Minecraft's Progression isn’t Awful, we are…

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  • Опубліковано 24 лис 2024

КОМЕНТАРІ • 862

  • @TheGeekFactor
    @TheGeekFactor  7 місяців тому +193

    I had a ton of fun making this video. Probably the most work I’ve done in terms of cinematography, writing, and editing. If you want to support my work, consider subscribing! It would mean a ton to me! ❤

    • @justinpatterson5291
      @justinpatterson5291 7 місяців тому +3

      Vintage Story looks like a good alternative to our aging, spelunking friend.

  • @jakest123
    @jakest123 7 місяців тому +1236

    If villagers' "comfort meter" hits an all time low they should just deadass turn into a pillager and start wreaking havoc

    • @lexus8018
      @lexus8018 7 місяців тому +96

      By the way he described it I can already see the cattle barracks that just check off all the happiness criteria coming from a mile away

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +264

      Haha that could be fun! However, that should be reserved for hard mode only

    • @bellslimes
      @bellslimes 7 місяців тому +17

      @@lexus8018a more hospitable place for villager slaves then, fine 🙄😂😭

    • @craytherlaygaming2852
      @craytherlaygaming2852 7 місяців тому +56

      Love this idea, but rather than just pillagers, they become illagers and the occupation determines the type.
      Evokers and witches for example are clearly librarians and clerics
      Armorers and tool/weaponsmiths and would be Vindiciators, (with butchurs straight up becoming johnnys)
      Farmers, and fishermen would be regular pillagers (like how Vikings turned pirate)
      and nitwits would turn into things like Ravagers.
      This would also give an opportunity to introduce new illager types for the not so easily translated occupations.
      A mason for example could be something like a Skull crusher, and weild a mace as a weapon.
      Oh and certain types of events should also cause specific illiagers to appear if the corrosponding villager is present. The biggest example being if, a number of villagers die in the same village in too short a timespan, your librarian/cleric will turn into an Evoker or Witch. Sorta making it seem like they are trying to find the secrets of life and death to bring back lost lovedones.

    • @loganfrankland4658
      @loganfrankland4658 7 місяців тому +3

      That smart maybe it happen over Time so you can stop it

  • @trashtuber6021
    @trashtuber6021 7 місяців тому +1221

    Alternative fix for the mending problem: make anvil repairing viable, then remove mending completely from villagers

    • @CantoniaCustoms
      @CantoniaCustoms 7 місяців тому +180

      Also enchanting in general from villagers. Or at least good enchantments. Because lore wise somehow villagers get their stuff kicked in by pillagers and zombies yet have access to the best gear in the game without an enchanting table?

    • @L9Wally
      @L9Wally 7 місяців тому +26

      I think it’s viable it’s just very expensive. And it should be, we should be forced to mix around our utilities for weaker ones sometimes in the early game instead of expecting to use our best utilities for the rest of the game as soon as we get our hands on them

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +113

      I’ve actually made an entire video about this very topic

    • @gerardmatthieu907
      @gerardmatthieu907 7 місяців тому +2

      ​@@CassowaryGod100 Mending isn't that hard to get with god rod . It is even less likely to fish ink sac than mending with such rod .

    • @nicholasaugello2534
      @nicholasaugello2534 7 місяців тому +11

      ​@@gerardmatthieu907still took me hours to get a single mending book

  • @Sonic_K
    @Sonic_K 7 місяців тому +476

    I feel like Ocean Monuments don't even need a new piece of gear - you can just put the Trident in them. Currently, the way of getting the trident is just RNG on top of RNG with a little bit of skill needed. Why not change that? Ocean Monuments can give you the Trident. I think it's a good idea.

    • @Thatdankkoala
      @Thatdankkoala 7 місяців тому +63

      Funnily enough the recent April fools update had the perfect way of doing this. The plaguewhale slab (the wacky potato version of the the elder guardian) would drop a dent which once you got three of them could be crafted into a trident. Ocean monuments already contain 3 elder guardians so implementing this into the full game would work perfectly.

    • @sedij2358
      @sedij2358 7 місяців тому +15

      I am shocked that this isn’t a thing now that it’s been brought to my attention. How did they not think of this?

    • @ZalFG02
      @ZalFG02 6 місяців тому +7

      I still dont know how things like this arent in the game, we need more motivation to explore instead of grind, I would also love to see a: return to your bed item, something like Terraria's mirror, this way you can explore as long as you want without worrying about the inmense runback to your base

    • @zauls.
      @zauls. 6 місяців тому +8

      YUNG'S Better Ocean Monuments mod does this, and adds a loot chest with Nautilus shells, in a puzzle room that teaches you how to build a Conduit. Combined with the End Remastered mod where you need to collect 12 out of 16 different types of unique Eyes, rather than just 12 Eyes of Ender, one of them being dropped by Elder Guardians, makes going there actually worth it but still not essential.
      I know modding isn't for everyone, but you can really fix a lot of the issues with the game and make it really special.

    • @stachu5049
      @stachu5049 5 місяців тому +2

      Totally. They could make it so that you get an item needed for making the Trident drop from a new Oceanic Vault inside the Monument. But the key to open it would be found in the buried treasures... Which you'll find by getting a map from the sunken shipwrecks :) I feel like that would make for a nice progression path to get the Trident. It would feel like a big exploration challenge.
      Shipwrecks -> Buried Treasure -> Ocean Monument
      Altough the odds of actually getting the item from the vault would have to be bigger than those of the Heavy Core, so you wouldn't have to do all that 500 times.

  • @Nephelangelo
    @Nephelangelo 7 місяців тому +296

    The problem with Mending is that it’s really just a way for players to bypass the poorly thought out and irritating repair system, which was developed at a time when Notch was fixated on making the game rather brutal and unforgiving, and made the repair system about as tedious, wasteful and unrewarding as possible. But instead of reworking the repair system to make it more enjoyable, Mojang wound up implementing another completely tedious system on top of it by adding Mending to the dumpster fire of a tedious system that is villager trading, allowing players to skip over the first broken system entirely by investing in another completely broken and overpowered system. This combined with the fact that Enchanting somehow doesn’t allow players to obtain specific enchantments at all, the game has wound up with three gameplay systems (Repair, Enchanting, Trading) that are all completely screwed up and imbalanced, none of which can be totally fixed without reworking the others. And though the solutions to fix these systems seem fairly obvious and straightforward to me (remove “too expensive” mechanic, make broken items not work instead of disappear, make repair cost less material than new item, etc.), Mojang themselves seem to have no clue how to balance their own game. Instead of, for instance, reworking Enchanting to allow players to obtain rare enchantments by simply using a combo of rare ingredients (phantom membranes, echo shards, etc. instead of only lapis lazuli), they’re making Mending even more of a tedious nightmare to obtain by forcing players to drag villagers out into swamps to get a hold of it. Somehow, after 15 years since release, it absolutely boggles my mind that Mojang still doesn’t seem to understand their own game, and I honestly just wish they would contact me and ask for some ideas, because having played this game for the last 15 years myself, I do not think this is all that difficult to figure out.

    • @carinaslima
      @carinaslima 6 місяців тому +5

      You think you can fix the game that you didn’t even make

    • @Nephelangelo
      @Nephelangelo 6 місяців тому +64

      Yes actually, the people who play the games tend to have a good understanding of how to balance them. Especially if you’ve been playing the game for 15 years like I have. @@carinaslima

    • @RemedieX
      @RemedieX 5 місяців тому +21

      ​@@carinaslima I think most of us with 15 years of constantly playing it can at least give a good couple pointers that far exceed what Mojangs been doing (or neglecting, better said). Truth is, the systems the commenter mentioned do need to be addressed, and they do suggest easy *starting* (emphasis on starting) points to do so, as opposed to the nothing Mojang has done as they tunnel vision releasing new content that people don't want to bother with because it usually entails going through the previous miserable systems... again.

    • @nemesissombria
      @nemesissombria 5 місяців тому +14

      Durability was a system invented by a game dev who never played a game. It was never a good mechanic to begin with. In any game.

    • @BigSadCrouton
      @BigSadCrouton 4 місяці тому +8

      @@carinaslima that implies that new devs cant fix the game which isn't true at all.

  • @thesenate1844
    @thesenate1844 7 місяців тому +118

    You know whats really disturbing? My UA-cam recommended suggested a history video on the horrors of slave breeding plantations right above a tutorial for a Minecraft villager breeder

    • @Rock-Child
      @Rock-Child 4 місяці тому +10

      UA-cam finally understands what I want-👴🏻

    • @neutralface8355
      @neutralface8355 4 місяці тому +9

      @@Rock-Child haha how funny i died laughing haha again

    • @stalecheez-it1034
      @stalecheez-it1034 Місяць тому +2

      ​@@neutralface8355very fitting profile picture

  • @V1_The_Machine
    @V1_The_Machine 7 місяців тому +94

    I feel like this should be mentioned: The section of the video where you encourage other players to make their own things within the game has the song Alpha by C418 playing as background music. That same song plays during the End Poem and Credits of the Java Edition's Main Menu. You may have already seen where I'm going with this. The quote at the end of the End Poem says the following: "Twenty years from now, you will be more disappointed by the things that you didn't do than the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover."

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +27

      My music choice is extremely particular.

  • @MysticalGoatKnight
    @MysticalGoatKnight 7 місяців тому +219

    Me over here, one of those rare players that just build villagers nice houses and makes their village as pretty as I could possibly make it instead of just turning them into slaves.

    • @genericcatgirl
      @genericcatgirl 6 місяців тому +14

      Glad I'm not the only one (unless my friends get to it first and make a sweatshop)

    • @neowolf09
      @neowolf09 6 місяців тому +10

      The worst thing I do is build a better place for myself where I can see the village with a nice view.

    • @cactuss33ds
      @cactuss33ds 6 місяців тому +9

      see, but you're probably not even that rare of a player. it's just that the minmax sweaty loser types who build their world based on reddit advice are SOOOO loud.

    • @michaelwong426
      @michaelwong426 5 місяців тому +2

      Me when the first thing I do upon joining a friend's server is to establish a railway network between all bases and landmarks (He doesn't know Nether travel exists)
      Also me thinking about "adjacency bonuses" for planning out a base when such a thing doesn't really exist (Make farms near rivers instead of a 4x4 field around a water source, or keep the redstone-based farms or mines far away from residential areas)

    • @degariuslozak2169
      @degariuslozak2169 3 місяці тому +1

      Love you already

  • @alibobdagreat2834
    @alibobdagreat2834 7 місяців тому +33

    I think they should make it so if you name the mob it should be able to stay in a boat, so players can keep some mobs as pets

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +13

      Oooh that's a fun idea!

    • @EmperorPenguin1217
      @EmperorPenguin1217 7 місяців тому +5

      I like this idea, gives Name tags even more practical value while staying balanced

  • @stacyescobedo1642
    @stacyescobedo1642 7 місяців тому +45

    As to the ocean monument issue: Honestly I’ve been playing Java Minecraft since 2020 and I STILL have not gone to the trouble of obtaining a trident for myself. I think it’d be pretty awesome to make the trident craftable and have each elder guardian drop 1/3 “barbs” needed in the recipe. THAT would be a great treat for a challenging structure. It’s way less mind-numbingly grindy than obtaining a trident in Java currently. AND it would incentivize taking on more than one monument to be able to use the mutually exclusive enchantments available to tridents. Plus once you beat one monument you now have a weapon to make additional monuments easier.

  • @Nephelangelo
    @Nephelangelo 7 місяців тому +35

    Some common sense solutions to fix the Enchantment and Durability systems:
    1. Enchanting now requires unique combinations of a variety of materials for the chance to obtain specific enchantments, not just lapis lazuli, and the rarity of an enchantment is determined by the rarity of the materials used. This would give all the game’s items wonderful new use and eliminate the need to build ridiculous villager trading halls to obtain certain enchantments.
    2. Items are no longer destroyed when they reach zero durability, but instead take on a “broken” item state and can’t be used again until repaired. This would alleviate desperate need for Mending and also create interesting gameplay scenarios where players save and restore broken items.
    3. The material cost to repair an item will always be less than it would cost to craft a new item, creating a material incentive to using the repair system. For example, a diamonds pickaxe would cost a maximum of 2 diamonds to fully repair.
    4. The durability bar is completely removed, and replaced with simple and intuitive visual textures of the item at different stages of decay, just like the cracked anvil.
    5. The anvil no longer disappears when broken, but becomes dull and requires more XP to use, unless repaired with iron ingots like the Iron Golem.

    • @ukyoize
      @ukyoize 7 місяців тому +3

      I think that items need to remember how they were used and based on that they change their "enchantment tree". The longer you use a tool,the bigger potential it has.

    • @sillyking1991
      @sillyking1991 3 місяці тому +3

      eh, IMO none of these sound like common sense. and they all sound like more trouble than they're worth. needless complexity for no real gain.
      the system as it stands is as complicated as it needs to be. its not so hard to re-enchant tools that if you lose your current tool you're SOL. There's no real pressure (from the game) to get mending, its mostly in players heads (people become sentimentally attached to their tools)...and really, players can already save and restore broken items...people do it all the time.
      i just don't see what issues you're solving here?

    • @dangerousdoings8066
      @dangerousdoings8066 Місяць тому

      only point that really seems of value is just the first one, which still might have to get tweaked a bit

    • @gn4rpz-the-c4t
      @gn4rpz-the-c4t 4 дні тому

      I like 1 and 3, but the others are... pretty shit.
      2; items not being destroyed when they lose all durability completely defeats the point of having a durability system and will inevitably lead to players having inventories and chests full of tools they can't use. And, if you're early-game, you're not likely to have an anvil because of the amount of iron those require (36 bars required for the 3 blocks of iron, another 4 bars required for the base iirc, which comes out to 40 iron ingots; idk about you but i don't usually find that much until ive gotten diamond tools), so players are more likely to throw away their broken tools and make new ones anyway.
      Besides... I'm someone that usually carries around 5-8 pickaxes because I like to do long mining trips. I usually keep a bunch of cobblestone ones because I don't usually find a ton of iron. I usually like to wear down two pickaxes until theyre a little under half durability, then combine them in the inventory crafting menu. I find this it be way more intuitive than carrying around a bunch of junk I can't use that, since it has 0 durability, can't be meaningfully fixed that way since 0 + 0 = 0 (and even if they had a base value of, say, 1 durability each, that's not even work bothering with at that point).
      4; I like the concept of there being more of a visual representation for an item's durability - whenever i use a vanillatweaks texture pack i get the piece that does exactly that, but to make that the only indication is plain stupid, and would make it much harder to tell how poor the condition of your item is.
      5; That's stupid and contradicts the way point 2 works. Consistency in how your games mechanics function is extremely important, and if one durability-based system still allows you to use the thing in question while another doesn't, that's going to cause confusion and it can be hard to remember which works what way.

    • @Nephelangelo
      @Nephelangelo 4 дні тому +1

      @
      2. Not really. If the tool is rendered unusable until repair, that is functionally the same effect as when the tool disappears. And you can always throw the tool away, so that’s not really an issue at all.
      4. Then go repair the item when it’s looking rough, or get used to playing chance. Welcome to a new way of playing.
      5. Yet none of the other tools consume XP like the anvil does, so it already operates differently than the other tools. So your claim of requiring “consistency” here is null. Ding dong your opinion is wrong.

  • @bluesillybeard
    @bluesillybeard 7 місяців тому +84

    "I want people to be inspired by the work that I do"
    Already have, at least for what my College writing project was about lol. I made an entire 3 page long essay about... Minecraft. And got full points!

  • @InventorZahran
    @InventorZahran 7 місяців тому +78

    Enchanting is either a gamble of RNG or a tedious interaction with an NPC. From my POV, both are rarely an enjoyable part of the game.

    • @geothepoly
      @geothepoly 5 місяців тому +6

      Yeah. I think it's crazy that such a powerful system has such a terrible way of maxing out

    • @thewhitefalcon8539
      @thewhitefalcon8539 7 днів тому

      @@geothepoly They should make the system less powerful, so it's just a small bonus you can get if you chose to make a village for fun, and not something you HAVE to do.

  • @SoundtrackDetector
    @SoundtrackDetector 7 місяців тому +144

    I think 3 things massively hold minecraft back. The durability system, the enchanting system, and spawning mechanics. (Afk farming breaks the game, and spawn proofing is not feasible for builders who want safe homes)
    That being said, i agree with much of what was said in these two videos.

    • @witherschat
      @witherschat 7 місяців тому +36

      Farming doesn't break the game. It's the only reason I play, and the most fun I have with the game.
      Agreed on the durability system. At this point the game would be better if tools went Terraria-style and never broke.

    • @Inspirator_AG112
      @Inspirator_AG112 7 місяців тому +13

      Lava buckets are also very OP in Trial Chambers; lava buckets can be nerfed by applying Fire Resistance to some of the mobs.

    • @hhff8534
      @hhff8534 7 місяців тому +6

      farming is intended

    • @sneeb271
      @sneeb271 7 місяців тому +11

      I think Minecraft is currently designed in a way where unbreakable tools would feel weird, not only would gold tools, unbreaking, and mending all need to change, but the gameplay of things like elytra, diamonds and especially netherite are designed on you getting them multiple times, sure you might die or need a pickaxe without silk touch but ehh (not to mention curse of binding on armor would be locked out of hardcore
      Farms are bad though

    • @SoundtrackDetector
      @SoundtrackDetector 7 місяців тому +11

      ​@witherschat a matter of opinion I suppose. The existence of auto farms isn't inherently problematic, the issue is that not everyone enjoys making and using them.
      They break immersion, and since they are so effective, there is little alternative. If there were manual methods that were just as effective then I wouldn't complain.

  • @Jonas-ph1gb
    @Jonas-ph1gb 5 місяців тому +39

    Here's an idea: add fireflies and don't make frogs eat them. It's not like a mandatory part of adding fireflies is programming a feature where frogs eat them.

    • @thewhitefalcon8539
      @thewhitefalcon8539 7 днів тому +1

      The actual reason they won't do it is they can't make a mob that's a light source

  • @EmileAnimation
    @EmileAnimation 7 місяців тому +86

    The biggest problem of Minecraft progression is the endgame

    • @starblaiz1986
      @starblaiz1986 7 місяців тому +16

      I'm honestly baffled how many people don't seem to realise that getting fully enchanted netherite gear and killing the enderdragon isn't the end of the game - it's just the beginning.

    • @DautFromX
      @DautFromX 7 місяців тому +19

      @@starblaiz1986 Is it? What else is there to do? And don't say 'build something', building isn't a game, it's an addition for those who enjoy it.

    • @unoriginal2552
      @unoriginal2552 7 місяців тому +32

      ​@@starblaiz1986 it's literally called "the end" for a reason.
      What else is there to do?
      Kill the wither. Okay, easy enough (on java). After that?
      Kill an elder guardian. Okay, easy enough.
      Now what?
      What else is there to do?

    • @waytoobiased
      @waytoobiased 7 місяців тому +6

      Minecraft Ideas Academy did a good description of why - there isn't a smooth transition to intrinsically-motivated play

    • @starblaiz1986
      @starblaiz1986 7 місяців тому +24

      @@DautFromX build something (it's like you already knew the answer deep down 😉). Building is absolutely a game. It is more challenging than any boss could ever be, and it actively provides entertainment and amusement. And it's literally the main mechanic that the entire game is built around. Breaking and placing blocks is literally the first thing the game teaches you, before crafting any tools and armour etc.
      Create a town with a story behind it. Use some redstone to make things functional and alive. Make parkour courses for your friends. There's jus so much stuff you can create, and the game is literally built around you doing that.
      And if building really isn't your thing, then hop onto any of the thousands of adventure worlds people have built to be explored (did you know theres literally a 1:1 replica of Middle Earth you can explore??), or play any of the thousands of minigame servers that exist. And all of this is before we even start to talk about the weird and wonderful world of modding the game! 😅
      Just playing the base survival experience all the time is like playing a game's tutorial over and over and wondering why it doesn't get more interesting. I mean, that's fine if you enjoy doing that, but it sounds like you don't, so at least consider breaking the boredom by branching out and trying other things the game has to offer.

  • @spluff
    @spluff 7 місяців тому +108

    left-handed mode is criminal, but the MC dungeons music forgives u of sins

    • @comm_gt
      @comm_gt 7 місяців тому +52

      @@alphabros5226 it's a sin, like being a ginger

    • @eastwardpage6833
      @eastwardpage6833 7 місяців тому +7

      ​@@alphabros5226 Its a joke, calm down

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +42

      No, you’re not allowed to be left handed. ~someone who is left handed

    • @janosd4nuke
      @janosd4nuke 7 місяців тому +2

      ​@@TheGeekFactor left-handed MC is just a slight heresy ~ someone who is also left handed IRL, but newer knew about the feature.
      The real Exterminatus worthy sin was at 5:00 tho... wooden axe, the PAIN. Besides the initial pick, no wooden tools allowed.

    • @TrixterTheFemboy
      @TrixterTheFemboy 7 місяців тому +3

      @@janosd4nuke That's supposed to be a completely new player, how should he know how easy it is to get the next tier of tools? Maybe he thinks he'll need to stick around on the wooden tools for longer, so he makes an axe and sword.

  • @Inspirator_AG112
    @Inspirator_AG112 7 місяців тому +104

    One thing I realized is that Minecraft is full of cheese...
    • While the lava bucket might not be a game breaker against most mobs, against certain mobs, it definitely is to some degree; two easy examples are Ravagers and (as I will mention later) Trial Chambers. The reason the lava bucket can be used to cheese is because not only does it do 4 damage every 0.5 seconds, but it also significantly slows mobs, exposing them to more damage. A good way to combat this cheese is, for the Ravager, make it immune to being slowed by fluids, as for Trial Chambers, that will be mentioned in 3 bullet points.
    • Boats can be used to trap mobs. There are multiple easy ways to combat this cheese that I am almost definitely not the first to come up with, such as having mobs escape boats or row towards the player, maybe even depending on difficulty.
    • Shields are extremely OP, especially after 1.11's 0-damage change. This can be combatted by either reverting shield to pre-1.11 or having mobs naturally spawn with weapons that counter them, such as axes or Piercing items. Another change could be that after the blocked damage surpasses a given constant, the shield disables for an amount of time proportional to the blocked damage minus that constant.
    • While the Trial Chambers are actually incredible to see implemented, two very easy ways to cheese them are A): triggering mob infighting and B): using a lava bucket, as mentioned above. The easiest way to combat this cheese is to make only 'direct' kills count. The lava bucket can also be combatted by giving some of the mobs Fire Resistance, maybe even depending on difficulty.
    • End Crystals are another item that can be used for cheese when used in a pit surrounded by obsidian; for example, by comboing a Warden or a Wither, you can defeat them in *literal seconds,* and you can easily *two-shot* Ravagers. The Wither's AI (on Java) is very weak to this, so more Bedrock-esque AI would counter the obsidian-pit/End-Crystal cheese.
    • If you bring Zombified Piglins to the Overworld, and trigger mob infighting between them and any particular mob, they can act as OP bodyguards; an example of how OP is when using Zombifed Piglins to cheese Ravagers. Making them passive to certain mobs could combat this cheese.

    • @TheClockmister
      @TheClockmister 7 місяців тому +30

      aCtuAllY yOu cAn cHoOsE nOt tO UsE tHoSe fEaTuReS aNd pLaY hOw iT FiTs yOu bEsT

    • @goldend791
      @goldend791 7 місяців тому +6

      The pillagers in raids and mansions, as well as piglin brutes spawn with axes. It would make sense more structure tied mobs should be able to circumvent shields but otherwise just naturally spawning mobs are barely a hinderence unless they take you by surprise, and making them anything more would make caving kinda a slog. Honestly the most op combat mechanic is a bow with enchants which you can easily get as drops from skeletons or loot in the more easier dungeons. Most of the mobs are melee only, so you just can shoot them from a distance without any worries

    • @vasilyd8578
      @vasilyd8578 7 місяців тому +4

      I really like the idea of direct kills for Trial Chambers, it also kinda solves the problem with mobs killing each others, as well as with cheesing. They can also make it so all basic loot like bones, flesh from Trial mobs drop only, when killed by a player, so the new mechanic can't be cheesed to make Trial spawner farms, and they neither should work with sculk catalysts.

    • @Jdudec367
      @Jdudec367 7 місяців тому +1

      -true lava buckets are good for cheesing.
      -also true
      -I dunno are they? Also wait what 0 damage change? And yeah your last suggestion is a good change idea.
      A. mob infighting is just a good strategy and I don`t think it`s that easy to trigger with the Trial Chambers. Lava buckets is a cheese strat though.
      - Eh couldn`t that possibly kill you too though and is very dangerous? Plus it could be a bit annoying to get the stuff to actually craft it.
      -sounds like a hassle and isn`t very effective since you gotta do that for every enemy you fight and you gotta make sure when fighting the enemies to not hit them too.

    • @Nevir202
      @Nevir202 7 місяців тому +1

      How would you even make zombified piglins hostile to ravagers?

  • @bradhp11
    @bradhp11 7 місяців тому +8

    I was actually talking abt villager rebalances earlier and you were honestly spot on with a lot of my suggestions lol. Here's some feedback I'd have with your ideas/villagers in general:
    - The "comfort" system could definitely work (maybe with some ingame UI's), but considering villagers now don't even have 5x5 spaces in their homes, maybe explore other alternatives (like ability to socialize, or maybe just the ability to sleep lol). That being said I do really like your ideas. Trading halls honestly take away a lot of the fun that could come with interacting with villagers.
    - Bells would definitely be a cool way to lead villagers (and we honestly really need an easier way to transport them considering this new system essentially relies on it), but having them follow you like animals still feels a little weird. Also considering every village has a bell you can break, it would be a little too easy to do. Maybe interacting with one villager while you have a bell/new armor piece/another unique item in your hand could make them a "buddy" that tags along with you (instead of human livestock lol). It would also be a good idea for villagers without jobs to automatically change their wardrobe when they enter a new biome so players won't have to go back and forth to bring more villagers to breed.
    - Enchanting and anvil repairing should be worked on as well (honestly should be worked on first). Enchanting is basically another RNG with little substance, and repairing tools in an anvil is ridiculously expensive (especially compared to mending).
    - I honestly don't think these features should be toggleable. Only reason they are now is because they're still in development, but I feel like a lot of people want toggles for every aspect of the game (to the point where it becomes overwhelming). I think players wouldn't mind these changes being permanent as long as we're given an actually good system.

  • @Recoil1808
    @Recoil1808 2 місяці тому +9

    They won't add sharks because they don't want to add a hostile real animal (despite the fact that many shark species would be better represented as neutral, and some would be pretty adequately represented as passive), but they added polar bears, one of very few animals who still ACTIVELY HUNT humans.

  • @stupidw33b52
    @stupidw33b52 7 місяців тому +70

    21:42 this is THE main issue with Minecraft. it is impossible to make any meaningful progression in your first playthrough without a googling everything. this leads to a domino effect that influences how the devs update the game so don't think as a veteran this problem doesn't affect you. just ask yourself one simple question: "what percentage of blocks in the creative inventory do i actually use in a survival playthrough?" chances are it's not a lot. and don't even get me started about mobs

    • @dittomaster2141
      @dittomaster2141 4 місяці тому +5

      The same thing is true with terraria and most other sandboxes.

    • @mrj1897
      @mrj1897 3 місяці тому +2

      You don’t need to Google everything. But I can agree that the end is extremely difficult to access if you don’t already know the steps.
      At the same time is it really that big of a deal? The internet is the easiest thing to access if you’ve already got a computer or console to play Minecraft on.
      Can it be a chore? Maybe, but it’s not a bad thing if you want to know how to get something neat.

    • @sillyking1991
      @sillyking1991 3 місяці тому +8

      why would i care what percentage of blocks in the creative menu i use in a given playthrough? if the percentage is low then...the other blocks shouldn't exist? what if my buddy has a low percentage, but its a different subset. who's block's get deleted? mine or theirs? What if i start another playthrough and in that one i get inspired by something else, and as a result want to use a different subset of blocks. but...oops, never mind, i got them deleted because in my last plathrough i had no interest in them? the point of the wide variety of blocks is to support what minecraft was meant to be about...building. You can play the game how you want, but its ludicrous for you to come in here and imply that there's something wrong with the wide bredth of colors, textures and shapes that they've added to support people that care about more than just making a 10x10 box to stuff full of chests in preparation for killing the dragon.
      and as for your start, as a veteran player i started playing before the crafting book was added, before enchanting (and when enchanting was added, it was WAY less reliable than now). around the same time achievements were added. and WAY before they were organized into the pseudo tutorial they are now (in fact, at a time they were called achievements, not advancements). in short, most "veteran" players started in a time where the game itself taught you even less about how to play the game. its crazy that you think we'd view it as anything close to a "main" issue. Its literally been like that since the beginning. you may not like it, and thats fine. but don't come at us veterans
      oh, and i will get you started about the mobs. whats your problem with the mobs?

    • @mrj1897
      @mrj1897 3 місяці тому +4

      @@sillyking1991 I agree. Everyone keeps saying “x is the main issue with y” but if the x is different for everyone then is it really the main issue?

    • @xavierthomas5835
      @xavierthomas5835 3 місяці тому

      ​@sillyking1991 I believe his point was that the formula for Mojang's current line of thought leads one to think that for simplifying the experience they dumb everything down. Therefore a veteran has less incentive to know what they know if it can be easily gained. Of course, that's just speculation.

  • @enderspider5001
    @enderspider5001 7 місяців тому +55

    to this day i still think about the obvious "3 elder guardians -> trident has 3 points -> each guardian drops a shard that makes a trident" thing
    like, seriously, its such an easy addition... make it so that you need gold blocks as the handle material so that even the gold blocks hidden there mean something and thatd improve the temple a lot

    • @billross9132
      @billross9132 7 місяців тому +18

      i always thought it was werid such a unique weapon drops from some lame water zombies. imagine if the mace dropped from a skeleton or sum lol

    • @swordierre9341
      @swordierre9341 7 місяців тому

      @@billross9132 My thoughts exactly.

    • @satriosukarji1777
      @satriosukarji1777 7 місяців тому +8

      My only issue with that is how that’ll easily become an obstacle for newer players to obtain a trident on a server, even if the older players didn’t mean to bar them from getting any.
      I think a better alternative would be to have the trident parts come from those new vault blocks, which would be implemented into the Ocean Monuments with unique loot appropriate for an Ocean Monument via an update.

    • @cj13rules
      @cj13rules 7 місяців тому

      nah elder guardians dont respawn so there will only be limited amount which will be annoying especaly if u want another one or on a multiplayer server

    • @waytoobiased
      @waytoobiased 7 місяців тому +4

      @@cj13rules with this in mind, I'm curious how the ocean monument could be redone with the trial spawner and vault

  • @pepe-sm1uk
    @pepe-sm1uk 7 місяців тому +66

    IMO mending should require players to do something actually hard (transporting villagers from one concentration camp to another through the nether roof is not hard). Maybe something like beating a hard boss, who would drop an item that you can give to the librarian to make him sell you mending.

    • @caosin3667
      @caosin3667 7 місяців тому +11

      Maybe given to either the ender dragon or the wither, maybe an alternative crafting for the wither star
      Besides, they need to rework the durability system, to make mending truly optional

    • @pepe-sm1uk
      @pepe-sm1uk 7 місяців тому +2

      @@caosin3667 nah a new boss would be needed since the dragon and the wither are both too easy

    • @Inspirator_AG112
      @Inspirator_AG112 7 місяців тому +2

      @@pepe-sm1uk: They could actually be made harder, and hey, a way of obtaining Mending could be introduced in the End Update. One thing I noticed is that the Warden and Wither are very easy to cheese by combo-ing them with End Crystals from a pit bordered by obsidian. Another example of using items to cheese challenges is lava buckets in Trial Chambers.

    • @witherschat
      @witherschat 7 місяців тому +6

      Making mending hard would just suck ass with the current state of the game. Durability system is so bad that mending is necessary.

    • @caosin3667
      @caosin3667 7 місяців тому +2

      @@witherschat making mending harder to get incentivizes the player to not rely on it
      We lives whitout mending from early public alpha versions till 1.8.9

  • @astrunkman6988
    @astrunkman6988 7 місяців тому +21

    23:20 There actually is another very useful item that the Ocean Monument is needed for. Conduits. Conduits need 1 heart of the sea, 8 nautilus shells, and then for it to activate, you need any prismarine block surrounding the conduit, and they are quite useful. They allow for, water breathing, haste, and night vision in a radius while underwater. And the main, most useful part of it, it works on land while raining.

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +3

      Yeah but you don’t really need to loot the entire monument for one. You barely need to go near it. Just mine the 32 or so prismarine needed and get out of there.

    • @RePorpoised
      @RePorpoised 7 місяців тому +3

      But doing that requires either a fair amount of tnt or for you to slay the elder guardians at which point you might as well loot the place.
      Oh wait, you can cheese that with milk on java, can’t you…
      Ocean monuments are basically the key to controlling underwater areas as well as being one of two sources of turquoise blocks. This makes sense because they’re also underwater(what a shocker!).

    • @aaronbutnotyou
      @aaronbutnotyou 4 місяці тому +2

      I think that this use needs a little more than what it's got, since Conduits are a relatively obscure mechanic (i think, i might be wrong). New players probably won't know how to get or use them. I suggested in another reply that the core area that's usually gold be replaced with a ruined version of a conduit structure. The gold isn't really worth getting, and is comparable in difficulty (or, in all reality, just time-consuming-ness) to the Bastions, just with less Gold and other rewards, so replacing it wouldn't really be all that much of a loss.
      Maybe toss in a few nautilus shells in item frames or barrels so the player can figure it out. Then that makes repurposing the structure a lot more viable, since you'll have a majority of the resources needed to make a functioning conduit (rather than just prismarine) right away, making the rest of the work significantly easier and more appealing.

  • @scuffedroller2298
    @scuffedroller2298 7 місяців тому +10

    Dude. You're awesome. I love how you can go from giving great constructive ideas one moment only to then suddenly break and go "And if you don't like it, don't interact with it jackass- an eight year old can build a 5 by 5 house, what are you stupid?" and that sort of dual nature just makes my day

  • @sophon__
    @sophon__ 7 місяців тому +24

    god forbid mojang adds two mobs instead of one

  • @IVIaskerade
    @IVIaskerade Місяць тому +2

    One of the things I dislike most about minecraft is how a lot of things that would be great to have are gated behind the process of getting them.
    Like, ooh they introduced amethyst geodes in a new update. I want to explore and go find some. Oh hey they added a telescope so I can more easily scout things out while exploring for amethyst... aaaand it requires a piece of amethyst to make (not glass as I was expecting) so I don't get the equipment until I've already explored enough to find the materials that I wanted the equipment to find in the first place.
    Literally no reason for it besides they introduced amethyst in the same update as the telescope. It makes me really frustrated because it could be far better, but instead genuinely helpful things are arbitrarily gated behind unnecessary roadblocks.
    The same goes for things like elytra. If I want to explore the world in the most efficient way, I have to have "finished" the game already. If I don't really care about fighting the ender dragon because I want to _mine_ and _craft_ (or perhaps because minecraft's combat is really bad compared to other games that I would play instead if I wanted to do combat) then I can never get wings. I can get as many phantom membranes as I like, which can be used to repair the elytra in the same way diamonds repair diamond tools or iron ingots repair shields, but I can't use those membranes to craft the wings because... there isn't really a reason besides the game is designed that way.
    The same goes for things like beacons, conduits, enchanting, netherite... I end up with a situation where in order to get access to the thing, I have to get into a position where it's not really necessary any more. Sure, they're quality of life upgrades, but I'm already past the point of diminishing returns.

  • @kianjt
    @kianjt 5 місяців тому +7

    That “first tree “ metaphor is really sweet, makes me want to build a society that worships the first tree as a god that enabled their existence

  • @radiantsb
    @radiantsb 7 місяців тому +29

    moving villagers isnt high skill, its just annoying which is why i personally dont like that system

    • @mrj1897
      @mrj1897 3 місяці тому

      It’s not something you’re forced to do though. You can literally beat the ender dragon without touching diamonds :/

    • @macmcleod1188
      @macmcleod1188 2 місяці тому +1

      Moving a villager with their workstation and beds is trivial.
      Moving them with a boat isn't particularly hard either.
      Unless your base is on top of a cliff.

  • @Nephelangelo
    @Nephelangelo 7 місяців тому +13

    One of the things plaguing Minecraft is that some of the developers and people in the community have developed some rather deranged ideologies around the game design, such as this bizarre resistance to adding stuff like vertical slabs or some basic aesthetic variety to the game. The game has been out 15 years and it’s like pulling teeth trying to convince developers to just whip up a little bit of fresh pixel art for unique mobs, weapons, blocks, etc. Even the structures that generate are the same painfully few, and rather inartfully designed, houses that repeat over and over and over again. A simple variety in both structure design and mob textures would be one of the easiest and fastest things they could possibly add to the game, and would add so much desperately needed life to the game. They could literally add hundreds over the course of a single month of development, but even after 15 years, there’s literally just one color of pink pig, for example. After 15 years of development there should be so much aesthetic variety to the game that players might never see it all, it’s only because it’s Minecraft that we’ve developed such low expectations. The new wolves have been an enormous breath of fresh air and I very much hope this indicates Mojang is finally seeing the light.

    • @EmperorPenguin1217
      @EmperorPenguin1217 7 місяців тому +10

      "it’s only because it’s Minecraft that we’ve developed such low expectations." THIS.

    • @JumboDS64
      @JumboDS64 5 місяців тому +5

      To me it's more that different skins of pig seems against the core aesthetic philosophy of the game. It's like how every Goomba in a Mario game usually looks the same. I'd be fine if the changed it, but I don't think it's WRONG that the game keeps to a more game-like presentation instead of going for more aestehtic variety.

    • @Nephelangelo
      @Nephelangelo 5 місяців тому +1

      This post of yours is the exact ideology I’m talking about. A lack of variety is not an “aesthetic philosophy”, you’re just reading into the shallowness of the game and rationalizing the neglected development. There’s nothing clever about the lack of variety or features. They just failed to develop the game. @@JumboDS64

  • @Inspirator_AG112
    @Inspirator_AG112 7 місяців тому +7

    *[**27:07**]:* Or being ignited by an arrow shot through that lava, or a zombie who's on fire, or accidentally destroying loot with the lava. There are other risks that do nerf the rewards of cheesing with lava buckets, contrary to one of my other comments.

  • @psychokuca302
    @psychokuca302 7 місяців тому +29

    29:50 This point is valid, but. There is a but. Imagine, you have a very nice comfy bedroom. You like it a lot. And then someone comes in and places whole bunch of furniture. You say "i dont like it" and they reply "oh then dont use it!". But it is here. In front of your eyes, and as much as you dont like it, you still evertually will use it. You still dont like it,you liked your chest with clothes better,than new closet, but this closet is just much better. Yes,its your fault taht you like old stuff more, but it still there.
    Then, you could say, then dont use newer versions of the game. Sure, but what if i like *certain* feature new update introduces? But it what if i like my new chair,but with this chair i have to get an ugle carpet and have to use it?
    So then.. we should be able to chose what we want in a game... but then it will become a settings mess.. so,idk the solution, and tbf,im glad mods exist and you can freely access older mc versions
    (Hope my english wasnt worst,haha,not my first language)

    • @witherschat
      @witherschat 7 місяців тому +1

      The thing is, the comparison doesn't work well with Minecraft's current design philosophy. So many of the newer features require you to seek them out before you interact with them. The only features I can name that you can't avoid on the path to beat the Dragon since 1.9 (8 years ago) are:
      - Nether biomes
      - Increased world height
      And those two features are among the most universally loved. Everything else is optional.
      A better comparison would be if someone went into your room and gave you an IKEA catalogue with a gift card. You could change all your furniture, or you could ignore the catalogue. Blalming the person who gave you the catalogue if you change your room's layout and don't like it is... nonsensical at best.
      (Also your English is very good don't worry.)

    • @psychokuca302
      @psychokuca302 7 місяців тому +2

      @@witherschat I would add new cave and cliffs generation and villagers. If you explore mc world, you will see them. But since last “experimental” update with villagers, I actually like it, cuz building prison doesn’t work that well and you still have to put some work into getting what you want (e.g. mending with swamp villager,instead of just Rerolling.
      Second is caves and cliffs generation. It’s cool, and variety is cool, but for it still feels… not as cool as old mc.
      Maybe it’s jays nostalgia,but that’s how it is for me.
      And I actually like your example and I think I agree with it. Reason why I didn’t see it that way is a ME problem cuz I spend quite a lot of time on hot and like optimising stuff, and not using “best” feels not as good, but now I might rethink it and I guess try to compare myself less to this “best” ways

    • @witherschat
      @witherschat 7 місяців тому +2

      @@psychokuca302 There's a whole other issue with making Mending so much harder to get (and tying it to a rare biome on top of that), which is that it locks a tool that benefits one playstyle (building/redstone) the most behind comitting to another (exploration/combat).
      First, to put this into perspective: One of the smallest and simplest gold farms requires 76 stacks of magma blocks. This is the equivalent of 3 diamond pickaxes, one pick with Unbreaking II, or 3/4 of a pick with Unbreaking III. That is, before you include the rest of the structure. It is not the most expensive farm to build, and that's before you add in base building, making a storage system, or potentially decorating your farms.
      The amount of tool durability I burn through when playing the game is quite insane, and is higher than what the average PvE enjoyer will use.
      What this means to players like me is that Efficiency V, Unbreaking III and Mending aren't "endgame". They're a prerequisite. Getting them is basically like the unskippable tutorial whenever you start a new save. So, gating them hard is very harmful to this kind of play.
      As far as the current system goes, it quite honestly sucks a lot. I have broken and replaced enough lecterns to break diamond axes, and it isn't engaging since you never know how much more you have left. And what do the villager changes do, you may ask? They make it worse.
      Okay, let me explain. The new system is just as RNG (world gen is random, the direction you explore in is random, zombie villager spawn is random, and swamps and zombie villagers are quite rare). On top of this, it *also* requires a massive aspect of exploration, which isn't the playstyle that the people who need a dozen mending books the most usually follow. Once you've done all the work, congrats: you only got one of the 3 enchantments you need on multiple different tools. How do you get the other two? Repeat the whole process.
      But SURPRISE! Even the Master Trades only give Efficiency III and Unbreaking II (which is jungle-only). Which means that you have to then farm EVEN MORE XP than you normally would need, and combine the books in the right order to avoid skyrocketing costs. And how do you get XP before you have the tools to build a farm? You guessed it, PvE.
      Now, what are your other options if you don't want to do that? Enchanting table (also RNG, also XP sink which means PvE), or structure exploration (which also has, you guessed it, PvE and RNG).
      What this means is, players with my playstyle are now forced to put a decent committment into an entirely different playstyle (2 if you count exploration and PvE as truly separate) in order to get the tools needed to START fully indulging in theirs. This is absurd, and in my opinion bad game design, especially for what Minecraft is trying to be.
      On the other hand, the Trial Chamber and the Mace are absolutely perfectly implemented, and they avoid every issue I mentioned above. Who gets good use out of the Mace? PvE players (and explorers too to an extent). How do you get the Mace? By exploring and fighting mobs.
      The Mace is a powerful weapon that requires skill and dexterity to fully use, and it is obtained through Ominous Vaults, which are opened through the opt-in hard mode of the Trial Chamber. Even the two-difficulty system of the Trial Chamber is brilliant, because it makes the same structure appealing to multiple skill levels.
      Now, let's imagine that the Mace isn't a reward from ominous vaults anymore, but instead has a crafting recipe that requires 4 stacks of regular Trial Keys. The only realistic way of obtaining the Mace this way is to build a Trial Key farm, or in other words, to commit to a playstyle opposite to what the Mace encourages. Does this idea sound stupid? Yes? Good. Because that's exactly how pertinent it is to lock Mending, Unbreaking III and Efficiency V this hard behind exploration and combat.

    • @doriantermini
      @doriantermini 7 місяців тому +3

      The solution is to restart and make our own Minecraft. Microsoft and Mojang have no current competition regarding Minecraft and we all know that if you have no competition, you can just produce slop and no one can do anything about it.
      Hytale was announced in 2018, still hasn't arrived. Vintage Story is not what the majority of people are looking for. Cube World continues to be remade and be disappointing. 4D Miner is cool, but too confusing to a lot of players. Planet Smith is beautiful and is to be honest, the closest competition to minecraft that we have. We need just a new simple Minecraft, starting from the beginning. The goals of the game would to be build, protect, survive and thrive.

    • @LordVarkson
      @LordVarkson 3 місяці тому +1

      @@witherschat > path to beat the Dragon
      There shouldn't even be a god damn dragon, let alone any new mechanic.

  • @bakje24
    @bakje24 7 місяців тому +22

    Cool video BUT i have some things to say:
    Ok about the villager rebalancing.
    Right now we have an easy, slighty tedious, but still easy way of getting an incredibly overpowered enchantment (mending). If you were to make villager transport easier and implement the villager rebalancing, meaning bringing villagers to a swamp and getting guaranteed mending. It would turn an easy, slightly tedious way of getting mending into an even easier, less tedious way of getting mending. To me this seems a little strange, making an already overpowered enchantment even easier to obtain. Yes sure the RNG trade rerolling is not fun, but this is not the solution either.
    17:52, this is a dumb argument, the only reason you can turn it off as of right now is because it is experimental and once it is no longer experimental and is implemented into the base game that choice is longer.
    About the "comfort meter". I don't think necessarily it is a bad idea. sure it would make villager keeping more fun. but these rules for a comfortable living must be clearly communicated to the player. and the argument you make at 21:33 is also kind of stupid. For a new player if they did not know these comfortability rules for a villager they would not understand why its not working and get frustated. and then you say that its not that hard and also look at potion brewing, thats bad and complicated too! but just because that really old bad potion brewing system (even an experienced player like me who has been playing minecraft for over 10 years still doesnt know of the top of their head) is in the game does not mean that we can add more really bad systems. mojang should have fixed potions a long time ago but it is one of the oldest core gameplay mechanics of minecraft and its hard to redesign something like that so they choose to add some more useless mobs or something idk blah blah look at the boredom shitfest 1.20 was.
    22:00 27:15 JUST ADDING A GAMERULE TO TOGGLE SOME FEATURE/TOGGLE FOR A FEATURE ON CREATING A NEW WORLD IS NEVER THE RIGHT SOLUTION!!!!
    29:14 players still want new content, just saying dont update because the new content their getting is not to their liking does not solve the issue of them wanting new content. they want content that they like.
    anyways this probably the longest youtube comment i've ever written yap session over

    • @v5hr1ke
      @v5hr1ke 7 місяців тому

      With this it'll be harder for Mojang to find an even better ground for it to be implemented. It's worse with Microsoft meddling in their affairs.
      Best bet is to make Mojang listen, or... leave things as is.

    • @TheDominator
      @TheDominator 7 місяців тому

      You are right, but he is hardly aware of it.

  • @Ziomus567
    @Ziomus567 19 днів тому +2

    I really liked the first part of this „series”. After watching it I hoped that anybody would make some kind of different take or a response to it. Well some time passed and surprisingly it was you again. I really enjoyed this one too. In both of them you make some great points, some of them I had before, some of them are new and with some i don’t agree, and that’s ok. The answer to this „minecraft progression and friends conundrum” for me always was that we as the players are the main issue. To paraphrase your words from this video, I came to the solution and tried to come up with the equation after, and as you expanded this same point further and further, it all clicked and I thought, that all the other points, while often valid, at the least in part, are completely irrelevant next to it.
    I also want to nitpick a little and point out that your point from the end of the video is contradictory to what you said as an answer to hypothetical comment under this video. „BuT yOu dOn’t hAve to go tHroUgh ocEaN mOnuMenTs! Yeah but i don’t have to go into any structure, (…) the imbalance still exist wether i choose to partake in it or not” and the whole burger and chicken wings comparison is a mirror image of „Don’t like netherite? don’t use it! Don’t like trial chambers? Don’t go in them! Don’t like experimental villager rebalancing? Don’t turn it on!” and a bit before and after that but this comment is already too long so I won’t go back for the nth time and quote it all. Either we are consequential in both or in neither

  • @Eternatus00
    @Eternatus00 Місяць тому +3

    -Makes an amazing video
    -Hates it
    -Makes a bad sequel
    ???

    • @TheGeekFactor
      @TheGeekFactor  Місяць тому

      The sequel is objectively better. Ligma.

    • @HKIHNDKNSI
      @HKIHNDKNSI Місяць тому +1

      Ligma? I might have to search that one up in a dictionary or some medical texts of some sort. Care to enlighten me as to what is the meaning if the word, "Ligma"?

  • @john_titor8074
    @john_titor8074 7 місяців тому +65

    "The Fault is not in our Stars, but in Ourselves..."
    -Cassius, Shakespeare's Julius Caesar
    I realized Minecraft isn't boring, I am. So instead of complaining about other people's work, I started working on myself. There's a neverending rush of new games that you can just consume without ever reflecting on your own life, but Minecraft is not one of them. Minecraft is you.

    • @MusTheFan
      @MusTheFan 4 місяці тому +1

      You are crazy, not in a good way

    • @dustinlattimore7336
      @dustinlattimore7336 4 місяці тому +1

      Yeah realizing you actually aren't that creative and just a lazy min/maxxer who just looks up guided to break the game is a wake up call

  • @AngryyBeaverr
    @AngryyBeaverr 6 місяців тому +11

    I started playing Minecraft since the Beta days and stopped playing around the end of 2016. I recently went back a few months ago to relive the memories and was shocked at how different the game was. It almost feels as if someone downloaded 20 different mods into my game and now I’m stuck playing with mods that I didn’t want.
    But I understand that to keep people interested you need to continue updating the game, it’s just sad to see we’re all grown up now and that the feeling we got during the early days is lost.

    • @sillyking1991
      @sillyking1991 3 місяці тому

      I started playing around the same time (2010-2011) and i've enjoyed basically everything they've added. I honestly can't relate anytime i hear anyone talking about how some magic was lost. I don't say this to denigrate you, im just always surprised when i hear this

    • @azzy-551
      @azzy-551 3 місяці тому +1

      I agree, it just feels different. I think the additions are generally good (the nether, ocean, and cave updates where really cool). But theres a point where the game just feels different. Minecraft used to feel lonely. Structures were scarce enough to be intriguing but not enough to make the world feel populated. Now every minecraft world feels more like a post apocalypse than a mysterious world with scattered cryptic structures like it used to. I like the new things they add. It's just makes the game different now, and I miss how it used to feel.

    • @LordVarkson
      @LordVarkson 3 місяці тому +1

      They really just need to ditch all the RPG stuff, villages etc and go back to basics, just beta-era minecraft with the newer biomes and terrain. The game was done over a decade ago, it's just pure cope now.

    • @sillyking1991
      @sillyking1991 3 місяці тому +1

      @@LordVarkson nah, that sounds pretty lame to me. I like villagers, not just for the stuff you can trade. But just for the ability to build villages and actually populate them.

  • @Nhshadow9H
    @Nhshadow9H 7 місяців тому +12

    Love this video. But the main thing flaw is alot of mechanics require outside explaination. Diamond Pickaxe's being able to break obsidian is never explain. You arent even explained that you can break wood with your fists.

    • @Roadgrundy
      @Roadgrundy 7 місяців тому +3

      Yeah, there's a tutorial tab in bedrock, but that doesn't really solve the issue. The fact that the average first-time player will have literally no idea what to do when they create a new world is the biggest flaw in Minecraft's design imo.

    • @jess648
      @jess648 7 місяців тому +7

      @@Roadgrundyit feels like a game designed around the social aspect. how most people played was their friends, youtubers or wikis telling them about mechanics

    • @zelda1571
      @zelda1571 4 місяці тому

      I think tools should not be able to break stuff it cant get a drop from, for example a wooden pickaxe should be unable to break diamond ore and then we bring this logic to almost everything. I think it would make more sense and make it nicer to try out new tool tiers on different stuff and not lose out on certain materials.

  • @DragonbornMike-ym2er
    @DragonbornMike-ym2er 7 місяців тому +18

    Too me, I think Minecrafts biggest issues with progression is both lack of variety, and lack of usefulness/reward in some areas.
    An example I'd add is the Gold tier is so useless despite requiring iron to acquire outside of finding it in treasure. I think gold should've gotten a significant enchantment buff, or even make mending exclusive to it.

    • @RePorpoised
      @RePorpoised 7 місяців тому +6

      Gold is tied to the renewability of gravel and raw quartz as well as bulk obsidian(piglin trading).
      But you’re right, there aren’t enough uses for gold in the overworld.

    • @waytoobiased
      @waytoobiased 7 місяців тому

      if gold tools' durability was buffed to be in line with stone or iron, that would be huge

    • @witherschat
      @witherschat 7 місяців тому

      @@RePorpoised Gold *INGOTS* have a good use. Gold *TOOLS* don't.

    • @ukyoize
      @ukyoize 7 місяців тому +5

      I think enchantment needs rework, giving gold hidden strenght

    • @astrunkman6988
      @astrunkman6988 7 місяців тому +1

      @@waytoobiased After you get even full diamond wearing gold isn't a necessity because your too powerful.

  • @KajtekBeary
    @KajtekBeary 7 місяців тому +7

    My problem with getting mending is not putting in work or rng, is the fact that it's... tedious. I like the idea, but we NEED some ways to transport villagers. I would also love to see terraria-like reputation/comfort system, like you said, instead of farming raids and zombification...
    Mobs following needs to be reworked entirely. AI of mobs in mc is just... waaay too bad. I think there should be a different way of moving them, or even obtaining them. Maybe option of accomodating wandering traders? Every time wandering trader appears they can decide to stay in your base and become regular villagers if comfort level of local viable home spaces is high enough. Maybe add villager labels to beds that would make those beds their, and thus they will stick around it? A lot of ideas.
    When it comes to Mojang and being personal... I will never probably be on the side of Mojang in any debacle. Not after what happend with Dinnerbone, chat reports, and how they literally used a bedridden person as a scapegoat, from all the leaks that were publicized at the time. We have not get their nicknames (people's whom DMs were leaked then), and mojang pretty quickly convered it up, but for me that's enough to never respect them again. They specifically used Dinnerbone as a person that will take all the hate for chat reports when they knew he is ill. It's despicable. I know it's not entirety of mojang, but we don't know specific names, so the blame falls upon entire company.
    I also hate how they treat community and act like everyoen is a child, instead of taking it head on and acknowledging their mistakes, they act like they are the ones in the good every time. Their apologies are almost 99% non-apologies. Like that one time with Birch Biome update... They should take it head on, not makinh excuses. They overestimated what they can deliver, they should not act like it's community fault for misunderstanding them.

  • @SyncGLX
    @SyncGLX 7 місяців тому +14

    The parrots with cookies thing is something I always bring up, it’s almost like no one realizes that mojang is obviously just chasing the image of being a perfect company, because the parrot thing is such a small feature that no one really thinks about it… idk what I’m saying I just don’t like mojang ong

    • @antynomity
      @antynomity 7 місяців тому +1

      Microsoft sweep

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +5

      The parrot came out after Microsoft bought the game

  • @cat_in_a_fish_bowl
    @cat_in_a_fish_bowl 7 місяців тому +14

    I think I might have a better fix for mending, first removed mending from villager trades, make mending have the the ability to duplicate by crafting like armor trims, but just like armor trims they should use seven diamonds and a book. This way would make mending way harder to get early game and easy enough late game. This is just my idea, love the video ❤️

  • @sienaberry464
    @sienaberry464 7 місяців тому +4

    I completely agree with the “comfort meter” after I saw your video I started thinking of ways to fix the mending problem and I ended up coming up with a very similar idea. What I didn’t like about the rebalance is that it sort of incentivized building a breeding camp in a swamp and I thought that was a dumb solution. I think players should have to earn mending by treating the villagers well for a change and I think the idea you came up was great to fix that.

  • @plasmamuffin1320
    @plasmamuffin1320 5 місяців тому +7

    "If you don't like the new updates don't play them"
    Yeah except no one makes mods, texture packs, maps, or servers for the old versions, and the ones that already exist get lost because no one updates the download links, and it's almost impossible to find videos of people playing the old versions on youtube.
    "If you want to change the game just make your own mods"
    Do you have the slightest idea how difficult it is to make mods? You need a LOT of coding knowledge, plus usually art/3D modeling skills and the knowledge of how to make a mod work with forge or fabric or whatever else they come up with. Coding is very difficult and some people just don't have the time or ability to do it. It's like saying "Don't like modern movies? Make your own!"

    • @TheGeekFactor
      @TheGeekFactor  5 місяців тому +1

      1.12 is known for modding… same with like beta 1.7. There plenty of mods for these versions. And hey, coding is a lot of work. If you’re passionate about something, go learn it.

    • @plasmamuffin1320
      @plasmamuffin1320 5 місяців тому +2

      @@TheGeekFactor I've tried multiple times.

    • @TheGeekFactor
      @TheGeekFactor  5 місяців тому

      You should watch the channel “Pirate Software” good streamer. Inspirational stuff. Does “Game Jams” where he encourages people to make games and get into coding. Good community to get into.

  • @jawwlord9610
    @jawwlord9610 7 місяців тому +3

    The way to fix the mending issue, is to just get rid of the "Too Expensive" thing in the anvils. If players could repair their gear indefinitely, they wouldn't feel the need to get mending immediately.

    • @waytoobiased
      @waytoobiased 7 місяців тому

      agreed. reducing the steepness of the cliff from non-mending to mending can only be a good thing

    • @sicklysweetdenouement
      @sicklysweetdenouement Місяць тому

      this. unironically, I do not care how much xp it takes. I'll pay 120 levels if I have to

  • @nickredmon6998
    @nickredmon6998 7 місяців тому +32

    I'm of the mindset that if you purposely cheese stuff then you obviously don't like challenges. And I'll die on that hill.

    • @FishFireTBoy
      @FishFireTBoy 7 місяців тому +7

      I agree with this unless the "challenge" is something entirely luck based or bugged or unfair etc

    • @funnyspoon5120
      @funnyspoon5120 7 місяців тому +8

      The issue is that the "challenge" you are cheesing isnt actually challenging in the slightest

    • @ProxiProtogen
      @ProxiProtogen 7 місяців тому +5

      "God minecraft is too easy!"
      >breaks through the Nether Roof

    • @waytoobiased
      @waytoobiased 7 місяців тому +7

      I would agree, but there also needs to be an enjoyable non-cheese route, and for Mending, no such route exists at time of writing

    • @witherschat
      @witherschat 7 місяців тому

      And there's nothing wrong with that. Just don't go complain that it's too easy afterwards.

  • @StarShade0
    @StarShade0 7 місяців тому +57

    Do people forget that Villagers can be lead by job blocks and beds? A fresh villager will always travel to the nearest job opportunity or sleep in the closest bed at night. If you break that block, they search again.
    You can chain a line of composters or looms together and break them one by one for a relatively harmless journey. I swear this gets overlooked in the conversation of villagers and I never know why.

    • @PhazoGanon
      @PhazoGanon 6 місяців тому +22

      It might be because it's just not as convenient or obvious as something like leading animals with food items

    • @supermagma
      @supermagma 6 місяців тому +1

      I personally lure villagers with carrots or potatoes

    • @Gofaw
      @Gofaw 5 місяців тому +5

      People want an instant fix, they're low attention span goblins

    • @YouCanCallMeIz
      @YouCanCallMeIz 4 місяці тому

      @@Gofaw No, job blocks and beds are an intuitive way to lead villagers. They're not low attention span, they're just not all going to know the inner workings of everyone's favorite block game.

  • @isthissparta1485
    @isthissparta1485 3 місяці тому +3

    Minecraft initially struck gold in its gameplay loop, but poorly thought out features continue to whittle away at it. The driving threat of early Minecraft was night, and players had 10 minutes to gather materials and build a shelter or face legions of monsters. The danger of the world half of the time drove players to build up their base to be able to do more at night. Mining was its own gem as well, with caves acting as procedural generated dungeons with loot built into the walls requiring you to build, mine, and fight to navigate the caves. Progression in the game was the open ended goal of building your base to survive nights safely and exploring dangerous caves to progress your equipment. Beds were the first nail in the coffin, being easily attainable in the first day and completely eliminating night and thereby one of the driving factors for building. Enchanting was alright at the time it was introduced, allowing you to spend experience points you got from fighting on a slot machine to get marginally better tools. You would always get a better version of your tool, but to get better enchantments meant more mining to make more tools to spin the slot machine more. However, with the introduction of anvils and enchanted books, the last stage of Minecraft's progression became possible but tedious: max level enchanted tools. It would be one thing if you had to spend hours grinding max level enchants at XP farms, but no, those tools you spent hours on will eventually break. Spending resources to repair them in an anvil would have demanded you keep mining for diamonds, but the anvil repair system is stupid, costs a ton of XP, and will eventually lock you out so that is off the table. The only way to avoid repeating the hellish grind to get max level enchants is through villager trading halls where you can get every enchantment including mending, which allows you to repair your tools infinitely with XP. At this stage in the game, you skip the main driving force behind building a base every night, have no continued need to go mining for diamonds since your tools will never break, and have no push from the game to engage with its strong core features of building or exploration beyond your own personal desire to

  • @bellslimes
    @bellslimes 7 місяців тому +1

    I’ve been so excited for this video since I saw the community vote on it being the next video you’d make, I loved the first one and I certainly was not disappointed with this video either!! Love the content and what you represent when you post, good to have solid creators who want to actually help evolve the situation of Minecraft being iffy these days ❤️❤️❤️

  • @H20ZTS
    @H20ZTS Місяць тому +1

    Very nice video, I like the explanation about the clear issues that a few... "Enchantments" seem to create

  • @kingducky7123
    @kingducky7123 7 місяців тому +3

    all of this mans videos are insanely well thought out like heck i "half cried" when he told his experience with minecraft

  • @caseycadaver99
    @caseycadaver99 7 місяців тому +1

    Thanks to your part one video I started looking for mods that aim to rebalance the game while maintaining a vanilla feel. One modpack I've been using reworks the ore system, causing most ores to only drop nuggets instead of just whole pieces of ore. I feel this helps hugely slow down the early game as you can't easily get an abondance of iron bars right away, not to mention the fact that you have to make iron smithing templates in order to make iron stuff in the first place. It also makes finding rarer ores like diamonds much more rewarding which I feel is lacking in minecraft nowadays. Anyways, really cool video! I wanna try making my own mods one day and I think it would be fun to attempt to implement some of the ideas you've made up into the actual game.

  • @unoriginal2552
    @unoriginal2552 7 місяців тому +6

    I said it last video and I'll say it again.
    Mojang should make the armor system more interesting. Make it so that you need to upgrade armor to make it better.
    Like leather -> chainmail -> plate armor -> diamond -> netherite.
    And revamp the dungeons. Make them more interesting. Make them feel like actual dungeons. Have their layout randomly generated. This goes for the two temples too.

    • @waytoobiased
      @waytoobiased 7 місяців тому +2

      tbh dungeons don't need to be huge - they're not even called dungeons anymore, they're called "monster rooms" on the wiki
      I would say they should get more block pallets and maybe "indicator blocks" like in the trial chambers

    • @unoriginal2552
      @unoriginal2552 7 місяців тому +2

      @@waytoobiased I say "dungeon" to mean things like bastions, strongholds, fortresses, etc for future reference.
      Sorry for the lack of clarity.

    • @waytoobiased
      @waytoobiased 7 місяців тому +2

      @@unoriginal2552 ah, agreed there, at least to an extent
      nether fortresses, strongholds, and ocean monuments could definitely be more interesting than they are now, for structures with such hefty amounts of pomp and circumstance. Mojang knows how to design cooler structures, and I think we agree that the older ones deserve better
      I don't think desert and jungle temples need as much fancy stuff (particularly now that desert temples have some exclusive loot in 1.20, and a bit more with the trade rebalance), but jungle temples could have a room at the bottom (maybe behind some iron bars and guarded by a trial spawner?) with two or three jungle villagers trapped inside so that someone coming in with the trade rebalance's jungle explorer map has a place to start when making a village to get that sweet Power V book
      bastions could use some light tweaks to bring in the new 1.21 features, but I would say they're already pretty well designed

  • @ivanivanich761
    @ivanivanich761 7 місяців тому +5

    When you replace "I" with "We", "illness" becomes "wellness".
    I liked your first video. I also liked lots of your points that you've made in this video, especially about villagers comfort. What I did not like, is that instead of being chill and talking about game design, you mostly focus on your haters vs yourself. Don't get me wrong, it's great to compare your opinion to others, but I don't think it should be the focus of your videos. I would rather much prefer if you talk and expand on game mechanics and possibilities of game design.
    Yeah, some people make stupid arguments, but it's part of life, individually we are dumb.

    • @Inspirator_AG112
      @Inspirator_AG112 7 місяців тому +4

      Who invented that first sentence?... That is a genius pun!

    • @ivanivanich761
      @ivanivanich761 7 місяців тому +4

      @@Inspirator_AG112 A video called: what did the minions do after WW2

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +6

      I suppose I was trying to premptively counter some arguments that could be made against my points. I think its important to consider counters to our own arguments so that we can make sure they are solid and the argument has good backing. I don't think the focus is on haters vs me. I think the focus is on fixing some issues I see with Minecraft.

  • @walluntalli
    @walluntalli 7 місяців тому +6

    At that 11 minute mark. Talking about the memories feeling cold. Made me actually burst in tears a bit. So fondly do I remember my dear friends and worlds long gone. I think my time with MC is over. Its better to have those memories than linger on. Thank you for helping me with these two videos

  • @obviouslykaleb7998
    @obviouslykaleb7998 4 місяці тому +4

    "the community is (partially or mostly) at fault for the game's decline" is a null argument. This is because nobody cares if a good game naturally declines with age - nobody has decried Undertale's decline in popularity over the years. It's not even that people hate change; your common example of Terraria shows that people don't actually mind change if it's done right. So many years of updates and absolutely no one has any substantial complaints - there are no videos decrying what the developers are doing, and every update announcement is met with uninhibited praise and excitement.
    It's important to remember that companies are NOT people, also. They are made up of people, perhaps; but to say "stop being mean to them, they're people too" is null since no criticism is ever thrown at the individuals who make up the company. If someone said "that Jeb fellow really sucks and I don't like him" then perhaps that argument would have some weight - but nobody does that. I also think just about everyone who says that Minecraft used to be so much better understands that the fault likely lies entirely or mostly with their higher up company - that being Microsoft.
    Mojang isn't a small indie company anymore. It's not beholden to the niceties that one should use to treat small indie companies. They've added, either by their own volition or someone else's, ACTUAL MICROTRANSACTIONS to the game, so of course they deserve criticism.

    • @TheGeekFactor
      @TheGeekFactor  4 місяці тому

      I think micro transactions are fine, actually… so long as they are micro. Some games do that thing where the micro transactions are like $25 and it’s insane. I think the most expensive thing in the marketplace is $10, which is a realistic “overhaul” to the game.
      I do think the Minecraft community is kinda entitled. The terraria community has been told like a million times that development is over, so there is no precedent for continued updates, but with Minecraft… people have the audacity to bitch and whine about free content. Almost every other game out there today would be charging for it, like a seasonal thing, but no… Mojang doesn’t. It’s entirely free.
      There is a massive meme about how the devs at Mojang are lazy, with one video even causing someone to call for the doxxing of Minecraft devs. The community is full of entitled kids who think making and maintaining the best selling game of all time must be easy because some modded could slap together a little mod with zero quality control

    • @obviouslykaleb7998
      @obviouslykaleb7998 4 місяці тому

      @@TheGeekFactor IMO 10 dollar microtransactions are too much for a paid game, but I do recognize that the limits vary between person to person. That said - paid mods are and have always been unwanted by the gaming community at large; and even though you might point at the prior mash up packs in the old console versions of MC, those included very well made skins, a map, and a texture pack with included music for a cheaper price than most marketplace items today. There's far too much drivel that costs far too much in the marketplace, and it doesn't hold up to the prior quality Mojang used to hold themselves by. But I'll not speak to this topic further, since every point I make will inevitably be countered with "nuh - uh," seeing as it's a topic built on opinion.
      As for community entitlement, let's change communities, again, to illustrate the point. TF2 is a still-large community who's playerbase is not expecting any new content whatsoever. All they get is seasonal hat crate additions and maybe a new emote every once in a while; even that serves the sole purpose to keep the game's servers up and running. So they get no content and expect no content - and yet they love their game SO MUCH that they managed to get nearly the entire internet to rally together to defend the game from the bots that were plaguing it. This is the community, I'll remind you, that only ever receives opportunities to waste their money on gambling (two dollars for a key to a crate for a near guaranteed disappointment); and yet, again, they love it.
      That last paragraph is to say: clearly there's something else at play here than "the players' expectations."
      as for your last paragraph: "the devs are lazy" was a tongue-in-cheek joke born from the announcement of the Caves and Cliffs update - to which the first pitiful half was released several years past the original expected date, and the playerbase had to wait even longer for the substantive bits of the update that they actually wanted (and other situations, IE, the mob votes only allowing one mob to win despite it being proven that individual modders could add all of them in days). Of course there'd be jokes about the production speed of the thing they love when it was so pitiful. To this day we don't have a solid reason why the game's development takes so long; people speculate that it's Bedrock Edition's cross-compatibility that they have to account for, and others will say that Microsoft is weighing heavy on them.
      And two more things - one singular video calling for doxxing does not make a community toxic; else your several videos detailing your issues logically would make this the best and most patient game community ever by weight. "One swallow does not make a summer," as Aristotle said.
      Lastly, children's say in online communities hold less weight, because frankly, they don't yet have the capabilities to reason well; either their own opinions or the best way to voice them.

    • @TheGeekFactor
      @TheGeekFactor  4 місяці тому

      Caves and cliffs was delayed once… for like a few months. Might I add it was developed during the 2020 pandemic… the devs aren’t lazy. They didn’t wanna get sick from covid and didn’t wanna push overtime in a time period where millions of people were dying, losing jobs, or having their whole lives turned upside down. Team health is always important, doubly so when you’re in a pandemic. The fact that people- you included apparently- call them lazy for that is insane. It’s free shit. During a pandemic. So what if it gets pushed back? They’ve got plenty of good excuses

  • @method2297
    @method2297 7 місяців тому +1

    I love how inspiring you sound in these videos. I am in the process of making my own version of Minecraft, what I want the game to be. It is a total conversion mod for Infdev, a pre-alpha version of the game, personalized to my own liking, adding thigns ive always wanted to have in the game since i was a child.
    Although I had the inspiration and drive for doing this way before finding your videos, your words helped me be determined to finish this massive project. Ive been on the down low these past couple of months, motivation for working on it being at an all time low due to the challenges of all the major overhauls I need to do.. but yout videos inspired me to give it my all and make sure I see it through. To that, all I can say is, THANK YOU ❤

  • @reneabullock1899
    @reneabullock1899 4 місяці тому +1

    I think guardian temples need a chest of some kind that has an exponentially high chance of having silk touch in it.

  • @GGBlaster
    @GGBlaster 7 місяців тому +1

    I like your last points about making the changes you want in Minecraft. I’ve lately begun remodeling some old Minecraft structures, hoping to give them a fresher look. It’s only in creative mode rn (no datapack, sorry I haven’t picked up modding 😢), but the portal room looks far more grand and imposing. The hallways are more claustrophobic, and I’m getting rid of the iron doors because I’ve not seen them as really serving any purpose.

  • @AffectionateArcticFox-yl8gs
    @AffectionateArcticFox-yl8gs 7 місяців тому +1

    Hey man, new subcriber here. Your vidoes are awesome and really fun to watch. It's incredibly geniune, interesting and high quality.
    Your vidoes has sum up my problems about the game:
    Minecraft is incredibly flawed and needs a lot of restructuring or reworks .

  • @kowalzki_4119
    @kowalzki_4119 6 місяців тому +1

    Really liked the idea of the comfort for the villagers, It kinda makes players want to create towns and city around their trading halls, instead of mass concentration camps to breed and trade. I need to be honest, the moment I know about villagers and trades and started to work on that, the only decoration that I made was a prison, other friends in my server made a cute market, but I always thought it was weird, like false, I always make some stories in my trading halls, the other I made was a mad scientist that was making experiments on the villagers and that's the reason why they were trapped. I don't know why my humor and weirdness makes me do things like that, but I would love to have a system similiar to what you describe and maybe fill the woodland mansion with villagers and decorated to feel like a home.

  • @rollnaway7809
    @rollnaway7809 7 місяців тому +2

    This is probably one of the best "the state of minecraft" type videos I've seen lately. At a base level, you made some really solid points on how to improve the game (I especially like the idea of the "comfort meter"), and its just well crafted. Plus the lack of nostalgic arguments is very nice, as way too many just kinda say "its not the same anymore" and call it good. But I think the reflection on the community and yourself really stands out from the crowd.
    People are different, players are different, and if you truly have deep issues with the game, then there's nothing wrong with moving on for now. It's understandable to not want to let go of something that is likely the childhood for so many people, but staying only seems to lead to hateful discussions over it.
    And a little side-note, I feel like some of the more toxic discussion comes from some sense of entitlement to consistently great (usually game-changing) updates, which doesn't really make sense to me. I don't think in any point in minecraft's history have they had a streak longer than like, 3 updates in a row that were colloquially beloved. I don't see a huge issue in something like 1.20 every now and then, yes it wasn't game-changing, but it didn't really hurt anything either (and archaeology is pretty cool imo, hopefully will get used in future structures as well).
    TL;DR: great video, and I hope more people see it so maybe some people will chill out

    • @witherschat
      @witherschat 7 місяців тому +1

      I absolutely love 1.20. Probably one of the best updates for a game like Minecraft in quite a while. Why?
      The armor trims. It adds an incentive for people to explore by gating unique, interesting, but not necessary items, behind a lot of structures. And most importantly, the feature is tied to armor and armor only.
      What this means is, it makes exploration more fun and rewarding, encourages you to look for structures you'd ignore otherwise, all without hindering other playstyles (such as redstone players or builders) by gating an interesting thing for them behind an aspect they hate.
      As a redstone player and builder, gating, say, mending, behind end cities or something would just make the time it takes me to get my basic tools (i.e. fully enchanted diamond gear) much longer, and delay the "true start" of the game for me. I want to reiterate that fully enchanted diamond gear isn't "end game" tools for me, it's the end of the tutorial section. So, seeing people who want it to be hard is pretty disheartening to be honest. On the other hand, armor trims are a nice rewards in the rare times I decide to go explore, while not significantly nerfing me if I decide not to step far out of my preferred playstyle.
      Another good example of proper added progression is the Mace. It's a very strong and unique weapon, that shines the most in exploration in PvE, gated behind a PvE challenge in a structure. Adds engaging progression for people who seek it out, but the people who don't seek out that kind of gameplay usually don't need the Mace anyways. Heck, the Trial Chamber even has an opt-in hard mode with extra reward, which makes it accessible to lower skill players and interesting for higher skill ones.

  • @kwaz_
    @kwaz_ 5 місяців тому +1

    I don't know if you're ever going to see this but I'd like to chip in some of my own thoughts into this. I do agree with your point about how the player is expected to progress throughout the world. Though as someone who has played through the game multiple times on multiplayer servers, I feel as though the initial stage of getting gear is not fun and feels very grind-y. However, I feel like the many players that simply get good gear, build a small house, and call it a day are missing all of the features that Minecraft has to offer. You talk about progression as though it is like an RPG, when Minecraft at its core is a sandbox game with some RPG elements like the journey to the end city. But, Minecraft ought to put more emphasis on the player's ability to modify the world.
    I remember when I first started playing Minecraft, I couldn't play much every day because my parents put a limit on how much I could play. I very vividly remember thinking about all of the cool builds I would want to build in my survival world. I was brimming with ideas I'm sure many people have had, like underwater bases, bunker bases, mega-castles, statues. Projects like these require lots and lots of resources, which requires a lot of time to obtain and build it. This starts to turn Minecraft into a resource management game. Instead of focusing on aspects of the game which give you equipment that is highly centered around combat, Minecraft could potentially lean more into allowing the player to more easily realize these dreams, especially in the early game. One way people do this in vanilla Minecraft is through automatic farms. Like you said, it is not exciting when you are just following a tutorial that you found on youtube and not bothering to learn the mechanics behind them. However, from my experience playing on a SMP that loves to build mega-builds, understanding the farms can be of little importance. The farms become a means to an end, that being completing that mega-project. The more resources you need, you need to construct a more efficient farm, and most resources have a proportional effort/reward factor between building them and using them.
    However, much of redstone feels completely inaccessible to most players for simply being "too complex". I do agree that having the vanilla game provide more to the player to learn the mechanics would be helpful. I propose a couple of solutions to improve a typical player's experience with redstone. A creative world option (like superflat or debug) that puts you in a "redstone tutorial" world, showcasing basic redstone operations and logic gates. This allows those that want to use redstone to easily learn about the mechanics without having to use external sources like youtube tutorials or scavenging through the wiki. Perhaps even a couple of wiring "questions" that players will be asked to solve, with a solution button nearby. I would also like to see a new redstone component like the repeater or comparator which does a simple operation but would be greatly useful to players. Redstone has much of its beauty in its simplicity, but is also its greatest detriment. To do operations slightly complex, especially when moving things with slime blocks, things can quickly get too complicated to the average player. It is like trying to code any modern app using the assembly coding language. Perhaps more functional redstone blocks that don't do too much but do "enough" would help the game.
    Though I feel the argument that you make with the addition of more interesting hostile mobs and specialized/unique gear would make the game more fun, I cannot help but feel as though you are trying to make Minecraft more like Terraria rather than leaning into Minecraft's essence of being glorified legos. And legos could be much more interesting when there are moving parts.

    • @M2sbah
      @M2sbah 2 місяці тому

      Yea fr for some odd reason i have been seeing these kinda of people everywhere on youtube saying minecraft is bad it always irritated me when i saw these people on yt all they say is mincrafts progression is bad or that the game is too easy and it should be harder . They just want to turn minecraft into a linear progression based rpg game which gets me scared bcus i dont want mojang to listen to these people and make minecraft into a rpg game.

  • @Wolfenstinkle
    @Wolfenstinkle 5 місяців тому +1

    Oh, my, goodness, this video just reminded me, or made me realize something missing in Minecraft for me.
    At around 30:52, as well as other times, you show what looks like a beta version, and it's absolutely beautiful. The house, the islands, the grass being so green, the water so blue, the shadows; it looks awesome, and THAT'S what I want.
    Modern Minecraft doesn't look like that anymore. Terrain is all huge and trying to be worthy of screenshots, but what you showed there, seems cooler to me, and makes me want to play it.
    Nice house. And thank you.

  • @MasterDragen
    @MasterDragen 6 днів тому

    the thing about the villager enchants being specific to biomes is it's found, but not really earned. Also you can be lucky and spawn in a swamp, or be super unlucky and have to look for 16 hours to find one (true story).

  • @Cool_Kid95
    @Cool_Kid95 7 місяців тому +2

    I'm only about halfway through and this video is hitting really hard for me. I'm that third player. I used to adore this game, but now I barely play it anymore. That video essay thing also hit hard. I used to love making them, but now I can never get the motivation to finish one generally. I've lost my magic, and I miss doing them.

    • @genericcatgirl
      @genericcatgirl 6 місяців тому

      I've been trying to focus on fun goals that aren't progression, like making a zoo for all the mobs, or building random things instead off trying to make things look super good. But it's quite hard to even do that.

  • @RiptideST
    @RiptideST 5 місяців тому +1

    As a continuation of my previous comment on part one of this video.
    I really have nothing else to say. Everything stated in this video pretty much acknowledged all my points in my previous comment without even reading it haha. I appreciate that you took a new view on things, and now our viewpoints are aligned.
    You've earned a sub, peace ✌

  • @bakedgatorade
    @bakedgatorade 7 місяців тому +1

    Really happy to see this sequel. I really liked the last video, and your others. I'd appreciate if you'd start linking/crediting the music you use. It's hard to find the exact songs, and it'd make it a lot easier to keep track of them, especially in the far future when the source may be lesser known. Thank you. Great video

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому +3

      All of the music in this video comes from the “Minecraft creator safe playlist” Mojang put out on streaming platforms late last year. It’s very useful

    • @bakedgatorade
      @bakedgatorade 7 місяців тому

      @@TheGeekFactor Interesting. Thank you, I'll be sure to take a look.

  • @danielloewen2857
    @danielloewen2857 7 місяців тому +2

    28:11 fr! I work at McDonald's and I gotta say, some people just don't understand that if half of our equipment is broken and a whole bus full of hungry teenagers just showed up that their food might take a while longer

  • @antynomity
    @antynomity 7 місяців тому +1

    I think that the hostile mob in boats could be solved with a middle ground, if a mob is low on health, it will sit in a boat, if it's full or high on hp, it ignores it. That way people can still trap endermen in boats as friendly goobers in bases while you can't just plop a boat down and get a bunch of free kills.

  • @samexahr3326
    @samexahr3326 7 місяців тому +5

    My main issue with the villager rebalance is that it means in specific play styles you cant access certain books. Superflat survival for example. Obviously there are a few things that are impossible in superflat but it's nice to have things accessible to those kind of play styles.

  • @Inspirator_AG112
    @Inspirator_AG112 7 місяців тому +1

    *[**27:13**]:* I do think they should be nerfed in structures like Trial Chambers, though, either with Fire Resistance or just not counting it towards completion of the trial (The latter would also make it hard to cheese by just triggering mob infighting.).

  • @megalord2598
    @megalord2598 7 місяців тому +2

    I was one of those who criticized your position in the first video you made. However, I feel now more to agree with some of your critiques of the game. I would also suggest that some of the cool or op stuff could maybe be locked after the ender dragon fight. Like they would not spawn unless you have killed it.

  • @LennyAlves94
    @LennyAlves94 Місяць тому

    I have my villager farm, but it was never a prison. They live in an underground village (I've made for them around my village) with a lot of space, crops and lots of sunlight (the roof is made of glass with stone blocks around it, so it's very safe). They can walk around, talk, eat, etc., and it's really beautiful inside.
    I know it's just a game and they don't exist as persons, but I like to do things that way. I feel good when I see them happy. I love them all

  • @IronCat2500
    @IronCat2500 Місяць тому +1

    My main issues with the game are:
    1. The xp grind that you can’t viably get around.
    2. Some Name tagged mobs will still respawn.
    3. In Bedrock you can’t play with keep inventory without disabling achievements.
    Otherwise I’m still in the second player phase you listed and I’ve still really enjoying the game since 1.13.

  • @SlayingtheGloom
    @SlayingtheGloom 7 місяців тому +5

    This is a good video, and I think there’s a lot more directions you could take this discussion for future videos, such as the game’s stages. Minecraft has an issue where the pre-iron stage lasts about 10 minutes, the pre-diamond stage lasts about 2-3 hours (ending when you get full diamond), and the enchanting and netherite stage takes about 10 hours at most. This is far too short of a progression, and it isn’t a balanced experience at all.
    Anyway, my only issue with your points is your last one about the community. I’m a part of a lot of different gaming communities, and I sincerely meant it when I say that the Minecraft community is by far the most supportive one I’ve ever seen when it comes specifically to the developers. If the Valheim, Vintage Story, or Terraria devs added an update the size of 1.21 (with only one new weapon and a couple of re-skinned mobs) any of those fanbases would be up in arms. If you make a post criticizing the devs on r/Minecraft, you’ll get a metric chest load of angry people coming at you. The overall Minecraft UA-cam community has a lot of white-knights too, although people like you help to balance it out. Anyway, I don’t intend to insult anyone here, and I’m genuinely thankful to have found a channel like yours that’s willing to explore the issues with the game unapologetically.

  • @bumbleprime7713
    @bumbleprime7713 5 місяців тому +1

    32:30 that hit me hard. I dont even make Minecraft content, hell, i just got back into the game recently after not playing for a few years, but it hits hard because of my personal project, Robot Run. It's going to be a video game series, and I've made a large majority of the lore and yet.. nobody watching my channel seems interested or invested in the story or characters. I thought that making youtube shorts using the characters would help it gain popularity, but nobody cares about what it is, they just think the lego stuff i make is cool.
    Thank you, for this video. I know I'm not even talking about Minecraft in this comment, but i enjoyed it a lot. I've been starting to watch video essays while playing Minecraft, and it's been really fun.

  • @malarky27
    @malarky27 7 місяців тому +1

    They should make color changing armor trims with prismarine

  • @Levee-kx6ul
    @Levee-kx6ul 2 місяці тому +1

    This video is great. I too had a period of frustration with minecraft where its survival mechanics are just kinda mid. But its not just a survival game. Me and my girlfriend just planned to jump on a world we had before we were even dating and when thinking about that world we have so many memories. Yes we have maxed out gear but we die so much. And it was always nice to come back on to a server to find a new kit of netherite armor with silly and sweet names. We were flirtaious and had so many memories on that world. Weve made many builds and farms and gifts for eachother and its FUN. Minecraft is a game about being creative, doing what you want. But if its boring alone then i recommend playing with friends. Even if yall goof off and die and never play that world again, its stil better with friends. Minecraft is a great game with an amazing team behind it and an even better community. We may be frustruated by updates but at the end of the day, minecraft is what you make it. Whether that be with mods or completely vanilla. Minecraft is for YOU. W vid and happy mining yall.

  • @Vulpes_Shinbi
    @Vulpes_Shinbi 6 місяців тому +4

    So we fix RNG by putting it behind a biome specific mob, which is completely RNG to start with? You do realise that there is a LOT of RNG in world generation?

    • @TheGeekFactor
      @TheGeekFactor  6 місяців тому

      There will always be a swamp. There will always be villages. You can always move those villagers. The only rng is the distance travelled.
      In the old system, there will always be villages, but you will be forced to smash lecterns over and over which is like awful game design compared to the new system

    • @Vulpes_Shinbi
      @Vulpes_Shinbi 6 місяців тому +4

      @@TheGeekFactor the new system could force a player to triple their world size for mediocre enchantments.
      Mending becomes useless for everything, besides Elytra, once you reach the status of the actual endgame.
      There will not always be a swamp, Minecraft's maps generate based on the first 16000x16000 grid. After that, it becomes a repeating pattern.
      I've seen enough worlds where rare biomes, like swamps, don't exist for the first 30K blocks.
      Now, if I need to load up 30 worlds to get a swamp anywhere nearby, that's still rng

  • @autumnmaru
    @autumnmaru 7 місяців тому +1

    My four biggest issues with minecraft progression is.
    1.) There's almost no reason to go to other biomes and have multiple bases in different biomes.
    2.) The lack of tutorial of issoteric mechanics in game
    3.) Wood/leather to netherite is a steep curve. (Lether armour is so much to ask for early game so people skip to iron and then diamond has way to big of a jump in durability and then to netherite.)
    And 4.) Almost all mobs have no progression in though battles.
    How would I solve these issues?
    1.) I'd make each biome unique but have similar resources per biome but have an advantage over every other biome for the different play styles. I'd also like to have something like a spawner or geode per biome that players can not move but is only found in the certain biome it is in.
    2.) I'd make structures like the trial Chambers and trail ruins that give players puzzles around these mechanics to help them
    3.) If each biome has a special ore that is increased like badlands have gold and extreme hills have emerald. We remove them as loot and put other biome specifics loot in its place. The player will want to go to each biome to have a higher chance of getting stronger. All biomes will have these ores but if they want a higher chance they will need to adventure.
    4.) Once you get things like smite or protection or any good enchantments almost all mobs become so easy. There should be a way to increase the difficulty without giving them armour or bigger health. I'm not saying there should be a magic system in this game but there should be different ways to make enemies grow the way players adventure. The trident is a really good instrument because we need to go find the ocean and it changes things up. But there has to be a way these enemies grow harder as the player progresses. The sun makes skeletons and zombies go away but why should early days be hiding instead of finding a different way of outliving them?

    • @swordierre9341
      @swordierre9341 7 місяців тому +1

      I agree your diagnosis and your solutions (for the most part).
      On 3,) Im not entirely on board with the ore correlating to biome thing, but i do think its an intresting solution, so heres some ideas for to elaborate on it. Make it so deepslate ore can only be broken by a diamond pick. The only way to move to diamond stage would be to find diamond ore of the *stone* variety, but this kind of ore is much rarer than deepslate diamond, unless you go to specific biomes. In biomes where iron is more plentiful diamonds will be less plentiful and vise versa. (im basically just elaborating on your idea at this point)
      They can also add more variety to the tool system. First they can add copper tools that cant break diamond ore, while making both ores rarer. That way there is a step between stone and iron. They should also make gold tools mine much faster in exchange for their low durability, that way they dont feel completely useless. This would add variety to the tool system, as well as affording them the space to slow down the progression to diamond.
      On 4.) One way to add optional difficulty as well as encouraging exploration is to add "Omnious" biomes. These biomes can be variations on existing biomes that are 3x as rare, but have unique harder mobs that spawn there at all times of day. These mobs can scale with the game difficulty more than other mobs, in hard mode they would deal 3x damage than normal, basically requiring a diamond weapons and armor to challange. In exchange these biomes will be a lot more lucrative with their rewards and structures.
      5.) Enchantments. This is something you touched on in yout last paragrath, and i think is a huge problem with minecrafts progressions. Enchantments are in my opinion a huge cripple in minecrafts progression, not because of what they are, but because of HOW they are accessed: The enchantment table. The enchantment table gets all these cool and unique abilities (enchantments) and makes they obtaninable through boring grind and RNG. These upgrades should instead be accesible through unique challanges and exploration.
      Think of how much more rewarding ocean monuments would be if they were THE way of acquiring enchantments such as respiration, and aqua affinity. Think of how many new rewarding structures could be added to put all of the enchantments in.
      Obviously enchantments such as unbreaking and efficiency should be more common than the others, perhaps you can even acquire sharpness and efficiency from the grindstone, and unbreaking from the anvil through some mechanincal quirk.
      The rework goes as follows:
      a. The enchantment table should be reworked to simply allow players to put enchantnted books on tools (basically what the anvil currently does), and this mechanic should be removed from the anvil. The anvil now only allows tools to be combined with other tools, or materials for repairing, but not books.(it never even made thematic sense why the anvil allows books to be combined). Having bookshelves around the EnchT, makes the xp price of adding books to tools cheaper.
      b. Repairing a tool through the grindstone has a chance to give the tool efficiency/sharpness (based on the tool), it will also no longer remove enchantments when repairing. Unlike the anvil, repairing will not cost xp like the anvil, but instead it will cost more materials to repair the more the tool has been repaired. You can still remove enchantments via grindstone if you use amythst as the repair material. Doing so will not increase the repair cost of the tool, but it will remove 1 level of a random enchantment for each amethyst put in the repair, giving you xp in return.
      Repairing a tool in the anvil will have a chance tot give the tool unbreaking.
      c. Enchantment books will now be found in designated structures. Example: flame enchantment in nether structures, smite in zombie dungeons, etc. Villager book trades will be a lot more limited.
      d. To add more progression to enchantments. Books cannot be combined with other books to get a higher level. You cannot combine levels to get higher levels. You instead have to find the higher level book (through adventure) in order to get a higher level enchantment.
      e. The progression to higher level enchantments is also linear now; example : You must have Smite I on a tool in order to add Smite II to it, and only after smite II are you able add smite III, etc. This adds a linear progression to each enchantment, with each level has its own goal and process to acquiring it, and you cant skip steps. This also allows us to make the lower level enchantments more common, while the higher level enchantments are more rare.
      Heres an example of how the progression for the Smite enchantment might work out.
      **Smite I **
      Commonly found in zombie dungeon chests.
      Commonly found in stronghold chests.
      Commonly found in nether fortress chests.
      Dropped by heavily armored zombies that have a chance of spawning in your world.
      **Smite II**
      Dropped by a leader of large zombie horde that can spawn randomly in bloodmoons if you're using a weapon with smite I, more common in deserts.
      Dropped by fully armored zombie pigmen (spawns surrounded by other zombie pigmen).
      Rarely found in zombie dungeon chests.
      Smite III.
      Dropped by the Mummy mini boss zombie that rides a skeleton horse and only spawn in thunderstorms by desert temples if you are using a weapon with smite II. Very rarely found in zombie dungeon chests.
      Dropped by the "fallen hero" zombie varient: fully armored. uses a sword and shield. Found in old battlegrounds(new structure)
      Dropped by two headed wither skeleton: Holds 2 stone swords. Small chance of spawning in nether fortresses. Also spawns soul sand valley's "monument" structure.(A monument for the wither)
      These kinds of progression chains can now be incorporated for all existing enchantments, maybe not all of them need to be as complicated, but the point is there is a degree of progression added to enchantments that wasn't there before.
      This progression can be pushed even further, what if there was an ominous biome with a unique variant of zombie, that actually requires smite III to be able to damage it. Think of all the possibilities!
      6.) Structures. Finally i belive some progression could be added to adventure by making structures more rare(which would also help decluter the world), and making **structure maps** more common. What if crappy structures like dungeons and igloos had structure maps that led you to better structures such as temples (which would now be MUCH rare), temples could in turn lead to ancient cities. Abandoned Mineshafts can lead to large ore veins and villages, Villages can lead to pillager outposts, pillager outposts lead to mansions. This would add som much progression to exploration, and make the player feel like they are actually in a quest rather than wandering around aimlessly.
      Additionally we can add even more progression to structure finding by adding Locked chests, which contains the best loot. These chests require a key to open, which will be consumed on use. There are various tiers of keys to open various tiers of chests. Exampls: Iron, Gold, Diamond keys, correspond to iron, gold, and diamond chests. Many structures, especially overworld structures such as mansions, villages, outposts, and temples will now have some of their chests replaced with locked chests, which will now contain the best loot, such as gold and diamond stuff. Keys on the other hand will primarily be found in underground structures, and nether structures such as dungeons, strongholds, new structures, etc. Keys will also be dropped by armored zombies and skeletons, perhaps it can also be a treasure drop from bats.
      This achieves 2 things.
      1. It adds progression to exploration, in the beginning you might struggle to acquire all the loot in structures you find since you dont have the necessary keys, but as you progress in the games exploration you will find more keys and have access to more higher tier loot from structures. In conjunction with structure maps, this invites players to really **focus** on exploration if they want to, allowing them to make it their playstyle. Now that many enchantments are primarily found through structure loot, this makes this playstyle lucrative in a unique way, and even more unique treasure could be added to structures to make this playstyle even more lucrative.
      2. It safeguards OP loot found in overworld structures in the early game. Which means the player cant skip through tier progression just by getting lucky and happening to find a diamond pick in a desert temple. Now structures can be made even more rewarding than they are now, while keeping them balanced in the early game.

    • @autumnmaru
      @autumnmaru 7 місяців тому

      @@swordierre9341 I like a lot of what I am reading but if we want to really let new players understand the enchantment we are giving them if we give them puzzles on special ways and then let them upgrade it. I'm thinking of a structure that you have to come back to progress further with new enchants. Each room gives you a safe environment to test a new enchant with the puzzles. Another can teach potions. Here's an example of a room for potions I can think of. They give the player a zombie and a lingering potion of healing. The player tries to drink it they see a can't they learn about the throwing and the cloud of particles. They run into it, the zombie should be following them at this point gets into it and starts taking damage then players should get the idea while it heals you it damages zombies. Vice versa if you get harming then they'll make the connection it doesn't harm everything.
      As for the ores. The ore is more increased likely to be in biomes but can rarely be in other biomes. Think how I said badlands have more gold, it doesn't stop generating in other biomes but if you want more than you can get better odds there.
      My plans for structures besides just puzzles are to get rid of all the ores and treasures alike. The main room has a painting telling you what you will learn or what you need to progress. Think if the ocean monument had a painting showing you the conduit and then you come back with it and then building it like the painting and then you can use it for the puzzles around it. I really like your locked chests but we can also have locked doors. We can also add a block called the necules and it avoids mining in an area until it's broken. The loot I want for each structure is as followed and why. A.) Armour smiting template, this was a great way to add subtle lore and is a collectable. B.) A banner template like armour smiting these can go on sheilds. C.) A record disk, people love music and a reason to get rid of the weird obscure skeleton and creeper interaction. D.) A few pottery sherds to give new designs focused on the mechanics you learned. And E.) Giving a new mob that shows a new weapon and how to use it. I love the idea each puzzle structure is around every 10,000 blocks away from each other and villages being 5,000 blocks away from each other. I love the mini boss idea. I would love to talk to someone who has better puzzle ideas than me and come up with some and make some concepts for mojang.
      If we make the biomes special but add similar resources to each biome it will make each biome special and more evenly diverse. My problem with villagers is no matter where you go you get the same stuff. My idea is if you go to a desert and have ice or snow they will give you more emeralds for this than some cactus. I would like villager types in each overworld biomes but offer different things and you are encouraged to make bases in each biome to get different resources for different villagers. Like I said if they are 5,000 apart then the players will make a base there. Hopefully instead of making one large base somewhere there will be bases everywhere to get different resources.

    • @swordierre9341
      @swordierre9341 7 місяців тому

      @@autumnmaru i like the idea of puzzle structures. they are a great way to get the player acquainted with a lot of the games system. making certain enchantments accesible through these puzzles would be an awesome way to go about it.
      i especially agree about potions. to be honest the potion system should be overhauled, i have some ideas but its kind of complicated.
      i agree with making ores more common in certain biomes. i just wonder how prominent the effect is going to be, if its effect is weak it wont really make a difference to the player progression, if its too strong it may irritate player if they keep mining and never finding diamonds. this is why my response was to make this mainly effect the non deepslate layer of the world (which i suggest is only mineable with diamonds) . the deepslate later can also be affected, but the effect wont be as substantial. you can now find redstone, diamonds, gold etc in stone layers, but only in specific biomes.
      heres some numbers:
      *forest* (average biome):
      y256 - 60 :
      average % of coal, iron, copper
      y60 - 0:
      very low % of diamonds (so players can find diamonds above deepslate)
      y0 - bedrock (deepslate layers):
      average % of iron, copper, gold, redstone, lapis, diamonds. low % of coal.
      *extreme plains* (made-up diamond rich biome)
      y256 - 60:
      very low % diamonds. no iron.
      y60 - 0:
      low % diamonds. very low % iron.
      y0 - bedrock:
      slightly higher than average % diamonds. slightly low % iron. (not as significant in deepslate layer)
      why do you want to remove ore and treasure from structures? is it to separate it from the mining progression?
      i agree that villages are way too samey. i like your idea of making certain trades more valuable depending on the village type. i also agree about making villages more rare. my idea is to make villages 4x as rare and make wandering traders sell maps to villages. wandering traders should also be convertible into normal villagers somehow, maybe if you trade with them enough, and befriend them somehow. That way you can make a village without having to travel to a village.

    • @autumnmaru
      @autumnmaru 7 місяців тому

      @@swordierre9341 yeah one of the main reasons why I'm removing these treasure loots is it ruins progression very much. You can find plenty of structures near many spawns in seeds and have a cluttered inventory to quickly. Another reason is to give these structures lore and collectables. If the player is incentivsed to mine instead of loot for the ores then they will look for these biomes. Deepslate zone is great for diamonds in the current meta of the game so I wouldn't really want to change that, but there is room for debate which biomes get what ore, we can have new ones to. Like jade or a more cyan like ore or a pink ore to fill in the armour trim colours. I think my idea for loot instead of just ores should be a good enough idea for these structures to adventure out.

    • @autumnmaru
      @autumnmaru 7 місяців тому

      @@swordierre9341 if you really want to discuss more I could give you my detailed outline of what each biome needs to be to stand out but I don't have the specifics for each indivual main biome. There is potion rework in it to. But those are for more discussions.

  • @burrdid
    @burrdid 7 місяців тому +1

    i think the mod quark or supplementary makes villagers follow you if your holding a emerald block

  • @agony5526
    @agony5526 7 місяців тому +5

    I was so expecting that Terraria joke. Nice vid BTW. Just wanna say something. I don't think that the problem is what mojang adds to the game, but what mojang DOESN'T add to the game. The community has been asking for various things from the devs but they never see the light of day.

  • @octag0nist
    @octag0nist Місяць тому

    I think potentially a fun boat solution is for mobs to only check for "escape" chances if they get damaged while in the boat

  • @pnkeo
    @pnkeo 3 місяці тому

    I think your proposed villager changes are pretty much perfect. I've had imaginary arguments with myself about villagers being such a hassle, all of which include trading hall slave boxes and transportation. Instead of villagers following bells, maybe they should be able to be transported with camels, but villager comfort combined with biome based trades would be great. It would also incentivize getting better at building considering how you'd need to make your own village.

  • @hoot_645
    @hoot_645 7 місяців тому +2

    Mending is probably better off being stored away in the end dimension along with elytras. Either that or just remove durability entirely. Why should tools and weapons break? Its annoying when they do. It's not super engaging to just fix them or make new ones. They could probably make the game harder in many other ways to balance this out.
    And you have a very interesting take about the villagers. It reminds me of stardew valley. In that game I'm motivated to treat the npc's nicely because i can get rewarded for that. The friendship of the npc's is dependent on their demands of me and I in turn get valuable rewards from it. In my opinion the best way to fix villagers is to make them suck at first, and not be really useful, but then over time after interacting with players they get more comfortable and in turn start giving you better things. People have their gripes about villagers because they are way too easy to exploit

    • @EmperorPenguin1217
      @EmperorPenguin1217 7 місяців тому

      Removing durability isn't a good idea, that would break the entire balance of the game
      Also I like the villager idea, I was thinking a symbol of an item or action would appear over their head and you'd give the item they want to them (Like specific foods to give the underused foods more uses, maybe materials for them to build a house???)

  • @Jonas-ph1gb
    @Jonas-ph1gb 5 місяців тому +3

    Way to make me feel bad about using the bonus chest!

    • @cuipq
      @cuipq 4 місяці тому +1

      We the real ones out here

  • @AwesomeDomi1
    @AwesomeDomi1 7 місяців тому +2

    Loving these documentary style videos, they’re very entertaining to watch! Glad many people are speaking about this

  • @Inspirator_AG112
    @Inspirator_AG112 7 місяців тому +3

    *[**24:44**]:* Watching for the first time, I hope you mention the amount of cheese associated with items like lava buckets and End Crystals.

  • @CrinMoss
    @CrinMoss 7 місяців тому +2

    Wanting more options for players while making a 33 minute video talking about ways to restrict options is so silly. I don't think any of these changes would be bad, but ALL of them should be togglable, similar to the gamerules menu when first creating a world.
    Personally I would really enjoy the Terraria-esque village housing system since it falls in line with how I usually handle Villagers anyway, but I recognize that some people would rather build an internment camp featuring a Villager breeding factory. While one sounds morally deprived (lmao) it's still block-game, where the whole purpose is freedom of choice.

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому

      Yeah I say they should all be optional because I value player choice

  • @casualwaterenjoyer
    @casualwaterenjoyer 7 місяців тому +2

    Parts of tridents in ocean monuments

  • @GGBlaster
    @GGBlaster 7 місяців тому

    Another great video and some awesome points made! I’ve been thinking about a way to rework villager trading, too; mine is more along the thread of simply making far less necessary (as “necessary” as anything can be in a sandbox game), but I can see how it might be more effective to outright discourage villager mistreatment.

  • @Ashlevon
    @Ashlevon 7 місяців тому +10

    I don't think people hate on Mojang employees. Rather, they hate on Mojang's actions/choices. We don't really know how those actions/choices are made, if it's a group decision or if it's decided by a leader figure, or if Microsoft has a say in it and how big that say is. Some people hate on Microsoft for not giving Mojang the green light to make what might be seen as huge changes that could drive down sales or drive people away from the game.
    It's not very clear cut why the game is in its current state, because something everyone would love, like fireflies, was pulled back from, and the lack of communication and transparency strains the relationship between developers and consumers.

  • @sherri3218
    @sherri3218 6 місяців тому

    Your comfort meter idea sounds like the dwarf fortress comfort system. As you gain more resources, your dwarves demand higher levels of accomodations in their quarters and workspaces. They start out fine with dirt and a small barracks, but then begin demanding furniture, larger living spaces, having their space be built out of finer, more expensive materials, some will ask for a office that you also have to furnish, and their effectiveness is affected by how well you've satisfied their demands.

  • @leolammers4903
    @leolammers4903 Місяць тому +1

    I watched the first part of this (not fully because I disagreed) but now after watching the second part, it kind of proves me right; I do agree with a lot of what he said. There are some fair points with some problems in Minecraft (the villagers, ocean monuments etc) and I didn’t think of that since I don’t use villagers or go to ocean monuments.

  • @Tit_the_Modder
    @Tit_the_Modder 5 місяців тому

    TheGeekFactor: villager can't be led with lead
    Minecraft: makes boat leashable

  • @runcows
    @runcows 7 місяців тому +1

    Wait holy shit sodas are $3?? Ouch thats so expensive, and like a little sad

    • @TheGeekFactor
      @TheGeekFactor  7 місяців тому

      Well a 20 ounce bottle is usually 2 and some change + tax lol

  • @waytoobiased
    @waytoobiased 7 місяців тому

    alternative to the bell solution: have two zombie villagers spawn in a new basement that always appears under witch huts (these would not despawn, or also it could be one normal and one zombie villager like in igloos). this fully avoids the "herding animals" vibes, and in the rebalance, swamp explorer maps lead to witch huts, so it slots right in
    for the ocean monument, I could also see making Riptide a treasure enchantment exclusive to monuments. with that in mind, making monument loot vault-based would definitely make more sense so that all players have a chance to get the cool jumpy trident

  • @lachy4899
    @lachy4899 7 місяців тому +1

    Great video, I think you pretty much nailed the heart behind minecraft.
    I feel that Minecraft's progression should be less defined by the systems themselves but by what I am calling emergent progression. By this I mean that players define their own objectives and goals and then use the systems to progress through the steps in order to achieve it, Redstone and Building are both good examples of this.
    A couple of examples, a player wants to build a city, they may start straight away using primarily iron tools to do the job regularly replacing them as needed, another player decides to get enchanted diamond or netherite tools so they can build more efficiently - both are legitimate approaches defined by the player and progression is selected by the player. Another example is building a storage system, one player may have a mass of chests, another may choose to automate it with hoppers, a third may elect to use shulkers to maximise space, etc.
    The problem, though, is that not all systems are created equal and undermine the emergent progression process - you named a few of them, Mending and Villagers in general, Ocean monuments, Mob AI/Cheese, but I would also add the Elytra (from a transportation point of view).
    The core problem with mending (from my perspective at least) is that it has become near essential to playing the game (even if that is only a feeling). The introduction of mending resulted in players building larger and more complicated things, embarking on projects that would have been too time expensive otherwise. The broken repairing system and the rarity of netherite also makes mending nigh essential for netherite tools. The underlying issue with Mending is ultimately, is durability a fun mechanic to play around, I would argue it isn't. Villagers are OP but the proposed changes while opt in seem to fail to address the problem, making players collect villagers from different biomes doesn't prevent slave camps it just makes getting to that point longer. Building on your idea of a comfort rating I would love to see an emphasis on the village that villagers live in, the idea of investing time into the structures around a village would be great and as some other comments have suggested a chance for them to convert to pillagers if upset enough could be an interesting mechanic.
    As for Ocean monuments, I whole heartedly agree, they are boring and rarely worth the effort. It is telling that mining fatigue was added to make navigating them more challenging. It could be cool to see broken conduits in them (similar to the ruined portals) and having a trident be a guaranteed item would be great given the current RNG mess it is to get one. In general though, I would say that structures in Minecraft rarely have enough value to make exploration worthwhile, mostly due to the subpar loot in minecraft.
    As for Mob AI, yeah I agree that needs an overhaul and making changes around difficulty is a great idea. One idea for mobs stuck in boats would be to use the current system of reinforcements, what if a mob stuck in a boat had a chance to call for reinforcements based on the difficulty of the game. Zombies could also break boats that contain hostile mobs - they can break wooden doors so why not wooden boats too? Having said that, I would be cautious about nerfing cheese starts, boats and lava require the sacrifice of inventory space, and many mobs and dungeons can be cheesed just by breaking or placing a few blocks anyway.
    Minecraft is a great game, I love playing it, the only downside (for me) is that there are times where I feel like for all the options given to me, only one or two are of actual use/value.
    Great video, I look forward to the next one.
    P.S. sorry for the essay in the comments

  • @danielloewen2857
    @danielloewen2857 7 місяців тому +1

    I think a part of the reason they keep the parrots killed by cookie thing is because the player has to choose to poison and kill a parrot whereas with frogs they would be doing it all by themselves

    • @nullkazune2025
      @nullkazune2025 7 місяців тому

      Then they could just choose not to code that in, if they wanna continue to reference fireflies being poisonous to some frogs then they can continue to go the parrot route, hell they could even make so only a certain variant of frog can be instakilled with a firefly

    • @Slender_Man_186
      @Slender_Man_186 5 місяців тому

      And that’s different from wolves killing sheep how exactly? That’s a behavior that’s been in the game since I think wolves were added and has always remained.