I practically jumped out of my seat when you suggested adding zombie horses to abandoned villages. I was just talking about how cool that would be the other day!
@@GreenJabbut fools think exactly the same😂. Not calling y’all fools but I find it kind of funny when someone says that, because the full quote is “great minds think alike, but fools think exactly the same.”
This is the first of these "i fixed minecraft" type of videos I've seen that actually has good ideeas that fit the game and make sense within its current design philosophy, in stead of just turning it into somthing completely different. I came in thinking "oh god another one of these" but you actually did really great work on this.
I definitely agree. Obviously there were parts that I disagree with. However, this was extremely well made and really took the foundations of the game into consideration when coming up with improvements
I like the dragon breath idea, as it brings more attention to the secondary uses. You're far more likely to make a lingering potion if you just have a bunch of dragon breaths just laying around than if you had to go out of your way to collect the stuff initially.
@@omegahaxors9-11 Sure, but only a group of players can and would do the dragon fight at the same time (and collect toe dragon breath) due to there's only one end island. That is, if they don't fight each other during the dragon fight already.
Quality of life features can also be really bad when you add too many. Seeing games where UA-camrs add tons of QOL mods on really any game and it's like watching another game, there are ones that are good but if they change how the game is played than personally, that's making the game easier and not making it more fun
@@HeydenHarvey "Seeing games where UA-camrs add tons of QOL mods on really any game and it's like watching another game" Interesting. Do you have any examples? I've never heard of this before.
@@HeydenHarveyWell, in a modpack that adds a lot more progression tiers, tons of resource dumps and layers of recipe chains, as well as very tanky mobs, some QoL is required to offset that.
Honestly, if you ask me, trims should _not_ be so absurdly expensive to dupe in the first place. I can see why upgrade templates are so expensive, that makes sense; but trims are purely cosmetic. Duplicating one should not be more expensive than every diamond tool in the game and 3 of the 4 diamond armor pieces.
I mean, duplicating upgrade templates and trims is the only reason to actually go search for diamonds. Otherwise, you just trade diamond gear from villagers, while naturally generated diamonds would be completely useless
@@fraidei2094 I was thinking the positions of the blocks and diamonds could be swapped in the duplication recipe for trims specifically, so you only need one per trim. Upgrade templates are fine as-is, though.
To me makes sense that you use stone instead of diamonds around the template, like, look at the template sprite, it has the diamond bits on the center, not around it. Feels like a deribelately grindy thing for ""encourgaging"" people to ""explore"".
I think giving passive effects to trims could be more interesting, it would add to the unlinear progression, effects that are different from enchants and potions that would make trims much more interesting and used
You are sooo right. Enchantments can enable different play-styles. It would be really interesting to do stuff like that. Everyone starts the same but then you choose your class(or play-style) with enchantments.
I loved how you didnt just go with the simple lazy solution such as "add more slots" thinging about the long term. Sprisingly (for me) I agreed with most suggestions here. Criminally underated. Keep it up!
the thing about the inventory is that shulker boxes and ender chests are not workable solutions for the early game. Most players want more inventory in the earlier game, not having to beat the entire story to access extra inventory slots.
@@GreenJab finally, somebody agrees. Inventory management is practically never actually an issue, people just dont realise they have 5 stacks of cobblestone and two slots taken up by wheat seeds and a flower. Late game, you _have_ means to manage your inventory
Bundle is a solution to the early game. Honestly, playing with bundles is one of the most fun experiences I've had, just collecting flowers and saplings or different ores. Or stealing from villages.
I disagree with the rocket fix, because that's mostly just a band-aid over the real issue. Making it more expensive isn't going to make players think about when they're using them, because they will still just stockpile rockets. The only difference it will make is that the process of stockpiling will be much more grindy, because you won't be able to just afk at a farm. You have to remember that given the opportunity, players will optimize the fun out of a game A better fix would be adding grappling hooks. If a player wants to have gain speed to fly infinitely, they should be able to, but they should have to interact with the terrain. Grappling hooks would be a more skill based solution that forces players to think about their surroundings to get an optimal swing to build up speed. It would also allow for paths of towers to be built between destinations to make swinging easier. Maybe you could also make rings that would give the player a speed boost, allowing for faster transport and even elytra courses for multiplayer servers where players can race and see who can get the fastest time, like that old minigame on the legacy console edition
The ideas in this video was about trying to balance what the game in the most minimal way. Ideas like a grappling could work better I'm not saying they can't, but I'm not looking for large scale overhauls
I'm personally apart of the school of thought that rockets altogether are sort of a huge issue.(When talking about elytra) That may come across as kinda extreme, but people were getting a lot more creative with transport without the implementation of rockets. I still think the other forms of transport need to measure up, so we would have an incentive to use them. I think having gliding towers and actually USING the terrain and builds around you to glide around is a good way to have a feature work well with preexisting stuff. Like GreenJab said, you kinda just float through the air and stare at your coords otherwise. I mean hell you had people creating elytra boat launchers to get a free speed boost when taking off. I think cool things like that are effectively null with rockets in the equation.
@@FriedNoodlee As much as I agree, I never wanted to straight up 'remove' a mechanic, no matter how powerful it was, especially something like rocket boosting as people love, However by adding a greater cost to it, the it would be atleast a little more balanced
Being forced to choose enchantments like slots from an RPG is genius. That brings gamestyle into play and I love it. The example with the agility and the heavy armor styles and both being able to defeat the other if played well over just the guy with most enchants wins... That's genius
They could give advancements another use too. The level cap could slowly increase as you get more advancements, stopping you from getting ridiculously overpowered gear in the early game but being able to in the late game
"Being FORCED to..." Ah yes, pinnacle Minecraft design, FORCING players to do something. Every time they've done something like that without compromise, it hurts the experience for a lot of players. Compromising is insanely important to Minecraft's development. Changing the Enchanting system by forcing things onto players is NOT the way to go about it. Incentive and optimization go hand in hand, if a player is optimizing something, make them have fun doing the less optimal thing. Not force it.
@@FancyDakota Ok i'll reword it for your minecraft vanilla sandboxy brain: it could be cool if the player had choice to combine multiple different enchantments to create unique gear instead of being forced to pick the same best ones because you're forced to choose only one of then, and most often people will pick the best. example: Smite vs Sharpness, Blast protection vs Protections, etc
@@FancyDakota your missing the point of the change he suggested its to limit the max to incentivize variety. if you want the best then you have one in current mc but if you limit the max level than it becomes what is best for you
Just found you through cubicmetre’s announcement post. You have already become one of my favourite UA-camrs! Thank you for this compelling and fix-focused video instead of falling into the common trap of just pointing out what’s wrong and just telling Mojang to fix it. Seriously love the vid.
Thanks, that means a lot. I put a lot of work into this video and far more effort into the points made. I find if you want to point out something is wrong, you have to give reasons why, offer an alternative and back up your claims otherwise although you may feel it, you don't actually make any progress.
They should make Horse Armor work like Wolf Armor, and then make both of them enchantable. Frost Walker + Horse would be an amazing combo, and would make frost walker actually useful instead of being a relatively niche enchantment that wrecks item transport systems. Also, feather falling on horse armor would seriously help the cliff issue.
I don't agree with all the changes suggested, but this is a really great video and you articulate the various issues with the game very well. A great contribution to the discussion.
I couldn’t agree more. This is the most comprehensive and well thought out critique of Minecraft that aligns with Mojang’s current philosophy. I hope they hear this.
43:45 that's actually the reason they changed it so everywhere templates can be looted, you always get at least 2. that way you necesarily will see one of them vanish on you before running out.
40:53 one of my ideas to fix the phantom is to decrease its health to 2HP (one heart) but also make it ignore 75% of enemy armor, this would make them more of a threat and less of an inconvenience, instead of the players waiting so it comes down, hitting it once and waiting again, a single precise arrow or a well paced sword swing kills it instantly
i think more than anything i appreciate how calm, polite, and non-flashy your video is. I can watch it without a migraine and without feeling like I am being dragged into an internet dispute
I'm a fan of how many points of interests are around the world. Running through forests and plains for 10 minutes and not seeing anything notable is lame. I guess that changes when you're zooming around at the speed of light or just looking for open space to build a functioning redstone chess board. As someone that's never gotten that deep into minecraft tho, it's perfectly balanced to me
A lot of These ideas are more specifically trying to Target Late game players as I think early-mid game is rather balanced, after that thing start to really fall apart
@@GreenJab A solution to this then could be that much like how strongholds only generate in a circle around spawn and stop generating at some point, other structures could become more uncommon the further you get from world spawn. So new players have everything they need, spawning into the "inhabited" are of the world, but as you go further out you get more of the vibe of early Minecraft, which I will admit I quite miss. Could also have large far out regions with entirely amplified terrain, much like you suggested.
respectfully i disagree. at the risk of sounding like a prick, if you can’t run around for 10 minutes without seeing something to stimulate you, you probably don’t have the patience for any part of minecraft except hypixel
Maybe they should just add some more smaller natural variations like pumpkin patches or fallen logs in bedrock. Maybe a big rock with iron or copper inside, a patch of mushrooms, or a tree with a wood type not usually native to that biome. A random chance to find resources where they aren't usually found.
@@br1ghts0ng >if you can’t run around for 10 minutes without seeing something to stimulate you, you probably don’t have the patience for any part of minecraft except hypixel So you find Starfield fun? :V Namely the "Run for 5 minutes straight to talk to a guy, run 5 minutes straight to go back to your ship" sort of revolutionary gameplay, with nothing else at all?
I love all of these changes, I find starting a new world or server too daunting as I know I’ll just spend the first dozen hours trading or speed running elytra / creeper farms. After getting those I usually burn out
I know how you feel. Its hard just playing single player survival when you know everything there is to know, what to do and the best way to go about doing it. And once you reach the point where you have made all of the best gear completely renewable, what's left to do other than doing stuff just for the sake of doing said stuff? If you already know all that why bother doing it.
personally a fix ive found is to completely ditch newer versions. of course it may not be for everyone but i find it to be very enjoyable to return to earlier versions and just play. no metas im aiming for, just wanting to build a nice house and expand my building from there. get diamond gear and youre done with that side of things until it breaks, maybe some basic enchanting depending on the version. i recently found a version named ReIndev, created by players as a sort of mod for the old indev version(s). im not sure about anything of the things it changes as i dont want to ruin that sense of exploration for myself by searching it up and id suggest the same for anyone interested.
I never feal overwhelmed. Probably because i enjoy the building aspect of the game more. I dont really care about doing everything or quickly getting the elytra. I really just to take my time and enjoyed the game at my own pace and didn't rush to the end. I got my elytra a year after i started one of my longer running survival worlds.
The part about enchanting just feels like you're romanticizing memories. Mojang added mending, anvils, grinding stones because people wanted to do more creative things in their survival games than being constantly grinding for diamonds to craft gear. Enchantment as it was was absolutely unfair and time consuming. You'd spend hours grinding for level 50, hours in the mines to get diamonds, all of that for rolling Bane of Athropods, it just wasn't right.
True, it was annoying how the enchantment table worked then. I also think Green_Jab is right about limiting it back though. Limitations breed creativity.
Personally, I think this kind of points to an interesting problem with minecraft. Once you get diamond gear, you don't want to get more. There's only so much content in mining for diamonds. Mining, as it stands, is really only fun for about a set or two of diamond gear. As much as I agree with enchanting needing rebalancing, mining sucks in minecraft (in my opinion). If you are going to expect the player to need ever more diamonds (for ever more tools/trims) then there better be ever more engaging gaming experiences/interactions. Just about every issue listed here is about minecraft defeating itself by providing an interesting engaging mechanic and then simplifying it to an unengaging afk session or villager trade. Combat is cool. Redstone is cool. Building is cool. Even zoning out and mining can be cool. But mechanics like villager trading or elytra+rockets make it such that you don't interact with the rest of the world. (also, would be cool if enchants weren't ravel, but required rare materials, encouraging your exploration/interaction with game elements.)
@@uspev6796yeah but aren’t the tools like your creative tools? Don’t all the enchantments kind of free you to be more creative at least the pickaxe shovel and axe. I feel like limiting what these can do would go over really poorly with anyone who’s ever gone “I can finally start actually building now that I have my tools maxed out,”
@@ohnobro3770 Thank you for pointing that out. Your right, it would make it harder to build what you want. Also, I've just realized I don't really like the feeling that I need to maximize my tools to actually do what I want; I don't want to feel like I'm not being optimal with my time if I don't max my tools first. So in one sense, limiting enchantments make it harder to build time wise, but it also frees you to build sooner because it wouldn't feel like there's a certain level of the game you have to reach to get to the part you want. That kind of just stresses me out. But what do you think?
@@matthewbarabas3052 I can understand that; I also like being able to have every enchantment as I feel like I have a goal to work towards which is a big motivator for me, but this creates a better long term solution. This is bounds better than what is in place now, grinding villagers or an xp farm and enchantment table until you have a max armor set. At that point no mob faces a real threat to you and PvP is just a matter of who lands more critical strikes or who has more totems and enchanted apples. In this system, you can actually create intuitive armor and weapon builds that work well together but also have ways to be countered, rather than aimlessly mashing together powerful enchantments. It adds a whole new strategical layer to PvP which would make it much more entertaining and much less of a burden when you die and lose your stuff.
@@matthewbarabas3052 Everything is arbitrary if that's your takeaway from it. It's called balancing and actually adding depth to the Enchantment system. It's like saying "they should make The Zenith (talking about terraria) available right from the start, it's so arbitrary that we have to so much just to get it"
@@user-tzzglsstle585e38 there is no depth to the enchantment system. if you change it, people will just change to a new meta, or, if upgrading from an older version, not even bother with the new system at all, rendering it all *pointless*
everything you talked about regarding enchantments is awesome. having gear be "specialized" vs "perfect" makes enchants like sharpness 3, smite, or fire protection actually useful. I would have never thought of this but i 100% agree. Great stuff.
Moving container blocks has the possibility of creating insane lag machines, which is probably why they aren't in Java. Fill a chest full of book and quills full to the brim with complex ASCII characters, rapidly move it from one block to another, and watch as the server gloriously struggles to move so much data so fast. This is why I believe container data should be stored globally instead of inside the block data with only the position of the container needing to be updated. The only downside is that there could be a slight delay in seeing the items in a chest when playing on a server since they aren't automatically loaded with the chunk, but it could possibly speed up chunk loading as a benefit.
Another way they could make the End more interesting is by adding more biome variation... And I don't mean just adding a ton of alien plants like Better End or the Nether Update. I mean having desolate and barren biomes that add more variation while still fitting the proper vibe. You can make interesting biomes WITHOUT slapping a bunch of plants everywhere... Just take a look at Badlands, Basalt Deltas, Dripstone Caves, and Soul Sand Valleys for examples. The End NEEDS more stone types, rock formations, and diverse terrain. And if they do add any plants, make them sparse, dying, or extremely rare like some kind of Oasis. Chorus Plants are good because they feel alien, and still feel unnatural enough to fit the dead and barren vibe.
I see some comments saying “Mojang won’t change/add things because the players will be upset at the change/addition.” However, I would like to point out that Mojang has done many things that the players don’t like and still roll with it. The 1.19.1 chat reporting and banning system, Microsoft account migration or else your account is lost forever, never (so far) adding Mobs A, C or D from the mob vote that gave us the Phantom, the Phantom, 1.9 combat changes, etc. So they HAVE made changes people don’t like in the past, and I think it’s safe to say they will do so in the future. And this isn’t to say they don’t listen to the community, but Mojang is selective about ignoring or listening to the playerbase’s criticism and complaints.
On regards to horses falling off a cliff, I think a cool solution would be allow them to equip an elytra, but only allowing you to glide; no rocket boost.
@@TheAquaAuthor welp wolves already have armour sooooo... At least armor enchantments for horse armor with that new system it would be so cool to make a travelling kit with the armours you prefer your horse having
tbh I think what I learned from watching this is that theres a pretty solid argument for these changes, but also that as a casual player, a lot of these seem like options that should be some kind of customization instead of being a feature change as a whole.
This is honestly a VERY fascinating change to enchanting! Remove the RNG aspects of the enchanting table that so many people hate dealing with by possibly replacing it with a reagents system, and you'd still have to go out and explore for your enchants! It just so happens to be a matter of finding a villager selling what you're looking for, or going on a more dangerous grind for a guarantee of getting the enchant you want.
I really love your take on the enchantment and inventory problems. Making players choose which enchantments they want instead of being able to have them all in the same tool is a great idea. I also agree that the problem with the inventory isn't necessarily the lack of slots, but the lack of navigation between slots and storage such as shulkers (also making the bundle more useful for smaller builds where you don't need stacks of the same item, but a medium amount of many items).
The issue with capping the number of enchantments is that updates are always meant to allow you to keep your same world. This means that people will just try to craft as many god armors as possible before the update, and losing your last set of god armor and tools would feel horrible. You’d never be able to get back, thus a permanent debuff.
Not much I can do about that, but it you never nerf anything because of that, you can only get more powerful, which is a problem. Besides, I have ideas too address that issue anyway
Im the kind of guy to choose the most intrusive kind of solution, getting an achievement "Let there be light" if the game detects your max enchantments are from non-loot sources over a period of ~1 minute the tools and armor wilm start breaking IF they are being used/worn, so you have time to put them on an armor stand or save them on a chest
Pretty good ideas. I didn't expect to watch a hour long video about changes for minecraft because I've seen too many of those in the past and I wasn't interested in them anymore. That said you explained the different aspects really good
I play on a SMP where our border's 500x500 and we don't have access to the Elytra. It's so fun to use other forms of transport over a elytra, and i even made a tunnel system for us to get around more easily.
Yo I love how reasonable your points are, specially on points that are op and people just want to nerf it to the ground, like mending, this whole video just add to the game
I like the idea of loot having better enchantments, because that could also make the curses an actual trade off apposed to just limited to a dumb prank item for putting on pumpkins,
the dragon's breath firework would be nothing but a minor inconvenience it sounds good in theory but it's really underthought just put a hopper and storage system below you as you collect the dragon's breath, and when you need more you can just grab from a chest
Something I have thought about is make it so that normals fireworks can still work, but only if they have a star in them, so dragons breath makes it safe to use, but there is another way to use it. Even if you do make some sort of ‘farm’ to collect the breath, the only way to turn the farm on/off is to respawn then kill the dragon so it’s still not as simple as other traditional farms. it’s not ‘underthought’
welp considering bottles have no cooldown you can basically make 1 dragon breath/tick if you trap the dragon (albeit not consistently) coupled with a 216K per hour sand farm, even if you were constantly gathering dragon's breath you'd never run out of bottles generally, these updates would ultimately become a game of cat and mouse
Well generally you get around 6-10 bottles per fireball (so a stack of fireballs per fireball), but yeah currently the perch breath is bugged where you can continue to collect it basically infinitely but didn't address that in the video as I want it fixed.
What if the dragon breath fireworks weren't stackable? You wouldn't be able to use them everywhere, but only for short trips like end busting, or for emergencies
Green Jab’s ideas for enchanting are good, but I would like to add some of my own suggestions for enchanting: 1. Efficiency 5, silk touch and mending picks are possible to make, as instant mining is important to me. Unbreaking doesn’t have to stay on these though. 2. Too expensive limit is increased for fresh anvils and decreases when anvils take damage. 3. Higher cost enchantments will damage anvils more. 4. The repair cost has an asymptote at one below the too expensive limit, meaning it will never be too expensive to repair at an anvil. 5. Mending has 3 different levels, mending I is 67% effective, mending II is 100% effective (same effect as current mending), mending III is 150% effective. Effectiveness could be how much durability each bit of xp will add, or it could be how much total durability the item could be repaired to. 6. A fortuned sculk catalyst will occasionally drop a deep dark key that will allow access to vaults in the deep dark, making swift sneak and a new enchantment renewable. 7. Deep Miner and Hell Miner enchantments: Deep Miner will allow instant mining deepslate, provided the player also has efficiency V and haste II, but the pickaxe will take extra durability. It can be found in vaults in the deep dark. Hell Miner will reduce the chance for a pickaxe to take durability from netherrack. It is obtained from bartering. These enchantments are mutually exclusive.
For #1 Efficiency 5 is all you need for instant mining, so it then comes down to do you want longer mining sessions or smooth stone. With extra tool space (like toolbelt), you could swap to your slower silk/fortune pick and make both longer lasting. #2 could be cool, extending from that, someone in the premier mentioned netherite anvils. What if they increased the limit further. It falls under that category of hard to obtain but also wont make everything better as like the normal anvil it can break needing you to get more netherite. I have had many more sub-ideas like #3 under this main idea however if I went into detail about each and every one the video will be twice as long, so I focused on the more important changes. I already half mention #4 as if you can never enchant your gear to be over-enchanted, and repairing doesn't increase it, then you will never not be able to repair your gear (unless its the special gear I mention) #5, 6, and 7 all could be interesting additions but the main goal of this vid was to link existing things in the game in small but logical ways that lead to large but positive changes (unlike the sniffer which is a 'large' addition with almost no impact on gameplay)
I don't see a reason to make deep miner and hell miner mutually exclusive with the new "max enchant level" system. Both great ideas though. As mentioned in the video, the new method of determining "max level enchant" would allow Mojang to introduce many more situational and unique enchantments without ruining game balance.
personally i dont think that the enchant limit should be a changing thing. it should be chosen and set in stone, otherwise it feels as though it kinda defeats the purpose and also adds unnecessary complexity that doesnt really fit with the vibe/feeling/design that minecraft has/should have.
Holy crap. Each and every of these ideas are truly amazing. Simply charging XP based on the output item, and having a total cap, allowing removal of a lot of the exclusivity in enchants is simply a game changer. In addition to the infinity/mending you used as an example, even protectiom types would not need to be exclusive. Another one of my favorites is allowing loot gear be enchanted above the maximum is to encourage exploring. The 3D end is also amazing. Litetally the only idea I am not in love with is elytra failing in the rain. I think rockets not working but still allowing glide would be a better choice than punishing players with a fall to the ground. I'm assuming you've been workimg on this masterpiece for a while since vilager curing discounts no longer stack as of 1.20.3. Such good solutions here.
I mention the fireworks before the rain one because I feel that one is more important if only one were to be added. It's all about bringing up ideas new ideas. In bedrock you can't use rockets while in water/lava but still can in rain but I was just trying to balance the bridge between elytra and other modes. You could make the sky go grey for longer before it actually starts to rain to give more leeway but that's stuff you can figure out later. It's not important to be added, but may as well look at is, see why it does/doesn't work to work out potential better ideas later. This video I have officially been working on for a month and half, but I have been unofficially planning this video (forging and discussing the ideas) for over a year.
30:40 and Llamas. Llamas are actually a good way of bulk transporting items off the beaten path, especially for players that never manage to make it out of early game (_cough_, me, _cough_) and breeding high capacity ones is a good resource sink to encourage building a large farm
Perhaps to fix phantoms AND the end being basically not dangerous at all, make phantoms spawn in the end (like how they originally were meant to be implemented) but not in an annoying way that just knocks you into the void, maybe they spawn when breaking the end crystals, or during any of the dragon fight. I think the phantom membrane should see more uses too, I suggest a type of bed that can be used to skip the day instead of the night.
Normally when watching videos about “fixing” Minecraft, I normally dislike or do not agree with the video or it’s suggestions, but while there were things I disagreed with and felt were lacking, you brought up valid arguments and unique points along with suggestions I legitimately liked, the zombie horse suggestions both sound great, and the idea of having a new type of terrain map applied over existing ones that allows for areas of different generation types like Amplified, while not exactly a biome like your suggestion said, still was inspired by what you said, this is def a good video to come back to for small mod ideas
I really dig a lot of the changes you proposed here, but I think in the enchanting section, something got overlooked: The enchantment process *itself* is both uninteresting and annoying. It might've been novel when it was first added, but its execution is just not that great. Get enough XP, put the desired tool/armor/book into the enchantment table along with lapis, then hope by random chance you get the right thing without having to do a level 1 enchant on a bunch of junk tools first. I understand the partial risk/reward thing going on there, but why do we even need to bother with randomness at all? Why not evoke the _craft_ part of Minecraft and make different enchantments require different crafting components to create? We already have something similar with potions and potion ingredients, so why not enchantments too? Instead of having a dedicated slot for lapis in the enchantment table, have a generalized Component Slot. Replace the box with the set of three random enchantments with a single preview window for whatever enchantment you're crafting with the respective components, giving the name, cost, and a brief description of said enchantment, along with a single button to actually craft the enchantment. Whatever enchantment you craft will be at Level 1 (if it's leveled at all), and then the enchantment level can be upgraded with increasing amounts of XP and lapis. Combine that with your proposed tweaks to upgrading/enchantment combining/anvils/etc, and I think the system would be a lot more solid and more in the spirit of the game. And for some added flourish, maybe the names and descriptions (but not the cost) of the enchantment are written in enchantment table language (SGA) and get translated upon being crafted for the first time. Wouldn't do much since people could just look up the recipes on the wiki, but it'd retain some of the OG enchantment table's flavor and mystery without being intrusive to gameplay. --- Also, 40:25, I propose a secret third solution: *Inoculation* Every time a zombie villager is cured, they have a +20% chance to become *Inoculated* (so at 5 cures, they'd have a 100% chance to become inoculated), including the first time they're ever cured. Perhaps on different difficulty levels, the rate at which villagers become increasingly likely to be inoculated changes (ex: 15% on Easy, 20% on Normal, 34% on Hard/Hardcore). *Inoculated* is a permanent status that cannot be removed without commands or other non-survival tweaks. When a villager is *Inoculated*, they gain damage resistance against zombies, but if killed by one, they will _always die_ with no chance of zombification. Though you can't ever remove a villager's inoculation status, you _could_ craft an item to inoculate them yourself. Maybe you get it by brewing a weakness potion with a golden apple, resulting in a cure potion.
There are other changes to enchants I want to make that I’ll talk in the next video. My goal is to is to try tweak the existing mechanics rather than add new ones. However the idea of the chance of z villager dying the more times it has already been zombified does entice me.
Ridiculously amazing video, not only I agreed with pretty much everything in the video, but I love that you tried to not only account for more casual players but also for sweatier, more technical players like myself. I personally don't enjoy the mending changes because I feel they might slow down the rate at which I can build, but that might actually allow me to enjoy the process more rather than rush it. Only thing I really didn't agree with was elytras not working in rain; just imagine you are getting some items you need for a build some few hundred blocks away from your storage and mid flight a completely random and unpredictable rain hits, you fall from a hundred blocks in the air and splatter on the ground, not fun at all and feels super unfair. I would change it so elytras can still glide but fireworks don't work, however another thing I'd change is to allow rains to be skippable like thunderstorms by skipping. Outside of this small thing I would defo change, video is great and I am really looking forward to your content moving forward!
The elytra in rain ideas was less important ideas but still worth thinking about. just not be able to use fireworks in it seems like a good compromise, but then you would still use the riptide trident then which I don’t want players to be able to do
Really good video! 1. About Dragon's Breath: Currently, you can farm a ton of it in one fight (probably more then 1,000), which means you can fight it just one time, and still having enough fireworks for yeas. Maybe limiting the amount on Dragon's Breath you can get in each fight (30-ish), could balance it out. 2. Zombie Villager: I think that better solution is that cured villager don't give you discount, with the exception of naturally spawning zombie villager, which encourage you to go and find one. Also, it's make sense that he will give you a favor, compared to villager who you have zombify.
I am fixing the Ender Dragon in part 3. Since part 2, I've modified zombification such that rather than villager dying, it gets turned into a nitwit at a chance
The problem with the unchanged inventory isn't that the number of blocks in the game has bloated - that is _a_ problem, but not _the_ problem - it's that the number of items you should be keeping on you has bloated. Consider, for a moment, all the items you'd probably have on you, and immediately available to you, at all times in the lategame. A full set of tools (maybe foregoing a sword in favor of just using an axe, like a true gigachad), a shield and/or totem of undying, firework rockets, ender pearls, at least one shulker box, ender chests, food, golden apples, at least one bucket, a bow and/or crossbow, arrows, a building block of choice.. I could strain my memory to go on, but suffice it to say, even with what I've already mentioned, that's like, half your inventory space gone.
I like a lot of the ideas here, but not being able to get max level gear will probably just end up being annoying, people get mad at the exclusivity of the infinity enchantment so imagine having that annoyance applied to all your gear, ultimately I think people might just end up backdating to where you could get max gear, I know I would, or if stuck to the current version there would end up being meta tool enchant sets that ultimately leave some previously used enchantments to rot, like unbreaking is not as useful if you've got mending so nobody would use it which in turn just means more annoyance at having to farm exp or rifle through their chests for diamonds to repair their gear since nobody is going to let those tools actually break. Also grinding for multiple sets of gear especially netherite just sounds like a nightmare but that's partially due to problems with grinding for gear. I do enjoy the over enchanted artifacts thing, but I feel those could easily become sought after and possibly just even more annoying since instead of being able to make them you have to sift through structure after structure to find the one sword you're looking for. I can understand the dragon rockets but not flying in rain is just going to piss people off and makes the coolest part of the riptide enchant useless as it would be incredibly dangerous.
With regard to max gear, I have plans that involve a new netherite anvil that has no xp cap (but will not allow mending). for over enchanted items, sure you *could* grind to get just the one you want, but it’s supposed to be something you stumble across and go “cool”. For the elytra, the not using it in rain is an extension of how bedrock can’t use fireworks while underwater. it would still be fine to use in short distances but over long distances where the weather could change it’s more dangerous. it’s not a necessary addition but thought worth putting out there
I think If riptide reset fall damage after use (with a small cooldown) then the problem could be reduced to a question of preparedness and skill with fall damage canceling.
I think (especially if you can’t use it with the elytra) that riptide just needs a buff in general. there is no use using riptide 1&2, riptide barely makes you faster while under water and in many cases just isn’t worth it
I think this is one of those things where we wouldn't have been annoyed with it if we didn't know we had the options. If we had originally started with a system with limited enchantments, then I think people from the get-go would have to get creative with their tools and find work arounds. (I think the limited enchants could actually synergize quite well with a toolbelt.) Now that we currently have access to crazy tools and armors, it's no surprise that people would begin to whine when you take it away. Overall I thought it could be a cool idea, because there would be more options for optimizing your enchants depending on your needs. I also believe it somewhat helps with the issue of lacking danger. Late game minecraft players are effectively immortal, alongside the suggested totem changes the limited enchants could prove to maintain minecraft's challenge throughout the WHOLE game
@@FriedNoodlee that's not really true. People are annoyed about the fact that they can't stack Infinity and Mending on the same bow, even if we didn't have the option to do so in the first place.
@@GreenJabI hope the best in your modding journey! this video reminds somewhat of the quark mod, and I love it! if you were to make this a mod, the one suggestion I'd give is the ability to config each feature, similarly to the aforementioned quark mod!
Thanks. I’ll get there when I get there. I’m still learning the ins and outs of how it all comes together but I also need to implement the ideas before I can make toggles for them
On that topic, quickdraw should be added to the bow, power only able to be put on the crossbow, finally being able to add a spyglass to the crossbow, with different items to form crosshairs (spiderweb etc.) A flatter ballistic curve by making the arrow go faster with a crossboy and adding infinity to the crossbow as well, but at the same time reduce the maximum quickcharge level when used with power, so no quick charge on power V, quick charge I on power IV, quick charge II on power III as the maximum, this could be a really good tradeoff. Maybe create a triple crossbow by adding 3 together, to make up for quickfire, but having to use enchanted ones so that all three of them have to be enchanted equally? And definetely adding a quiver. There is no excuse to not do this, talking about inventory management. Also, making it not possible to enchant an item with unbreaking and mending simultaneously. These are all the changes I would make if I were to make a datapack for minecraft. It is also neccesary when thinking about these balancing changes to not disturb the building and redstone section of minecraft. Some of these overpowered features make it easier to express yourself in survival mode, let you be creative, which always was an very important part of the game. By the way, I also have a (partial) solution to the inventory problem. Simply removing all block variants! For example: You want to make a detailed stone brick wall. You begin by building up the whole wall with the normal bricks. Then you crack some of them with your pickaxe to transform them into the cracked variant. Right-click with moss to make them mossy, and with moss carpets for a less dense moss part, azalea bushes to make it have flowers etc. Moss can be removed with a single right-click with a brush. Then you take a new tool, the chisel. Hold right-click on the block to make it a chiseled variant, similar like using the brush on suspicious blocks. Left click to remove parts of the block that you don't want, essentially replacing slabs and stairs. The "bits" you removed, are not dropped as an item, but if you removed enough parts of the blocks to make up for a whole block, a whole block gets dropped instead. Vertical slabs everybody! Right-click with another block on the existing one to fill the gaps with the new texture. You can dye blocks with dyes to add a specific shade to them, essentially removing the block variants that are exaxtly the same except for the colour, whilst making things like blue-ish stone bricks possible. Make any block emit a very subtle light , by right-clicking with glowsquid ink. Now imagine building with this! It makes building a lot more immersive and enjoyable, you don't have to remember hundreds of different recipes to be able to make nice builds. A whole new experience, massively decreasing the inventory clutter, and making the hotbar a lot more easy to use. Also making you able to revert changes by doing another action, like using a water bottle on a block to remove the colour (if it had one) Also introduce the hotbar saving to survival, by just switching trough the inventory rows. What about every block being able to be converted into a trapdoor or door, by adding
hey pal it seems you hit the character limit and part of your message was cut off, you were at being able to convert blocks and items into trapdoors and doors by adding something to it.
@@monkeeboy830 Oh wow, never knew what the limit was. I probably meant "adding textures to predefined frames, like painting the texture to it" Of course its not like the mods, you would still see the hinges.
Enchanting solution: Lets make it harder and grindier again, fun. Who plays minecraft to that way, if you want to build anything you need the enchantments, if not, everything is way to slow, it takes ages. You're trading the HOURS it would take you to make a good enough XP farm to repair your tools, to the HOURS it would take to collect more materials and make more tools, which, if you broke your fast tools, I'd take even longer, in wasted gameplay. Thats why terraria does have God armor, and stardew valley, they understand that the creation of tools is not a compeling part of the gameplay loop at late game stages
33:40 If I was going to change bundle, I would allow player to right click in inventory menu to open a separate window (like opening file explorer in Windows), moving it, close it, and while it is opened, interact with it by manually moving items from it directly to player's inventory.
combat snapshots make some good changes to shield but even then it could do more. but even then, the fact they are as overpowered as they are and yet people just use totems anyway shows how unbalanced the totem currently is.
Make Evokers drop a "Mansion Key" 50% of the Time and put a Mansion Vault in the Woodland Mansion that drops the Totem of Undying among other things. Now you have to go to the Mansion, but using modern features :3
They should add historical progression, so in early game, you're using rocks and sticks and trying to discover the fire, and in end game, you're using like, M16 and fighting pillagers and villagers with tanks in gigantic warfare to control the overworld and racism
I enjoyed this video and all the potential solutions to the current problems in Minecraft, however I loved the outro the most. Very cool Green_Jab, keep it up and always do what you love :) b
You'd call me a madman, but I would love for phantoms to spawn in groups of only one, and in between end islands in the End, instead of their spawn being connected with your sleeping, it doesn't make sense, it would be horrible to look for an end city because of the risk of being pushed into the void, but what's the fun of an adventure without danger? And exploring the end feels safer than any other place in the game, so a little bit of spice would be good in my opinion of course.
On the topic of Enchantments: I didn't see Curses being used for something a bit more than what we currently have. How about purposely adding Curse of Vanishing/Binding to an item (or if the item already has one); it would allow said item to get 1 whole enchantment? Like allowing a Chestplate to have Projectile Protection IV even if it already has Protection IV. This would make some Players consider using Cursed items or even put the Curse themselves on their item for more powerful Enchantments, but at a risk of losing it on death or being unable to be taken off until death (or both). This way; cursed items aren't just treated like trash and more like risky-but-rewarding items (it would also be a pretty interesting meta in Hardcore mode). Either that OR: Items that are found with Curse of Vanishing/Binding would always be Overenchanted, maybe even both.
I agree with every single one of the changes you suggested. You are literally a genius to me, basically solved every problem the game has had for decades, not only on your own (probably not alone) but with plenty of your experience with the game over the decades and with pure logic. This was most likely the first game I ever picked up or at least that made me love gaming. Even when at the moment I didn't have the full game, the Demo did wonders for me. That sense of liberty and exploration and progress, was unlike anything I have ever experienced. I have loved and still love the game, and I believe we all do, it's truly a masterpiece and as such should be perfected. Not only that but replicated for future players as best as it can possibly be. That's why its part of our responsibility as the players, to make known these issues and solutions across the community. So, as the next generations come, they can have the chance to receive the same sense of magnificence we did when we were young. Let's strive to get what we all want altogether, make a better game.
So personally i think mending should be much rarer, like almost mace level rarity, but to account for that, durability has to change, too. My suggestion is that if you have unbreaking on your items, they won't "break" like they do now, but instead "break" like elytras, so that you can still repair items, but encouraging making more instead
@@GreenJab That much is true, but it's more about being able to use each tool or armour piece (which you don't have a permanent view of) to the fullest while still having an avenue to maybe get them back someday, or at least having proof it existed. I'm a very sentimental player, I get attached to my tools and armor, so i find having this record of every tool and piece of armor I used just a nice thing to have. I also hate that when things break they leave behind literally nothing except a stat increase in the statistics menu
I feel like minecraft has two souls at odds with eachother. The creative builder who wants to lose its shackles of mortality and make stuff and a grizzly survivalist that wants to tough it out and survive the wilderness. Maybe splitting current survival into survival and "semi creative" could be a good idea? Where the survival survival would be more grindy and difficult and actions in it would be less extrinsically rewarding, and the semi-creative would be what it is now. And maybe go the don't starve route where players can modify specifics of world generation to tailor their liking
I think it would be really fun if we had a couple of things: close mobs can see you even while in your house, depending on the distance of course. Also mobs should be able to destroy blocks to get to you, depending on the block durability, this would make fortifications actually necessary and protection a must. Also having a % chance of being woken up in your sleep due to mobs attacking your home would be cool.
Minecraft is like tf2. The games are, by themselves, great. But the true beauty and fun to both games is not in the games themselves, but the people in them, the people you play with.
Your anvil idea was the highlight of the video imo. The concept of having to choose between enchants (especially for pvp situations) sounds extremely fun!
Does it? Rummaging around with a ton tools doesn't sound... fun An efficiency pick/shovel/axe, a fortune pick/shovel, a silk touch pick/shovel, a sharpness sword, a looting sword Just Imagine using that 9 whole tools that you need to mess around with constantly
Someone cooked here. The only one I disagree with is the elytra. I think the issue with the elytra are 2 fold: 1. Escaping during combat. They could just make it so that taking damage disables the glide for a second or two. 2. There is nothing interesting to justify walking on the ground. In mod packs, where there is something important almost every 50 blocks, you can fly, but it isn’t fully incentivized because you might miss something useful. If base Minecraft had reasons to explore, the elytra would be used less by default. Also, mine carts need a major overhaul. They should work like rollercoasters or at least carry some kind of momentum. They should also break when they collide instead of the weird bouncing. And your spot on for chaining them together.
If someone took ALL of this and put it into a mod, I'd probably play it and never play without it ever again, these ideas are absolutely genius, its funny because i was actually just thinking about why horse armor cant be enchanted yesterday and thats one of the ideas in this video!
wow, loads of really great ideas here, i liked this a lot more than i expected! but i have a few problems with some of the enchanting changes and elytra nerfs.. i don't want the game to be grindy. i wanna actually play Minecraft, not grind for hours just to be able to actually play for a bit, and then have to grind more. however, i can definitely imagine people liking those changes too, and i understand that. having more gamerules to customize each player's experience is really great, in my opinion. anyway, really great video, imma go share it wiv ma friends now!!!
Please suggest this in the Minecraft website and provide a link in the description so those who want to vote can do so. Though this will only work if there is a suggestion for each category of features.
When was the last time the feedback website did anything useful? Last time I tried to put my ideas on it, it was hard to stick to the 1500 char limit, and after that it never actually made it onto the list and got stuck in limbo.
@@GreenJab Adding it to the feedback website at least gives these features a chance to be added. I have seldom seen Mojang add ideas from a UA-cam video.
Honestly I think the best way to add something to the game is making a UA-cam video on it that gains some traction. Your big content creators (hermitcraft, etc...) influence mojang way more than the currently useless and near abandoned feedback site.
@@madman2572 An overwhelming amount of features added in recent updates have been from the feedback website. They only got there because people saw the videos and then suggested them there.
While I don't agree with most of your proposed solutions, I do agree that most of the things you proposed solutions for are issues that need resolved. Also, there were several ideas you had that were interesting concepts, even if I didn't think they should be the route Mojang should go to solve the problems.
Being able to repair items with items is entirely pointless because of the repair limit. If they did it like you said and just made it a static value that doesn't increase with each repair, that alone would fix so many problems. Repairing with items would be completely viable again.
When mojang does end up updating the end, I hope they go _weird_ with it. We already have two dimensions with forests, deserts, and other pretty normal biomes all things considered. The end needs to be distinct from the other dimensions, so I'm quite opposed to the idea of stuff like an "end forest." They need to come up with something completely out of left field.
I like the inventory ideas! Though I also think it’d be useful to have a back clothing slot and add a backpack to expand that inventory. Other back equipment could also be added: a blaze powder-fueled booster for the elytra, a parachute, a large spool of thread to mark your path for easy backtracking, air tanks for longer underwater breathing.
The idea was to keep as much of minecraft the same, make as small adjustments to balance it. Some of these ideas could be cool, but fit the 'modded' minecraft feel rather than vanilla
I saw and am very happy, unfortunately in their current state a lot of the technical aspects of minecarts are broken so we will see what happens next snapshot
I really like the changes you suggested. I once thought about food revamp, since there are so many consumables, yet most players only run stacks of golden carrots or porkchops. In essence I would divide food into 3 tiers. 1st tier are ingredients (fruits, vegetables, meat), stack to 64, can be eaten quickly and while running, restore little amounts of hunger and saturation, serve as emergency food, ingredients or storage. 2nd tier are light meals (like pumpkin pie), stack to 16, have regular eating animation, restore medium amounts of hunger and saturation, serve as provisions. 3rd tier are heavy meals (like rabbit stew), can't stack, require multiple ingredients and a bowl, you can't move while eating, restore all hunger and most saturation, serve as a preparation before long projects. I think these changes would make all food viable and add new depth and strategy to preparing meals, making farms and planning exploration.
mending has always been overpowered but it being a rare occurrence due to exploration was what gave it a reason to be overpowered, because you would basically only have one set, and other gear would still need to be repaired, if you even got a full set at all (it actually was unobtainable from anything except shipwrecks and extremely rarely by the best enchanted fishing rod) id say mending should have a sort of "cap" where you always have to repair it at the anvil eventually (like 10 times) and merely prevents you from completely breaking it also, id remove the "too expensive" and just add an upper-bound such as no more than 80 levels (which is still extremely expensive, but lets you keep your best gear)
I really enjoy starting a world and beginning from scratch in survival mode. The most fun part is chopping wood and crafting the first tools. Once I have a full iron set, I usually stop playing :D
I really dont see why mending is so hated, aside from its accessibility. If the book was easy to get, that would just be a great quality of life feature. Breaking a good pickaxe means you have to get a new one, which is a grind. Mending may be overpowered, but it also prevents the player from needing to grind for a new pickaxe every other mining session, making the game ultimately more fun. Saying that mending ruins the game just kinda gives of the energy of "Back in my day we had to walk 15 miles to get to school! Uphill! In the snow! Both ways! And we liked it that way!"
after the changes to netherite upgrade being way more expansive than it used to be, I don't think making people craft multiple tools for multiple jobs is a good idea anymore.
I know they will, but its better than a completely automated sugarcane farm you can leave in spawn chunks and never have to interact with again. to turn the farm on, you will need to go the end and respawn the dragon, to turn it off you need to kill the dragon again
They need to add a battle pass then the game will be like fortnite and be finally good.
Also more guns
no
Just no😊😊
What are you on about it will just make the game shit
bro got the shame pin lmao
I practically jumped out of my seat when you suggested adding zombie horses to abandoned villages. I was just talking about how cool that would be the other day!
great minds think alike
@@GreenJabbut fools think exactly the same😂. Not calling y’all fools but I find it kind of funny when someone says that, because the full quote is “great minds think alike, but fools think exactly the same.”
What are you, 8?
@@greyarea6688???
@@Cmareon2the second half is 'but fools seldom differ'. if you're gonna correct, correct correctly
I would pay to have this whole video become a modpack
I’m already on it boss
@GreenJab based and green-pilled
@@GreenJablets go
Commenting for updates 😁
@@CollinBaillie Go join discord for updates :)
This is the first of these "i fixed minecraft" type of videos I've seen that actually has good ideeas that fit the game and make sense within its current design philosophy, in stead of just turning it into somthing completely different.
I came in thinking "oh god another one of these" but you actually did really great work on this.
I definitely agree. Obviously there were parts that I disagree with. However, this was extremely well made and really took the foundations of the game into consideration when coming up with improvements
I like the dragon breath idea, as it brings more attention to the secondary uses. You're far more likely to make a lingering potion if you just have a bunch of dragon breaths just laying around than if you had to go out of your way to collect the stuff initially.
Fair point that I didn't even make
Although, wouldn't that make it hard for multiplayer survival, as there's only one island to do the end dragon fight?
@@acc-lab1233 You've been able to respawn the ender dragon for almost half a decade now.
@@omegahaxors9-11 Sure, but only a group of players can and would do the dragon fight at the same time (and collect toe dragon breath) due to there's only one end island. That is, if they don't fight each other during the dragon fight already.
@@acc-lab1233Yes, and that's a good thing.
For me, it's been less "I have to get every enchantment for the sake of it" and more "enchantments mean better quality of life".
EDIT: Context: 8:12
Quality of life features can also be really bad when you add too many.
Seeing games where UA-camrs add tons of QOL mods on really any game and it's like watching another game, there are ones that are good but if they change how the game is played than personally, that's making the game easier and not making it more fun
@@HeydenHarvey "Seeing games where UA-camrs add tons of QOL mods on really any game and it's like watching another game" Interesting. Do you have any examples? I've never heard of this before.
@@HeydenHarveyterraria QoL mods come to mind
@@HeydenHarveyWell, in a modpack that adds a lot more progression tiers, tons of resource dumps and layers of recipe chains, as well as very tanky mobs, some QoL is required to offset that.
@@HeydenHarvey That is an interesting thought that I have never seen before. Do you have examples?
Honestly, if you ask me, trims should _not_ be so absurdly expensive to dupe in the first place. I can see why upgrade templates are so expensive, that makes sense; but trims are purely cosmetic. Duplicating one should not be more expensive than every diamond tool in the game and 3 of the 4 diamond armor pieces.
I mean, duplicating upgrade templates and trims is the only reason to actually go search for diamonds. Otherwise, you just trade diamond gear from villagers, while naturally generated diamonds would be completely useless
@@fraidei2094 I was thinking the positions of the blocks and diamonds could be swapped in the duplication recipe for trims specifically, so you only need one per trim.
Upgrade templates are fine as-is, though.
To me makes sense that you use stone instead of diamonds around the template, like, look at the template sprite, it has the diamond bits on the center, not around it. Feels like a deribelately grindy thing for ""encourgaging"" people to ""explore"".
what else are you gonna use those diamonds for? 900 jukeboxes?
I think giving passive effects to trims could be more interesting, it would add to the unlinear progression, effects that are different from enchants and potions
that would make trims much more interesting and used
You are sooo right. Enchantments can enable different play-styles.
It would be really interesting to do stuff like that. Everyone starts the same but then you choose your class(or play-style) with enchantments.
Also yes i love sinkholes.
i love terraria's approach to this
I loved how you didnt just go with the simple lazy solution such as "add more slots" thinging about the long term. Sprisingly (for me) I agreed with most suggestions here. Criminally underated. Keep it up!
Glad you enjoyed it!
the thing about the inventory is that shulker boxes and ender chests are not workable solutions for the early game. Most players want more inventory in the earlier game, not having to beat the entire story to access extra inventory slots.
@@rowan4327 Early game inventory is fine. If you can't manage that you are lazy
@@GreenJab finally, somebody agrees. Inventory management is practically never actually an issue, people just dont realise they have 5 stacks of cobblestone and two slots taken up by wheat seeds and a flower.
Late game, you _have_ means to manage your inventory
Bundle is a solution to the early game. Honestly, playing with bundles is one of the most fun experiences I've had, just collecting flowers and saplings or different ores. Or stealing from villages.
I disagree with the rocket fix, because that's mostly just a band-aid over the real issue. Making it more expensive isn't going to make players think about when they're using them, because they will still just stockpile rockets. The only difference it will make is that the process of stockpiling will be much more grindy, because you won't be able to just afk at a farm. You have to remember that given the opportunity, players will optimize the fun out of a game
A better fix would be adding grappling hooks. If a player wants to have gain speed to fly infinitely, they should be able to, but they should have to interact with the terrain. Grappling hooks would be a more skill based solution that forces players to think about their surroundings to get an optimal swing to build up speed. It would also allow for paths of towers to be built between destinations to make swinging easier. Maybe you could also make rings that would give the player a speed boost, allowing for faster transport and even elytra courses for multiplayer servers where players can race and see who can get the fastest time, like that old minigame on the legacy console edition
The ideas in this video was about trying to balance what the game in the most minimal way. Ideas like a grappling could work better I'm not saying they can't, but I'm not looking for large scale overhauls
I'm personally apart of the school of thought that rockets altogether are sort of a huge issue.(When talking about elytra) That may come across as kinda extreme, but people were getting a lot more creative with transport without the implementation of rockets. I still think the other forms of transport need to measure up, so we would have an incentive to use them. I think having gliding towers and actually USING the terrain and builds around you to glide around is a good way to have a feature work well with preexisting stuff. Like GreenJab said, you kinda just float through the air and stare at your coords otherwise. I mean hell you had people creating elytra boat launchers to get a free speed boost when taking off. I think cool things like that are effectively null with rockets in the equation.
@@FriedNoodlee As much as I agree, I never wanted to straight up 'remove' a mechanic, no matter how powerful it was, especially something like rocket boosting as people love, However by adding a greater cost to it, the it would be atleast a little more balanced
Didn't really agree with your comment until I saw the Legacy Mini game part. Totally agree and that version still has stuff Java doesn't
I use Tridents to get around the world with Elytra.
Being forced to choose enchantments like slots from an RPG is genius. That brings gamestyle into play and I love it. The example with the agility and the heavy armor styles and both being able to defeat the other if played well over just the guy with most enchants wins... That's genius
They could give advancements another use too. The level cap could slowly increase as you get more advancements, stopping you from getting ridiculously overpowered gear in the early game but being able to in the late game
"Being FORCED to..."
Ah yes, pinnacle Minecraft design, FORCING players to do something. Every time they've done something like that without compromise, it hurts the experience for a lot of players. Compromising is insanely important to Minecraft's development. Changing the Enchanting system by forcing things onto players is NOT the way to go about it. Incentive and optimization go hand in hand, if a player is optimizing something, make them have fun doing the less optimal thing. Not force it.
@@FancyDakota Ok i'll reword it for your minecraft vanilla sandboxy brain:
it could be cool if the player had choice to combine multiple different enchantments to create unique gear instead of being forced to pick the same best ones because you're forced to choose only one of then, and most often people will pick the best. example: Smite vs Sharpness, Blast protection vs Protections, etc
@@FancyDakota your missing the point of the change he suggested its to limit the max to incentivize variety.
if you want the best then you have one in current mc but if you limit the max level than it becomes what is best for you
Just found you through cubicmetre’s announcement post. You have already become one of my favourite UA-camrs! Thank you for this compelling and fix-focused video instead of falling into the common trap of just pointing out what’s wrong and just telling Mojang to fix it. Seriously love the vid.
Thanks, that means a lot. I put a lot of work into this video and far more effort into the points made. I find if you want to point out something is wrong, you have to give reasons why, offer an alternative and back up your claims otherwise although you may feel it, you don't actually make any progress.
24:28 I think a good fix would be to allow you to duck on your horse to make you two two blocks tall. It would be cool and help with traversal
They should make Horse Armor work like Wolf Armor, and then make both of them enchantable. Frost Walker + Horse would be an amazing combo, and would make frost walker actually useful instead of being a relatively niche enchantment that wrecks item transport systems.
Also, feather falling on horse armor would seriously help the cliff issue.
why are you everywhere
I’m rewatching this and this is such a good video. Really interesting way of approaching the different issues and your ideas are well thought out.
I don't agree with all the changes suggested, but this is a really great video and you articulate the various issues with the game very well. A great contribution to the discussion.
I couldn’t agree more. This is the most comprehensive and well thought out critique of Minecraft that aligns with Mojang’s current philosophy. I hope they hear this.
I hope they ignore this rubbish.
@@greyarea6688enough yappin this video has fire takes
Even if they do somehow watch this video and approve the changes, it’ll take em about 3.1 trillion years to implement them all
@@greyarea6688 Proof that a lot of what holds back Mojang from making any significant *changes* (not additions) are [some part] the community.
@@user-tzzglsstle585e38 Ok. Mojang should make all the changes _I_ want and that _you'll_ hate. Let's see who tries to resist progress then.
43:45 that's actually the reason they changed it so everywhere templates can be looted, you always get at least 2. that way you necesarily will see one of them vanish on you before running out.
40:53 one of my ideas to fix the phantom is to decrease its health to 2HP (one heart) but also make it ignore 75% of enemy armor, this would make them more of a threat and less of an inconvenience, instead of the players waiting so it comes down, hitting it once and waiting again, a single precise arrow or a well paced sword swing kills it instantly
i think more than anything i appreciate how calm, polite, and non-flashy your video is. I can watch it without a migraine and without feeling like I am being dragged into an internet dispute
I can’t stand the overly edited, in your face style videos.
Is it only me now desperately wanting to play such a version of the game?
No
I'm a fan of how many points of interests are around the world. Running through forests and plains for 10 minutes and not seeing anything notable is lame. I guess that changes when you're zooming around at the speed of light or just looking for open space to build a functioning redstone chess board. As someone that's never gotten that deep into minecraft tho, it's perfectly balanced to me
A lot of These ideas are more specifically trying to Target Late game players as I think early-mid game is rather balanced, after that thing start to really fall apart
@@GreenJab A solution to this then could be that much like how strongholds only generate in a circle around spawn and stop generating at some point, other structures could become more uncommon the further you get from world spawn. So new players have everything they need, spawning into the "inhabited" are of the world, but as you go further out you get more of the vibe of early Minecraft, which I will admit I quite miss.
Could also have large far out regions with entirely amplified terrain, much like you suggested.
respectfully i disagree. at the risk of sounding like a prick, if you can’t run around for 10 minutes without seeing something to stimulate you, you probably don’t have the patience for any part of minecraft except hypixel
Maybe they should just add some more smaller natural variations like pumpkin patches or fallen logs in bedrock. Maybe a big rock with iron or copper inside, a patch of mushrooms, or a tree with a wood type not usually native to that biome. A random chance to find resources where they aren't usually found.
@@br1ghts0ng >if you can’t run around for 10 minutes without seeing something to stimulate you, you probably don’t have the patience for any part of minecraft except hypixel
So you find Starfield fun? :V
Namely the "Run for 5 minutes straight to talk to a guy, run 5 minutes straight to go back to your ship" sort of revolutionary gameplay, with nothing else at all?
I love all of these changes, I find starting a new world or server too daunting as I know I’ll just spend the first dozen hours trading or speed running elytra / creeper farms. After getting those I usually burn out
I know how you feel. Its hard just playing single player survival when you know everything there is to know, what to do and the best way to go about doing it. And once you reach the point where you have made all of the best gear completely renewable, what's left to do other than doing stuff just for the sake of doing said stuff? If you already know all that why bother doing it.
personally a fix ive found is to completely ditch newer versions. of course it may not be for everyone but i find it to be very enjoyable to return to earlier versions and just play. no metas im aiming for, just wanting to build a nice house and expand my building from there. get diamond gear and youre done with that side of things until it breaks, maybe some basic enchanting depending on the version. i recently found a version named ReIndev, created by players as a sort of mod for the old indev version(s). im not sure about anything of the things it changes as i dont want to ruin that sense of exploration for myself by searching it up and id suggest the same for anyone interested.
I never feal overwhelmed. Probably because i enjoy the building aspect of the game more. I dont really care about doing everything or quickly getting the elytra. I really just to take my time and enjoyed the game at my own pace and didn't rush to the end. I got my elytra a year after i started one of my longer running survival worlds.
I don’t make farms
That's not a problem with the game, only with how you're chosing to spend your time.
I can not understand why people don't get this about Minecraft.
The eyes of ender leading to cities is SUCH a good idea. I love your ideas for changing the end. They're so simple yet effective
Glad you like them!
The part about enchanting just feels like you're romanticizing memories. Mojang added mending, anvils, grinding stones because people wanted to do more creative things in their survival games than being constantly grinding for diamonds to craft gear. Enchantment as it was was absolutely unfair and time consuming. You'd spend hours grinding for level 50, hours in the mines to get diamonds, all of that for rolling Bane of Athropods, it just wasn't right.
Look man I'm just really not good with spiders
True, it was annoying how the enchantment table worked then. I also think Green_Jab is right about limiting it back though. Limitations breed creativity.
Personally, I think this kind of points to an interesting problem with minecraft. Once you get diamond gear, you don't want to get more. There's only so much content in mining for diamonds. Mining, as it stands, is really only fun for about a set or two of diamond gear. As much as I agree with enchanting needing rebalancing, mining sucks in minecraft (in my opinion). If you are going to expect the player to need ever more diamonds (for ever more tools/trims) then there better be ever more engaging gaming experiences/interactions. Just about every issue listed here is about minecraft defeating itself by providing an interesting engaging mechanic and then simplifying it to an unengaging afk session or villager trade. Combat is cool. Redstone is cool. Building is cool. Even zoning out and mining can be cool. But mechanics like villager trading or elytra+rockets make it such that you don't interact with the rest of the world.
(also, would be cool if enchants weren't ravel, but required rare materials, encouraging your exploration/interaction with game elements.)
@@uspev6796yeah but aren’t the tools like your creative tools? Don’t all the enchantments kind of free you to be more creative at least the pickaxe shovel and axe. I feel like limiting what these can do would go over really poorly with anyone who’s ever gone “I can finally start actually building now that I have my tools maxed out,”
@@ohnobro3770 Thank you for pointing that out. Your right, it would make it harder to build what you want. Also, I've just realized I don't really like the feeling that I need to maximize my tools to actually do what I want; I don't want to feel like I'm not being optimal with my time if I don't max my tools first. So in one sense, limiting enchantments make it harder to build time wise, but it also frees you to build sooner because it wouldn't feel like there's a certain level of the game you have to reach to get to the part you want. That kind of just stresses me out. But what do you think?
i absolutely love your take on enchantment balancing
it just puts in a different arbitrary limitation. not a fan.
@@matthewbarabas3052 I can understand that; I also like being able to have every enchantment as I feel like I have a goal to work towards which is a big motivator for me, but this creates a better long term solution. This is bounds better than what is in place now, grinding villagers or an xp farm and enchantment table until you have a max armor set. At that point no mob faces a real threat to you and PvP is just a matter of who lands more critical strikes or who has more totems and enchanted apples. In this system, you can actually create intuitive armor and weapon builds that work well together but also have ways to be countered, rather than aimlessly mashing together powerful enchantments. It adds a whole new strategical layer to PvP which would make it much more entertaining and much less of a burden when you die and lose your stuff.
@@matthewbarabas3052 You've hit the nail on the head.
Their "fix" just swaps out one set of conditions for equally arbitrary ones.
@@matthewbarabas3052 Everything is arbitrary if that's your takeaway from it.
It's called balancing and actually adding depth to the Enchantment system.
It's like saying "they should make The Zenith (talking about terraria) available right from the start, it's so arbitrary that we have to so much just to get it"
@@user-tzzglsstle585e38 there is no depth to the enchantment system. if you change it, people will just change to a new meta, or, if upgrading from an older version, not even bother with the new system at all, rendering it all *pointless*
everything you talked about regarding enchantments is awesome. having gear be "specialized" vs "perfect" makes enchants like sharpness 3, smite, or fire protection actually useful. I would have never thought of this but i 100% agree. Great stuff.
Moving container blocks has the possibility of creating insane lag machines, which is probably why they aren't in Java. Fill a chest full of book and quills full to the brim with complex ASCII characters, rapidly move it from one block to another, and watch as the server gloriously struggles to move so much data so fast. This is why I believe container data should be stored globally instead of inside the block data with only the position of the container needing to be updated. The only downside is that there could be a slight delay in seeing the items in a chest when playing on a server since they aren't automatically loaded with the chunk, but it could possibly speed up chunk loading as a benefit.
Could just allow the option to turn off the ability to move container items, so that servers can just disable it and call it a day
@@fraidei2094 I think lately there are too much 'let's call it a day a finshed this' in Minecraft
Another way they could make the End more interesting is by adding more biome variation... And I don't mean just adding a ton of alien plants like Better End or the Nether Update. I mean having desolate and barren biomes that add more variation while still fitting the proper vibe. You can make interesting biomes WITHOUT slapping a bunch of plants everywhere... Just take a look at Badlands, Basalt Deltas, Dripstone Caves, and Soul Sand Valleys for examples.
The End NEEDS more stone types, rock formations, and diverse terrain. And if they do add any plants, make them sparse, dying, or extremely rare like some kind of Oasis. Chorus Plants are good because they feel alien, and still feel unnatural enough to fit the dead and barren vibe.
I see some comments saying “Mojang won’t change/add things because the players will be upset at the change/addition.” However, I would like to point out that Mojang has done many things that the players don’t like and still roll with it. The 1.19.1 chat reporting and banning system, Microsoft account migration or else your account is lost forever, never (so far) adding Mobs A, C or D from the mob vote that gave us the Phantom, the Phantom, 1.9 combat changes, etc.
So they HAVE made changes people don’t like in the past, and I think it’s safe to say they will do so in the future. And this isn’t to say they don’t listen to the community, but Mojang is selective about ignoring or listening to the playerbase’s criticism and complaints.
On regards to horses falling off a cliff, I think a cool solution would be allow them to equip an elytra, but only allowing you to glide; no rocket boost.
Pegasus
@@GreenJab That would be awesome! But... would it really fit in Minecraft?
@@TheAquaAuthor I was half joking, but... if we add the zombie horse to survival, then the Pegasus could be the new creative mode only horse
@@TheAquaAuthor welp wolves already have armour sooooo... At least armor enchantments for horse armor with that new system it would be so cool to make a travelling kit with the armours you prefer your horse having
@@GreenJab
_insert amogus joke somewhere_
P e g a *SUS*
tbh I think what I learned from watching this is that theres a pretty solid argument for these changes, but also that as a casual player, a lot of these seem like options that should be some kind of customization instead of being a feature change as a whole.
I talk more about control over customisation in part 2 as I do agree
Yeah, like a 'Gamerule Set new enchanting True/False' or something.
Oh my god, this is so incredibly well made! Best video on improving Minecraft I have ever seen! Mojang please listen
This is honestly a VERY fascinating change to enchanting! Remove the RNG aspects of the enchanting table that so many people hate dealing with by possibly replacing it with a reagents system, and you'd still have to go out and explore for your enchants! It just so happens to be a matter of finding a villager selling what you're looking for, or going on a more dangerous grind for a guarantee of getting the enchant you want.
I really love your take on the enchantment and inventory problems. Making players choose which enchantments they want instead of being able to have them all in the same tool is a great idea. I also agree that the problem with the inventory isn't necessarily the lack of slots, but the lack of navigation between slots and storage such as shulkers (also making the bundle more useful for smaller builds where you don't need stacks of the same item, but a medium amount of many items).
The issue with capping the number of enchantments is that updates are always meant to allow you to keep your same world. This means that people will just try to craft as many god armors as possible before the update, and losing your last set of god armor and tools would feel horrible. You’d never be able to get back, thus a permanent debuff.
Not much I can do about that, but it you never nerf anything because of that, you can only get more powerful, which is a problem. Besides, I have ideas too address that issue anyway
Im the kind of guy to choose the most intrusive kind of solution, getting an achievement "Let there be light" if the game detects your max enchantments are from non-loot sources over a period of ~1 minute the tools and armor wilm start breaking IF they are being used/worn, so you have time to put them on an armor stand or save them on a chest
@@parafuegosarchiveadding to this, maybe making it a gamerule could help since now servers have time to let players store their perfect armor
maybe a solution would be you can reset the enchant cost of a tool/boost it with a totem
This has already happened several times. Recall the 1.14-1.14.3 god armor?
Pretty good ideas. I didn't expect to watch a hour long video about changes for minecraft because I've seen too many of those in the past and I wasn't interested in them anymore. That said you explained the different aspects really good
I play on a SMP where our border's 500x500 and we don't have access to the Elytra. It's so fun to use other forms of transport over a elytra, and i even made a tunnel system for us to get around more easily.
Maaaan I totally forgot how enchanting used to work. Kinda like that grind better than what we've got now, ngl
47:48 i sometimes use ocean explorer maps if i didnt need to already explore or go past an ocean
Have to say the anvil rework ideas are very unique and sound like the best fix possible, without changing the core mechanic too drastically.
they actually implemented the "grab a specific item in bundle" now
the camel and horse ideas were absolutely fantastic. nicely done on those
Yo I love how reasonable your points are, specially on points that are op and people just want to nerf it to the ground, like mending, this whole video just add to the game
I like the idea of loot having better enchantments, because that could also make the curses an actual trade off apposed to just limited to a dumb prank item for putting on pumpkins,
the dragon's breath firework would be nothing but a minor inconvenience
it sounds good in theory but it's really underthought
just put a hopper and storage system below you as you collect the dragon's breath, and when you need more you can just grab from a chest
THE LLAMA JOKE LMAO
Something I have thought about is make it so that normals fireworks can still work, but only if they have a star in them, so dragons breath makes it safe to use, but there is another way to use it. Even if you do make some sort of ‘farm’ to collect the breath, the only way to turn the farm on/off is to respawn then kill the dragon so it’s still not as simple as other traditional farms. it’s not ‘underthought’
welp considering bottles have no cooldown you can basically make 1 dragon breath/tick if you trap the dragon (albeit not consistently)
coupled with a 216K per hour sand farm, even if you were constantly gathering dragon's breath you'd never run out of bottles
generally, these updates would ultimately become a game of cat and mouse
Well generally you get around 6-10 bottles per fireball (so a stack of fireballs per fireball), but yeah currently the perch breath is bugged where you can continue to collect it basically infinitely but didn't address that in the video as I want it fixed.
What if the dragon breath fireworks weren't stackable?
You wouldn't be able to use them everywhere, but only for short trips like end busting, or for emergencies
Green Jab’s ideas for enchanting are good, but I would like to add some of my own suggestions for enchanting:
1. Efficiency 5, silk touch and mending picks are possible to make, as instant mining is important to me. Unbreaking doesn’t have to stay on these though.
2. Too expensive limit is increased for fresh anvils and decreases when anvils take damage.
3. Higher cost enchantments will damage anvils more.
4. The repair cost has an asymptote at one below the too expensive limit, meaning it will never be too expensive to repair at an anvil.
5. Mending has 3 different levels, mending I is 67% effective, mending II is 100% effective (same effect as current mending), mending III is 150% effective. Effectiveness could be how much durability each bit of xp will add, or it could be how much total durability the item could be repaired to.
6. A fortuned sculk catalyst will occasionally drop a deep dark key that will allow access to vaults in the deep dark, making swift sneak and a new enchantment renewable.
7. Deep Miner and Hell Miner enchantments: Deep Miner will allow instant mining deepslate, provided the player also has efficiency V and haste II, but the pickaxe will take extra durability. It can be found in vaults in the deep dark.
Hell Miner will reduce the chance for a pickaxe to take durability from netherrack. It is obtained from bartering.
These enchantments are mutually exclusive.
For #1 Efficiency 5 is all you need for instant mining, so it then comes down to do you want longer mining sessions or smooth stone. With extra tool space (like toolbelt), you could swap to your slower silk/fortune pick and make both longer lasting.
#2 could be cool, extending from that, someone in the premier mentioned netherite anvils. What if they increased the limit further. It falls under that category of hard to obtain but also wont make everything better as like the normal anvil it can break needing you to get more netherite.
I have had many more sub-ideas like #3 under this main idea however if I went into detail about each and every one the video will be twice as long, so I focused on the more important changes.
I already half mention #4 as if you can never enchant your gear to be over-enchanted, and repairing doesn't increase it, then you will never not be able to repair your gear (unless its the special gear I mention)
#5, 6, and 7 all could be interesting additions but the main goal of this vid was to link existing things in the game in small but logical ways that lead to large but positive changes (unlike the sniffer which is a 'large' addition with almost no impact on gameplay)
I don't see a reason to make deep miner and hell miner mutually exclusive with the new "max enchant level" system. Both great ideas though. As mentioned in the video, the new method of determining "max level enchant" would allow Mojang to introduce many more situational and unique enchantments without ruining game balance.
personally i dont think that the enchant limit should be a changing thing. it should be chosen and set in stone, otherwise it feels as though it kinda defeats the purpose and also adds unnecessary complexity that doesnt really fit with the vibe/feeling/design that minecraft has/should have.
There is no good game balancing reason to tell people that shouldn’t be able to Insta mine smooth stone. That’s just…awful, and not a fun “addition”.
i really want to make a mod that based on these enchantment suggestions
Holy crap. Each and every of these ideas are truly amazing. Simply charging XP based on the output item, and having a total cap, allowing removal of a lot of the exclusivity in enchants is simply a game changer. In addition to the infinity/mending you used as an example, even protectiom types would not need to be exclusive.
Another one of my favorites is allowing loot gear be enchanted above the maximum is to encourage exploring.
The 3D end is also amazing.
Litetally the only idea I am not in love with is elytra failing in the rain. I think rockets not working but still allowing glide would be a better choice than punishing players with a fall to the ground.
I'm assuming you've been workimg on this masterpiece for a while since vilager curing discounts no longer stack as of 1.20.3. Such good solutions here.
I mention the fireworks before the rain one because I feel that one is more important if only one were to be added. It's all about bringing up ideas new ideas. In bedrock you can't use rockets while in water/lava but still can in rain but I was just trying to balance the bridge between elytra and other modes. You could make the sky go grey for longer before it actually starts to rain to give more leeway but that's stuff you can figure out later. It's not important to be added, but may as well look at is, see why it does/doesn't work to work out potential better ideas later.
This video I have officially been working on for a month and half, but I have been unofficially planning this video (forging and discussing the ideas) for over a year.
30:40 and Llamas.
Llamas are actually a good way of bulk transporting items off the beaten path, especially for players that never manage to make it out of early game (_cough_, me, _cough_) and breeding high capacity ones is a good resource sink to encourage building a large farm
Love most of these
Especially horse armor enchanting
16:31 “There are no planes in Minecraft!”
_gets hit by a plane_
Haven't even finished the video, and I'm already in love with your ideas regarding enchanting. Seriously good stuff, Mojang should hire you
Glad you enjoy it!
Perhaps to fix phantoms AND the end being basically not dangerous at all,
make phantoms spawn in the end (like how they originally were meant to be implemented)
but not in an annoying way that just knocks you into the void, maybe they spawn when breaking the end crystals, or during any of the dragon fight.
I think the phantom membrane should see more uses too, I suggest a type of bed that can be used to skip the day instead of the night.
Even if you need to need membranes to make normal beds, that could be interesting idea
@@GreenJab While that could be interesting, I can't imagine Mojang adding that since players would probably hate it.
Normally when watching videos about “fixing” Minecraft, I normally dislike or do not agree with the video or it’s suggestions, but while there were things I disagreed with and felt were lacking, you brought up valid arguments and unique points along with suggestions I legitimately liked, the zombie horse suggestions both sound great, and the idea of having a new type of terrain map applied over existing ones that allows for areas of different generation types like Amplified, while not exactly a biome like your suggestion said, still was inspired by what you said, this is def a good video to come back to for small mod ideas
speaking of mods.. coming soon
@@GreenJab 👀
Got any more info to drop on that?
@@userk9 check desc for disc
I really dig a lot of the changes you proposed here, but I think in the enchanting section, something got overlooked: The enchantment process *itself* is both uninteresting and annoying. It might've been novel when it was first added, but its execution is just not that great. Get enough XP, put the desired tool/armor/book into the enchantment table along with lapis, then hope by random chance you get the right thing without having to do a level 1 enchant on a bunch of junk tools first. I understand the partial risk/reward thing going on there, but why do we even need to bother with randomness at all?
Why not evoke the _craft_ part of Minecraft and make different enchantments require different crafting components to create? We already have something similar with potions and potion ingredients, so why not enchantments too?
Instead of having a dedicated slot for lapis in the enchantment table, have a generalized Component Slot. Replace the box with the set of three random enchantments with a single preview window for whatever enchantment you're crafting with the respective components, giving the name, cost, and a brief description of said enchantment, along with a single button to actually craft the enchantment. Whatever enchantment you craft will be at Level 1 (if it's leveled at all), and then the enchantment level can be upgraded with increasing amounts of XP and lapis. Combine that with your proposed tweaks to upgrading/enchantment combining/anvils/etc, and I think the system would be a lot more solid and more in the spirit of the game.
And for some added flourish, maybe the names and descriptions (but not the cost) of the enchantment are written in enchantment table language (SGA) and get translated upon being crafted for the first time. Wouldn't do much since people could just look up the recipes on the wiki, but it'd retain some of the OG enchantment table's flavor and mystery without being intrusive to gameplay.
---
Also, 40:25, I propose a secret third solution: *Inoculation*
Every time a zombie villager is cured, they have a +20% chance to become *Inoculated* (so at 5 cures, they'd have a 100% chance to become inoculated), including the first time they're ever cured. Perhaps on different difficulty levels, the rate at which villagers become increasingly likely to be inoculated changes (ex: 15% on Easy, 20% on Normal, 34% on Hard/Hardcore).
*Inoculated* is a permanent status that cannot be removed without commands or other non-survival tweaks. When a villager is *Inoculated*, they gain damage resistance against zombies, but if killed by one, they will _always die_ with no chance of zombification.
Though you can't ever remove a villager's inoculation status, you _could_ craft an item to inoculate them yourself. Maybe you get it by brewing a weakness potion with a golden apple, resulting in a cure potion.
There are other changes to enchants I want to make that I’ll talk in the next video. My goal is to is to try tweak the existing mechanics rather than add new ones. However the idea of the chance of z villager dying the more times it has already been zombified does entice me.
reading the minecraft end poem styled message at the end of the video kinda made me tear up
Ridiculously amazing video, not only I agreed with pretty much everything in the video, but I love that you tried to not only account for more casual players but also for sweatier, more technical players like myself. I personally don't enjoy the mending changes because I feel they might slow down the rate at which I can build, but that might actually allow me to enjoy the process more rather than rush it. Only thing I really didn't agree with was elytras not working in rain; just imagine you are getting some items you need for a build some few hundred blocks away from your storage and mid flight a completely random and unpredictable rain hits, you fall from a hundred blocks in the air and splatter on the ground, not fun at all and feels super unfair. I would change it so elytras can still glide but fireworks don't work, however another thing I'd change is to allow rains to be skippable like thunderstorms by skipping.
Outside of this small thing I would defo change, video is great and I am really looking forward to your content moving forward!
The elytra in rain ideas was less important ideas but still worth thinking about. just not be able to use fireworks in it seems like a good compromise, but then you would still use the riptide trident then which I don’t want players to be able to do
This is honestly the best take on fixing enchanting I've ever heard.
Really good video!
1. About Dragon's Breath: Currently, you can farm a ton of it in one fight (probably more then 1,000), which means you can fight it just one time, and still having enough fireworks for yeas. Maybe limiting the amount on Dragon's Breath you can get in each fight (30-ish), could balance it out.
2. Zombie Villager: I think that better solution is that cured villager don't give you discount, with the exception of naturally spawning zombie villager, which encourage you to go and find one. Also, it's make sense that he will give you a favor, compared to villager who you have zombify.
I am fixing the Ender Dragon in part 3. Since part 2, I've modified zombification such that rather than villager dying, it gets turned into a nitwit at a chance
The problem with the unchanged inventory isn't that the number of blocks in the game has bloated - that is _a_ problem, but not _the_ problem - it's that the number of items you should be keeping on you has bloated.
Consider, for a moment, all the items you'd probably have on you, and immediately available to you, at all times in the lategame. A full set of tools (maybe foregoing a sword in favor of just using an axe, like a true gigachad), a shield and/or totem of undying, firework rockets, ender pearls, at least one shulker box, ender chests, food, golden apples, at least one bucket, a bow and/or crossbow, arrows, a building block of choice.. I could strain my memory to go on, but suffice it to say, even with what I've already mentioned, that's like, half your inventory space gone.
That's why I mention the toolbelt
I like a lot of the ideas here, but not being able to get max level gear will probably just end up being annoying, people get mad at the exclusivity of the infinity enchantment so imagine having that annoyance applied to all your gear, ultimately I think people might just end up backdating to where you could get max gear, I know I would, or if stuck to the current version there would end up being meta tool enchant sets that ultimately leave some previously used enchantments to rot, like unbreaking is not as useful if you've got mending so nobody would use it which in turn just means more annoyance at having to farm exp or rifle through their chests for diamonds to repair their gear since nobody is going to let those tools actually break. Also grinding for multiple sets of gear especially netherite just sounds like a nightmare but that's partially due to problems with grinding for gear. I do enjoy the over enchanted artifacts thing, but I feel those could easily become sought after and possibly just even more annoying since instead of being able to make them you have to sift through structure after structure to find the one sword you're looking for. I can understand the dragon rockets but not flying in rain is just going to piss people off and makes the coolest part of the riptide enchant useless as it would be incredibly dangerous.
With regard to max gear, I have plans that involve a new netherite anvil that has no xp cap (but will not allow mending). for over enchanted items, sure you *could* grind to get just the one you want, but it’s supposed to be something you stumble across and go “cool”. For the elytra, the not using it in rain is an extension of how bedrock can’t use fireworks while underwater. it would still be fine to use in short distances but over long distances where the weather could change it’s more dangerous. it’s not a necessary addition but thought worth putting out there
I think If riptide reset fall damage after use (with a small cooldown) then the problem could be reduced to a question of preparedness and skill with fall damage canceling.
I think (especially if you can’t use it with the elytra) that riptide just needs a buff in general. there is no use using riptide 1&2, riptide barely makes you faster while under water and in many cases just isn’t worth it
I think this is one of those things where we wouldn't have been annoyed with it if we didn't know we had the options. If we had originally started with a system with limited enchantments, then I think people from the get-go would have to get creative with their tools and find work arounds. (I think the limited enchants could actually synergize quite well with a toolbelt.) Now that we currently have access to crazy tools and armors, it's no surprise that people would begin to whine when you take it away.
Overall I thought it could be a cool idea, because there would be more options for optimizing your enchants depending on your needs. I also believe it somewhat helps with the issue of lacking danger. Late game minecraft players are effectively immortal, alongside the suggested totem changes the limited enchants could prove to maintain minecraft's challenge throughout the WHOLE game
@@FriedNoodlee that's not really true. People are annoyed about the fact that they can't stack Infinity and Mending on the same bow, even if we didn't have the option to do so in the first place.
Now someone make an update with all of these and wait for it to get more people playing it than vanilla
I am now currently learning how to mod to make these changes myself
Incredibly based. I look forward to it
@@GreenJabI hope the best in your modding journey! this video reminds somewhat of the quark mod, and I love it! if you were to make this a mod, the one suggestion I'd give is the ability to config each feature, similarly to the aforementioned quark mod!
Thanks. I’ll get there when I get there. I’m still learning the ins and outs of how it all comes together but I also need to implement the ideas before I can make toggles for them
@@GreenJab honestly that would be enough to get me back into minecraft
On that topic, quickdraw should be added to the bow, power only able to be put on the crossbow, finally being able to add a spyglass to the crossbow, with different items to form crosshairs (spiderweb etc.) A flatter ballistic curve by making the arrow go faster with a crossboy and adding infinity to the crossbow as well, but at the same time reduce the maximum quickcharge level when used with power, so no quick charge on power V, quick charge I on power IV, quick charge II on power III as the maximum, this could be a really good tradeoff. Maybe create a triple crossbow by adding 3 together, to make up for quickfire, but having to use enchanted ones so that all three of them have to be enchanted equally? And definetely adding a quiver. There is no excuse to not do this, talking about inventory management. Also, making it not possible to enchant an item with unbreaking and mending simultaneously. These are all the changes I would make if I were to make a datapack for minecraft.
It is also neccesary when thinking about these balancing changes to not disturb the building and redstone section of minecraft. Some of these overpowered features make it easier to express yourself in survival mode, let you be creative, which always was an very important part of the game.
By the way, I also have a (partial) solution to the inventory problem. Simply removing all block variants! For example: You want to make a detailed stone brick wall. You begin by building up the whole wall with the normal bricks. Then you crack some of them with your pickaxe to transform them into the cracked variant. Right-click with moss to make them mossy, and with moss carpets for a less dense moss part, azalea bushes to make it have flowers etc. Moss can be removed with a single right-click with a brush. Then you take a new tool, the chisel. Hold right-click on the block to make it a chiseled variant, similar like using the brush on suspicious blocks. Left click to remove parts of the block that you don't want, essentially replacing slabs and stairs. The "bits" you removed, are not dropped as an item, but if you removed enough parts of the blocks to make up for a whole block, a whole block gets dropped instead. Vertical slabs everybody! Right-click with another block on the existing one to fill the gaps with the new texture. You can dye blocks with dyes to add a specific shade to them, essentially removing the block variants that are exaxtly the same except for the colour, whilst making things like blue-ish stone bricks possible. Make any block emit a very subtle light , by right-clicking with glowsquid ink. Now imagine building with this! It makes building a lot more immersive and enjoyable, you don't have to remember hundreds of different recipes to be able to make nice builds. A whole new experience, massively decreasing the inventory clutter, and making the hotbar a lot more easy to use. Also making you able to revert changes by doing another action, like using a water bottle on a block to remove the colour (if it had one) Also introduce the hotbar saving to survival, by just switching trough the inventory rows.
What about every block being able to be converted into a trapdoor or door, by adding
hey pal it seems you hit the character limit and part of your message was cut off, you were at being able to convert blocks and items into trapdoors and doors by adding something to it.
@@monkeeboy830 Oh wow, never knew what the limit was. I probably meant "adding textures to predefined frames, like painting the texture to it" Of course its not like the mods, you would still see the hinges.
12:50 I've always thought things with more enchanting power should have lower work costs on the anvil.
Enchanting solution: Lets make it harder and grindier again, fun.
Who plays minecraft to that way, if you want to build anything you need the enchantments, if not, everything is way to slow, it takes ages. You're trading the HOURS it would take you to make a good enough XP farm to repair your tools, to the HOURS it would take to collect more materials and make more tools, which, if you broke your fast tools, I'd take even longer, in wasted gameplay. Thats why terraria does have God armor, and stardew valley, they understand that the creation of tools is not a compeling part of the gameplay loop at late game stages
33:40 If I was going to change bundle, I would allow player to right click in inventory menu to open a separate window (like opening file explorer in Windows), moving it, close it, and while it is opened, interact with it by manually moving items from it directly to player's inventory.
minecraft Explorer
Honestly, even the shield is frankly overpowered.
combat snapshots make some good changes to shield but even then it could do more. but even then, the fact they are as overpowered as they are and yet people just use totems anyway shows how unbalanced the totem currently is.
33:04 its fixed now but public previews are not available despite an extra announcement recently
yeah I saw
Make Evokers drop a "Mansion Key" 50% of the Time and put a Mansion Vault in the Woodland Mansion that drops the Totem of Undying among other things. Now you have to go to the Mansion, but using modern features :3
its an idea, but doesn't really fit lore wise nor do i want to just add vaults everywhere as 'the answer'
They should add historical progression, so in early game, you're using rocks and sticks and trying to discover the fire, and in end game, you're using like, M16 and fighting pillagers and villagers with tanks in gigantic warfare to control the overworld and racism
no, thats not minecraft
@@GreenJab thats clearly minecraft wdym
I enjoyed this video and all the potential solutions to the current problems in Minecraft, however I loved the outro the most. Very cool Green_Jab, keep it up and always do what you love :) b
You'd call me a madman, but I would love for phantoms to spawn in groups of only one, and in between end islands in the End, instead of their spawn being connected with your sleeping, it doesn't make sense, it would be horrible to look for an end city because of the risk of being pushed into the void, but what's the fun of an adventure without danger? And exploring the end feels safer than any other place in the game, so a little bit of spice would be good in my opinion of course.
On the topic of Enchantments:
I didn't see Curses being used for something a bit more than what we currently have.
How about purposely adding Curse of Vanishing/Binding to an item (or if the item already has one); it would allow said item to get 1 whole enchantment? Like allowing a Chestplate to have Projectile Protection IV even if it already has Protection IV.
This would make some Players consider using Cursed items or even put the Curse themselves on their item for more powerful Enchantments, but at a risk of losing it on death or being unable to be taken off until death (or both).
This way; cursed items aren't just treated like trash and more like risky-but-rewarding items (it would also be a pretty interesting meta in Hardcore mode).
Either that OR:
Items that are found with Curse of Vanishing/Binding would always be Overenchanted, maybe even both.
I agree with every single one of the changes you suggested.
You are literally a genius to me, basically solved every problem the game has had for decades, not only on your own (probably not alone) but with plenty of your experience with the game over the decades and with pure logic.
This was most likely the first game I ever picked up or at least that made me love gaming. Even when at the moment I didn't have the full game, the Demo did wonders for me. That sense of liberty and exploration and progress, was unlike anything I have ever experienced. I have loved and still love the game, and I believe we all do, it's truly a masterpiece and as such should be perfected. Not only that but replicated for future players as best as it can possibly be. That's why its part of our responsibility as the players, to make known these issues and solutions across the community. So, as the next generations come, they can have the chance to receive the same sense of magnificence we did when we were young.
Let's strive to get what we all want altogether, make a better game.
Thank you. it’s how I feel about the game too
A creeper with swiftness is the Most TERRIFYING composite I have ever heard.
I W A N T I T !
So personally i think mending should be much rarer, like almost mace level rarity, but to account for that, durability has to change, too. My suggestion is that if you have unbreaking on your items, they won't "break" like they do now, but instead "break" like elytras, so that you can still repair items, but encouraging making more instead
if you can't notice your tool reaching 0 durability thats a skill issue
@@GreenJab That much is true, but it's more about being able to use each tool or armour piece (which you don't have a permanent view of) to the fullest while still having an avenue to maybe get them back someday, or at least having proof it existed.
I'm a very sentimental player, I get attached to my tools and armor, so i find having this record of every tool and piece of armor I used just a nice thing to have.
I also hate that when things break they leave behind literally nothing except a stat increase in the statistics menu
This guy has all the references. Absolutely amazing video.
I feel like minecraft has two souls at odds with eachother. The creative builder who wants to lose its shackles of mortality and make stuff and a grizzly survivalist that wants to tough it out and survive the wilderness. Maybe splitting current survival into survival and "semi creative" could be a good idea? Where the survival survival would be more grindy and difficult and actions in it would be less extrinsically rewarding, and the semi-creative would be what it is now. And maybe go the don't starve route where players can modify specifics of world generation to tailor their liking
don't be spoiling points from my next video :)
I think it would be really fun if we had a couple of things: close mobs can see you even while in your house, depending on the distance of course. Also mobs should be able to destroy blocks to get to you, depending on the block durability, this would make fortifications actually necessary and protection a must. Also having a % chance of being woken up in your sleep due to mobs attacking your home would be cool.
I like all of these changes… this is extremely well thought out and if there was a mod that did this stuff I would be so happy…
mod is in the works
@@GreenJaboh wonderful. You’ve earned yourself a sub 🤙
Minecraft is like tf2. The games are, by themselves, great. But the true beauty and fun to both games is not in the games themselves, but the people in them, the people you play with.
Your anvil idea was the highlight of the video imo. The concept of having to choose between enchants (especially for pvp situations) sounds extremely fun!
Does it?
Rummaging around with a ton tools doesn't sound... fun
An efficiency pick/shovel/axe, a fortune pick/shovel, a silk touch pick/shovel, a sharpness sword, a looting sword
Just
Imagine using that
9 whole tools that you need to mess around with constantly
1 hour video from best youtuber? Im so excited!!
Someone cooked here. The only one I disagree with is the elytra. I think the issue with the elytra are 2 fold: 1. Escaping during combat. They could just make it so that taking damage disables the glide for a second or two. 2. There is nothing interesting to justify walking on the ground. In mod packs, where there is something important almost every 50 blocks, you can fly, but it isn’t fully incentivized because you might miss something useful. If base Minecraft had reasons to explore, the elytra would be used less by default. Also, mine carts need a major overhaul. They should work like rollercoasters or at least carry some kind of momentum. They should also break when they collide instead of the weird bouncing. And your spot on for chaining them together.
If someone took ALL of this and put it into a mod, I'd probably play it and never play without it ever again, these ideas are absolutely genius, its funny because i was actually just thinking about why horse armor cant be enchanted yesterday and thats one of the ideas in this video!
Not only am I making a mod, but also adding more ideas into it that I’ll post in a second video
@@GreenJab POG, this is gonna be awesome!
wow, loads of really great ideas here, i liked this a lot more than i expected! but i have a few problems with some of the enchanting changes and elytra nerfs.. i don't want the game to be grindy. i wanna actually play Minecraft, not grind for hours just to be able to actually play for a bit, and then have to grind more. however, i can definitely imagine people liking those changes too, and i understand that. having more gamerules to customize each player's experience is really great, in my opinion.
anyway, really great video, imma go share it wiv ma friends now!!!
Please suggest this in the Minecraft website and provide a link in the description so those who want to vote can do so. Though this will only work if there is a suggestion for each category of features.
When was the last time the feedback website did anything useful? Last time I tried to put my ideas on it, it was hard to stick to the 1500 char limit, and after that it never actually made it onto the list and got stuck in limbo.
@@GreenJab Adding it to the feedback website at least gives these features a chance to be added. I have seldom seen Mojang add ideas from a UA-cam video.
Honestly I think the best way to add something to the game is making a UA-cam video on it that gains some traction. Your big content creators (hermitcraft, etc...) influence mojang way more than the currently useless and near abandoned feedback site.
@@madman2572 An overwhelming amount of features added in recent updates have been from the feedback website. They only got there because people saw the videos and then suggested them there.
While I don't agree with most of your proposed solutions, I do agree that most of the things you proposed solutions for are issues that need resolved. Also, there were several ideas you had that were interesting concepts, even if I didn't think they should be the route Mojang should go to solve the problems.
Being able to repair items with items is entirely pointless because of the repair limit. If they did it like you said and just made it a static value that doesn't increase with each repair, that alone would fix so many problems. Repairing with items would be completely viable again.
When mojang does end up updating the end, I hope they go _weird_ with it. We already have two dimensions with forests, deserts, and other pretty normal biomes all things considered. The end needs to be distinct from the other dimensions, so I'm quite opposed to the idea of stuff like an "end forest." They need to come up with something completely out of left field.
It's finally here hype!
I like the inventory ideas! Though I also think it’d be useful to have a back clothing slot and add a backpack to expand that inventory. Other back equipment could also be added: a blaze powder-fueled booster for the elytra, a parachute, a large spool of thread to mark your path for easy backtracking, air tanks for longer underwater breathing.
The idea was to keep as much of minecraft the same, make as small adjustments to balance it. Some of these ideas could be cool, but fit the 'modded' minecraft feel rather than vanilla
Minecarts can do sick tricks now!!!
I saw and am very happy, unfortunately in their current state a lot of the technical aspects of minecarts are broken so we will see what happens next snapshot
I really like the changes you suggested. I once thought about food revamp, since there are so many consumables, yet most players only run stacks of golden carrots or porkchops.
In essence I would divide food into 3 tiers. 1st tier are ingredients (fruits, vegetables, meat), stack to 64, can be eaten quickly and while running, restore little amounts of hunger and saturation, serve as emergency food, ingredients or storage. 2nd tier are light meals (like pumpkin pie), stack to 16, have regular eating animation, restore medium amounts of hunger and saturation, serve as provisions. 3rd tier are heavy meals (like rabbit stew), can't stack, require multiple ingredients and a bowl, you can't move while eating, restore all hunger and most saturation, serve as a preparation before long projects.
I think these changes would make all food viable and add new depth and strategy to preparing meals, making farms and planning exploration.
I’ll be talking about my ideas for doom in my next video, there are some similarities to this
mending has always been overpowered
but it being a rare occurrence due to exploration was what gave it a reason to be overpowered, because you would basically only have one set, and other gear would still need to be repaired, if you even got a full set at all
(it actually was unobtainable from anything except shipwrecks and extremely rarely by the best enchanted fishing rod)
id say mending should have a sort of "cap" where you always have to repair it at the anvil eventually (like 10 times) and merely prevents you from completely breaking it
also, id remove the "too expensive" and just add an upper-bound such as no more than 80 levels (which is still extremely expensive, but lets you keep your best gear)
I go more into enchanting in part 2
I really enjoy starting a world and beginning from scratch in survival mode. The most fun part is chopping wood and crafting the first tools. Once I have a full iron set, I usually stop playing :D
I really dont see why mending is so hated, aside from its accessibility. If the book was easy to get, that would just be a great quality of life feature.
Breaking a good pickaxe means you have to get a new one, which is a grind. Mending may be overpowered, but it also prevents the player from needing to grind for a new pickaxe every other mining session, making the game ultimately more fun.
Saying that mending ruins the game just kinda gives of the energy of "Back in my day we had to walk 15 miles to get to school! Uphill! In the snow! Both ways! And we liked it that way!"
Exactly
Durability is just... not a fun mechanic
Whoops! Your trident broke! grind for a second one.
Like
That's just not fun
after the changes to netherite upgrade being way more expansive than it used to be, I don't think making people craft multiple tools for multiple jobs is a good idea anymore.
20:50 people would find a way to grind dragons breath
I know they will, but its better than a completely automated sugarcane farm you can leave in spawn chunks and never have to interact with again. to turn the farm on, you will need to go the end and respawn the dragon, to turn it off you need to kill the dragon again
0:41 RIP the furnace minecart, I use it when I can but I'd love to see it be able to do something