broken for a long time, but I don't think this specific mechanic is overly game-breaking.
this guy hates experience points
Experience points murdered my family.
The thumbnail wasn’t loading and I thought this was about Windows XP
The fact that it takes a stone block to make infestation potions only adds to the problem. I would have made a new item called silverfish eggs, which get dropped by silverfish that don't come from infested mobs. This item can also be crafted with stone to make infested stone, which survival players have never had access to in item form.
You could also just make it so silverfish from infested mobs don't give XP.
That would make legacy servers rage, as all their silverfish spawners would have been destroyed a long time ago. I do like that Idea though, it gives silverfish spawners a reason to exist (silverfish eggs). Even if you could just build a simple drowning farm for silverfish eggs, as a way to restock your infestation based farms in other locations.
I don't like the idea of something that takes armour and weapon durability to fight not dropping XP. At that point they should just remove infested mobs all together.
@ifiwasyouiwouldntbe Why couldn't operators just go in and add the silverfish spawners back? Or put them somewhere else if all of the strongholds had all been destroyed in the past or something. Idk, seems like an easy issue to fix on the operators' end.
@@psuedonym9999 In this hypothetical sure they could (they could even delete and reload the chunks). But quite a few legacy servers pride themselves on not having admin intervention. These are the ones I am talking about.
@@ifiwasyouiwouldntbe I mean, that's like complaining that superflat worlds don't have every resource that normal, default survival worlds have. And anyways, if the players shortsightedly destroy all of a limited resource (even a seemingly useless one, because everything in this game has a use, even dirt), that's their own fault.
@@psuedonym9999 Yes, the difference being in your example the person is complaining. Where as I am just pointing out a material reality of the world, the game we play, and the different types of communities who engage with it. I don't disagree that it's their own players/griefers fault, easily fixed by an admin, and a niche case. This doesn't change the fact that they will be affected, irrespective of if I care or it affecting me at all.
Just because I don't need subtitles in the game, and it doesn't affect me personally doesn't mean those players shouldn't be considered when proposing changes.
the unfortunate fact about xp is every system in the game that requires xp ALSO requires another resource.
for example, to enchant, you not only need to reach a certain xp threshold, but you also need to spend lapis. for repairing and anvil enchanting, you need the specific resource or enchanted book.
i'd prefer if XP was instead obtained more through exploration and progression (or advancements, which is currently implemented in purple advancements, but not in a way that i feel is intuitive), then gave special attributes/perks for being a higher level, rather than being a simple score system that can be farmed.
Maybe replace XP with lapis? And make it have a small chance of dropping from mobs.
I do not think this is a new issue or any worse than old method. For example
From a balanced perspective, this farm has the same gate requirements as a beacon. You need access to the wither to get the wither rose to harm the armadillos. I cannot see how this is worse than a cactus Furnace farm or a bamboo furnace farm that can also be built anywhere just as quickly and store xp forever very simply, cheaply, and early in the game progression.
You could say that the wither rose is expensive, but you could just drop a gravity block on them, like sand or gravel. Honestly I think that those new potions shouldn't be brewable at all.
I agree with your point but tbh you havent proven the people wrong who said its expensive to get an allay by showing a technique that uses wither roses and armadillos…
I don't think anything will be done for the simple fact that we often forget the average minecraft player never even gets diamonds, let alone a wither rose.
1:50 You can also use Wichtes for this. I hope they behave the same as within Modded MC with Blood Magic where I use them for my Blood farm.
I always liked when modded minecraft allowed you to enchant (or get the books) with specific items. Want feather falling III? That'll cost you 8 feathers and 2 emeralds. Made it necessary to get more items or farms while not being completely random.
I think mojang added these exports so that enchantment tables becomes a more viable source of enchanted books, to lessen the impact of the villager rebalancing.
I think the issue is more that Minecraft has become a 3D factorio where you're better off making farms than playing the game
Yeah Beta is fun cuz the amount of farms are pretty limited
This. Farms that do some menial tasks for you are a good idea in theory, but now there's a farm for almost anything you can think of, and since Minecraft has basically no progression or combat challenges, the only thing that leaves is building, at which point it's better to just play creative mode.
Not to mention that farms are meant to be easy, hands-off ways of doing things, but many farms, such as this one, require you to be there, repeating the same boring action over and over.
The farm you showed also works with suffocation, instead of a wither rose. Very broken
Do the armadillos despawn?
I think it would be nicer to make enchanting require certain materials like dark shards or their repair materials as a cost for enchanting rather than costing xp to encourage the player to explore for these materials, to reduce problems with losing all your exp on death and to avoid needing overpowered farms for the casual player
Not the usual simplysarc thumbnail quality.
all sarc has talked about in 2024 is exp
i would love a complete overhaul rather then complete removal but i wouldn't mind it gone
for this specific problem, the solution could be making sliverfish or slimes spawned by the potions not drop xp (nor items), or virtually zero, to the point that the benefit wold be too low
the problem is that they were added as an additional challenge in the trial ruins, and we expect that with that comes additional rewards... then again, removing xp entirely _also_ removes the direct reward of these challenges
it's unfortunately the kind of balancing that mojang would never do, because the people that make farms would complain too much
Sarc drops WORST TAKE EVER, asked to LEAVE UA-cam
Fine video but two things.
1-you spent way too much time talking about the farm rather than the actual issue with XP, to the point where the actual explanation for why it's irrelevant felt quite shallow and weak.
2-Even if this farm does make getting XP way easier than it has any right to be, the old Enderman and Piglin farms were still incredibly broken and this new farm doesn't really make the issue that much worse, especially since it actually does take quite a while to get a wither rose and access to honey blocks, not to mention in order to get the potion you still need all the normal brewing stuff which requires going to the nether. So this new farm isn't really as bad as you make it out to be in my opinion.
On an unrelated note while things like XP and Hunger are quite underwhelming systems that could be much better than they currently are, they don't really matter much to me at least when playing the game, this irrelevance makes me feel like it would be better to fix a much more critical issue with the game that actually does worsen many players experience playing Minecraft. Like the inventory issues or the villager trading.
I agree that xp is at this point more a roadblock than anything and should either be reworked or retired. However I don't understand what that xp farm has anything to do with that problem, xp farms have always existed, and that particular farm needs a wither rose anyway so I don't see it being very useful for when xp actually matters. Did I just miss the point of the video?
I don't even think xp farms are even relevant here, since they're clearly not intended and have been patched before. They're just a workaround for the actual problem, which is the xp system.
"For some reason, armadillos are actually afraid of fire." I feel like that's a reasonable fear.
if this farm in particular the only reason its broken (as i havent heard in this video other reasons why it would be), just add extra damage to the mob that spawns silverfish, so that infested mob can eventually die
Does the silverfish spawned this way fill up the mobcap too? Would be a great mobswitch too
Wow that farm is so OP. You just need a sand duper, a stone farm, a glass farm, a kelp farm for infinite fuel, a glass bottle farm, a creeper farm, all connected to an auto brewer, then you need to find an allay (no big deal) and make sure he constantly receives infestation potions. So easy!
Oh you also need a blaze rod farm bc the brewers need them.
This farm uses tons of resources that aren't so easy to get only to run for a limited amount of time
Ive been saying that xp is way outdated for a while now. I fucking hope they rework enchanting and xp very soon
But why is XP outdated? I don't recall any elaboration on that.
@@faragar1791xp farms and shit make it was too easy to obtain to the point where it is just a hassle to walk to your xp farm and go xp when you should go on an epic adventure or something to get xp
@faragar1791 XP is either redundant thanks to a farm, or tedious to gather without it.
@@faragar1791I wouldn’t say XP is outdated but more so the system. Anvils, certain enchants, and enchanting tables don’t really fulfill their jobs anymore. the fact that an item is ‘too expensive’ is just not true anymore with exp farms and fortune enchantments, and the fact that enchantment tables cap at 30 levels and can give garbage like smite 3 is criminal. Finally, a lot of enchantments are just not useful. Protection is just plain better than all the other types of protection, you’re never going to use impaling or smite, and higher levels of unbreaking become obsolete due to mending (since by late game, mending is so prevalent, and the ‘too expensive’ issue prevents unbreaking from actually sustaining your tools). And the fact that there are so many enchants now just dilutes the pool making the enchantment table even more annoying.
this is coming from a player that doesn’t kill the ender dragon until I need an elytra to explore for cactus, I’m not someone who grinds out full netherite as soon as possible, hell I don’t even make a full set of iron most of the time. I’m not saying this because I don’t like not being able to grow in power infinitely, I’m saying this because these features are just denying the player from experiencing a true sandbox with gunk, not anything thoughtful or meaningful, just mindless slop to pad out time.
Honestly most of my issues would be fine if the current enchantment table was mid game and there was a way to upgrade it (maybe using calibrated sulk sensor?) so that you could select only certain enchants using biomes/dimensions, and removing the ‘too expensive’ thing
🗣️"Babe wake up simplysarc uploaded"
XP is a core system of the game and doesn’t need to be removed because of some broken farm relying on a bug. They need to fix the anvil and enchanting system instead and add more varied sources of XP so you get a good amount from just playing the game
XP doesn't need to be removed because of a random bug, it needs to be removed because its a bandaid feature that is unhealthy for the game and doesn't fit. It's tied to the most hated and outdated systems that would all be instantly better without it (which would leave it without a purpose)
Fixes:
1) disable the new potions on certain mobs. Allay, armadillo, etc.
2) make the infestation potion slightly harder to craft.
3) Also only allow players to craft level 1 of the potion, and make level 1 infestation only work when the damage comes from a player or mob, not environmental.
4) make it so that you can find level 2 infestation from treasure loot, so that the environment-damage infestation is unsustainable.
Also protip: splash the silverfish with slimy potion for more xp
SimplySarc usually has good ideas but this is just a miss
True
Never in a million years would I have ever thought of a rolled up armadillo to use as the seed for a silverfish generator. Kudos to your creativity Sarc, full agree on the whole xp being pointless too btw.
SimplySarc on his way to make one of the most important and based takes ever and then leave for a year
The take was made and I agree with it, but the 9 minute video alongside it does nothing for the take.
Its an ok take but the video is pretty horrible
1.22, XP update
The scarcity is still a thing, because you would probably find it a lot easier to build one of these in a savana, because it would be a pain to bring the armadillo's just anywhere.
Bro I thought you were retiring but I saw the full title and now I’m relieved 😅
I just realized the title could be read as "Why it's time to retire" followed by a laughing emoticon.
@@danieldavid3766XP looks like someone sticking their tongue out
this is actually a toned down version of the problem. Ianxofour and his discord are working on a similar thing, that while slower and slightly more complicated, is still pretty simple and uses snow golems, so you can carry it around in a shulker and build it whenever and wherever you want xp.
tbh this can be fixing by implementing some kind of nbt tag on any mob spawned non-naturally
so it simply will no drop anything: nor items, nor xp.
That would work for many op mechanic interactions.
Man it's crazy how 15 years ago, this would be a non issue because no one would ever find out about something like this. Game designers had way more leeway. But now, any exploit is discovered and openly shared for views before a feature even releases sometimes. It's such a MODERN design problem.
I think the issue with XP is that it was intended as a roadblock for enchanting, but because people farm it, it’s less of a roadblock and more of a tedious thing that people want to mitigate. The question I want to ask is: What would you suggest we replace it with?
If we remove XP entirely and don’t have any system in place, we remove the intended roadblock. Not only that, but there are other options besides just reworking how XP works.
For example, they could remove the infestation potion or lower the regen rate of Allays but make them easier to find.
For armadillos, maybe their shell weakens as they’re attacked.
I saw the title and thought you were talking about windows xp...
After reading through the comments it seems like people really don't want xp to be fixed.
The main issue here is any xp farm actively encourages the player to *not* play the game. Sure, for some farms it might take some planning and time to build, which can be fun, but at the end of the day an xp farm is built so you can play the game less. Any feature that encourages you to play less of the game is a bad feature.
I think a good alternative to needing xp for enchantments is to give all enchantments unique recipes. This would encourage the player to play the game and would tie into the "craft" part of Minecraft.
The issue is that Mojang confuse tedium with difficulty. The coming new villager mechanics prove that
I think the exp fix is easy : the problem is xp costs. I don't mind reaching level 30 by mining, killing mobs, getting ores, whatever. But the problem is that xp costs, when they cost levels, use your highest levels instead of the lowest. Let's say for the argument that levels correspond to an exp value of lvl x 10, so lvl 1 is 10 exp, lvl 2 is 10 + 20 = 30 exp, lvl 3 is 30 + 30 = 60 exp, ...
Well if you use 3 levels in an anvil, you won't use just 60 exp, but your 3 highest levels, which could amount to thousands of exp.
This makes enchanting your gear way more annoying because instead of collecting thousands of exp and enchanting a bunch of stuff in one go, you are FORCED to grind exp, enchant/fuse some gear, and go back to grinding, rinse and repeat. You are FORCED to do so for max enchants because max level enchants require lvl 30, so if you want to enchant a few pieces to lvl 30, and use the anvil to fuse gear, you'll need a bunch of levels over lvl 30, let's say 30 extra levels. But the only realistic way to reach such high lvl, without farms, is killing the ender dragon.
TL;DR : exponential exp costs are what makes farms necessary. If you didn't use more exp by enchanting stuff while being level 50 rather than 30, or by fusing for 5 levels at level 30 rather than level 5, the system would probably be fixed.
The levels are so good, useful and insightful!