SO i want to say thanks so much for the response to this video! if you want to see more, feel free to subscribe--i do video essays about art, games, writing, etc., and i've got a LOT to talk about, so look forward to it. i especially look forward to getting better at video editing and recording, and i've already learned a lot. i also publish a webcomic regularly, and you can check out all my links at linktr.ee/brendan_pett. also, consider supporting me on patreon: patreon.com/bumblebeebowties-- i plan on rolling out videos early for patrons, and some tiers get pretty regular status updates on my projects. thanks again! ciao.
I almost shat myself seeing you only have 500 subscribers. This is an amazing video! I also checked out your Tumblr and your art all looks really interesting as well. I can't explain it but it really reminds me of Toby Fox's art. I can't explain my vision but it's there.
@@fractalgem never played around too much with that mod lol. But liquid glowstone kinda is the only way I'd somehow mske glowstone replace glow ink sacs make sense- but i think it'd require some weird process maybe involving the cauldron or brewing station and glowstone dust. Unless there's a item that gets applied to the things beforehand and then the glowstone can be plopped on with a more glittery look cause i feel like glowstone would have that sort of look- glittery glow on stuff sounds fun
I've heard modern Minecraft called "as wide as an ocean, but as deep as a puddle" They add new features, but they refuse to give older ones new uses. They focus on implementing new items for the sake of adding more content, even if it isn't good content. Stuff like dog armour could just as readily be made with metal or leather. They just needed to give armadillos a purpose. The brush uses copper. Any metal could be used instead. They just needed to give copper a use, same with the spyglass. They add more and more one-use items to draw players back in because "new item!!"
I can forgive the armadillo, as the wolf armor was buffed enough to make it valuable. It adds value to finding these mobs in generally unexplored terrain like savannahs and mesas. But the copper and amethyst examples are very egregious. Copper should have uses that matter. If copper was useful, people wouldn't mind that it's used in the brush exclusively anyways because they would have gathered plenty. The clocks an age old example of this. Gold being used for it is arbitrary, it was to give gold more purpose. But gold is fairly useful nowadays. Copper just doesn't have that same factor outside of decoration and a few cheap uses.
Armadillos could have been added, if they had more than one use. If they made dog armor craftable with leather and iron, it would be lame and uninteresting obtaining it as people already have an abundance of those two resources. If armadillos/armadillo scutes were given more useful uses, it would be a good feature. Same reason why I love the addition of bees, they have so many small but occasionally very useful applications that makes the bees great. It sucks how little mojang cares about quality updates, and instead only releases these low effort updates to attract more players to the game. Not because they want to make the game better.
@@pourplecat Maybe Studded Armor that ricochets Projectiles sometimes? Would need to be a cooldown on brushing armadillos though since there wouldn't be much incentive just to brush an armadillo for like a stack and never interacting with them again
@EmeraldCrowz Yeah, there are many cool ideas that people would also love, just making it used in useful crafting recipes can make an item better aswell
It’s like they have a set formula for the new mobs: What do they drop, what ‘interesting’ feature do they show, and where do they spawn. Nothing else. One of my favorite updates is(here me out) the bee update. They just fit so well with everything else. The bees have complex rather than flashy behavior. It comes with a vehicle that spawns on pre-existing trees rather than a new structure. It also gave a new function to the fireplace and flowers.
Minecraft nowadays feels like you added like 30 different vanilla+ mods that don't interact with eachother and the modpack creator just swapped some stuff around in recipes for the sake of fucking with you without actually making them properly interact, except without any of the cool shit added to any vanilla+ mod ever and stuff everyone's wanted for years.
ngl agree 1.21: added the breeze kill for breeze rod breeze rod is used only to make new weapon, a new mobility item, and a new potion almost entirely useless except for the trial chambers to make them harder
@@BigMastah79your talking about one specific good mob from the update that has some good uses drops with uses let’s look at some other updates. How about the sniffer, this mob can only be obtained in a super specific way and once the player has acquired it, it’s only use is to give 2 flowers.
They know very well that they SHOULD have drops but will never give any real life mobs a useful drop ever since around microsoft bought it out. Notice how goats dont actually drop goat horns on death despite it making sense, same with armadillos? It's a policy at this point to never make killing animals useful anymore. Which i personally find kind of stupid when killing animals could have a use but it could just be more useful to not kill them.. the sheep already did this, but microsoft is scared that people will carve armadillo skin for real life dog armor i guess
Damn i had to look that up to believe it. But yeah it's true! On top of that, they haven't added any non-vegetarian food item drops either since rabbits and changing sheep so that they drop mutton a little less than 10 years ago other than making fish actually spawn as entities (which were already a thing with fishing, they just made it more realistic), hoglins dropping porkchops and some new zombie variants dropping rotten flesh (which don't really count because they are hostile so i guess killing them is morally justified)
Redstone I feel is the simplest and most straightforward way to making multi-purpose things. The ability for automating things tends to be that way in games. It annoys the crap out of me how long they took to release it
Adding advanced or block-based components would make everyone go CRAZY. Literally any new redstone component would be nice. Instead they fix the (harmless) bugs that redstone depends on.
@@meat3958 Wow that's a really insightful comment then. Pray tell how could the updates not be bad in your opinion? Cause I feel like you'd be the type of person to complain either way.
Mojang is adding too much stuff. They are making a shallow, bland, ocean of features, but a deep, interesting, lake will always be better. SO much "eh" features no one will ever experience. Instead of adding more uses to diamonds, gold, lapis, leather, paper, plants, stone, obsidian, combining food items, and emeralds, Mojang makes NEW items specifically for new features. 5 useful items are better than 10 useless ones. They already follow a Quality-over-Quantity style update schedule, and at this point, we ALREADY have more than enough quantity. It's time Mojang focuses on the quality of preexisting features.
I think the tricky trials update was a step in the right direction in that regard, isnatead of a bunch of random shallow stuff added like in 1.20 they focused on that structure, the blocks, items and mobs you can find there, expanding on previous features like copper, tuff, banner patterns and decorated pots, and giving more love to underused mobs like the stray and husk. It makes me think how 1.19 could have been way better if they focused only on the deep dark or the nature aspect, instead of doing a 50/50 and making both feel incomplete
"They already follow a quality over quantity style" hehehe, it's more like: mediocre over quantity, they add very few updates that have nothing of value.
I just figured out why most recent updates put a bit of a sour taste in my mouth. It's because this reminds me of the days when I actively followed and played the sims 4. *Thankfully* mojang doesn't make every new collection of items cost between 10 and 40 bucks like EA does, but it's still the same problem that generally makes the game feel more cluttered and less enjoyable.
As far as adding new blocks goes, I think it's fine and helps everyone. The issue is the way the crafting system today has a bunch of dead ends from these essentially orphaned game systems.
Something I've noticed as I recently started playing again with friends is that the "core" of minecraft is basically unchanged and all these one use items/mobs are basically non existing unless you go looking for them. Turtles? Armadillos? Sniffer? Rabbits? Dolphins? Frogs? All useless unless I need a specific thing from them. They add variants of hostile mobs you'll never see like the stray, bog, husk. Drowns are common only because water is common and nothing else hostile spawns in water. There is so much potential for interconnected interaction but I think they are scared of changing the "core" of what made minecraft popular.
I think you really hit the "core" of it. The people running minecraft are sitting on the aftermath of a lightning in a bottle scenario, and they're naturally trying to ride it for everything its worth, but without having a clue what made it work in the first place. So, rather than risk alienating their existing fanbase by making changes to the existing game, they are essentially doing the minimum amount of work required to maintain the interest of their already enormous audience. Which, from a monetary perspective, is a saddeningly prudent decision.
@@dynamitewolft4194I think they’re talking about the game from the perspective of someone trying to beat the game. The nether update was the only update in a while that really impacts that
@@HuneeBruh There's also the different ways to play of building, pvp and redstone, wich are pretty core parts of the game, and the same argument applies here as well. Like the only thing any of the new mobs change is pvp with turtle potions and the mace.
i really enjoy the biome variants of zombies and skeletons and think every biome should have them, sure they are just reskins but make each biome feel a bit more unique and they mostly drop the same stuff as the normal variants
Idk why they refuse to make bundles take more than 1 unstackable item, it's like. That enchanted book is what's clogging my inventory NOT some flowers.
I think bundles are fine as is. They can get rid of smaller item clog like maybe 3 stray seeds and a few other one off blocks or items that stack. I do think enchanted books would cause abit of an issue- would it be able to keep that enchantment data? I feel like that'd be a new messy system
The worst part is, there's so much room to expand older features, but they never do ANYTHING with it. The number of single-use items/mobs in the game is staggering. :/
there'll still be significant community backlash everytime they do so though, keep in mind that there was a huge number of players who claimed that 1.14 "ruined villages" or that 1.16's nether "didn't feel minecraft enough"
@@Designed1 Yes, this is true. But meanwhile nobody was disappointed when they gave more uses for copper and tuff in 1.21. Adding more uses for items is easy and most people would be fine with it. And even with bigger changes, imo Mojang should stop trying to please everyone. Them being too worried about changing things is what leaves features unchanged for over 10 years since they were first added. If you try to please everyone, you please no one. The number of people who loved 1.14 and 1.16 greatly outnumbered the people who disliked it (as far as I can tell). And people with complain no matter what they do, so why worry about it? ¯\_(ツ)_/¯
@lasercraft32 they can't stop worrying about pleasing everyone though. They answer to one of the largest tech corporations in the world and possess the rights to the best-selling game of all time. If they make a change that drives a buncha players away from Minecraft, Microsoft will likely get pissy at them.
You can say things about the occasional useless item and underexplored mob, but literally every single update from 1.13-1.19 was expanding older features like the oceans, the Nether, world generation, caves, villages etc. People need to learn to see that they got exactly what they wanted and be happy about it.
That point about randomly generated "structure biomes" not needing to have some unique purpose is actually really refreshing. Having more of a reason to build outpost structures and maybe even connecting transportation would vastly improve the game without needing several niche mechanics to also be added.
Another thing that bothers me is how mojang acts like they're PETA, if Pigs and Cows were added now Mojang would make it so killing them drops nothing, and you'd need to read them a bedtime story for them to give you meat edit: people in the replies are fighting lmao, it’s not that deep, it’s a block game
It’s much more complicated than that. Every single interaction you have with mobs shouldn’t be killing them. It’s far more interesting to have mobs that the player interacts with in unique ways, such as making an enclosure for them and breeding them, or taking them along as a companion, or hatching their eggs and collecting the seeds they dig up.
I think they did it pretty well with sheep. If you go out of your way to interact with the systems you get upwards of triple the reward, but if you feel like just doing the easy thing and killing the animal you get less wool@@BigMastah79
@@BigMastah79there are ways to do that. You could make it where there’s manure when you breed cattle that then acts as a lesser version of bone meal. It’s an early game bone meal alternative and gives new purpose for animal breeding. Another example would sheering feathers off of chickens, chickens and ducks naturally shed their feathers over time. You could make colored feathers from parrots. For a cool cosmetic item or even better a functional item. Another cool thing would be shaving polar bear hair for their hair. Then craft it into its own kind of armor that could also be combined with iron to make it reinforced. Add snails so you can then cook them. Add new food items to feed specific animals. Adding complex mechanics will make the game more long lasting. I can just breed sheep and cattle with wheat which I can make a farm for, use the seeds for breeding chickens, craft hay bales for llamas. That’s breeding 4 animals with just one plant. Adding more uses to animals will give us more incentive to not kill them. But most players kill cows anyways so why not give more crafting recipes to leather. They aren’t scared of innovative animals, they are scared how a specific small niche group of activists will react to their updates
@@IamPotion Horrible ideas btw. (This part is an edit: Yes I was rude for saying this. I provide context and explanation of my criticism later on in the thread.)
@@BigMastah79 okay? I was thinking on the spot so don’t expect anything I guess? Weird how you say it’s bad without elaborating anything. Shows a lack of critical thinking.
One thing that really bugged me since the Ancient Cities came out was the recovery compass. It kind of felt like they just put it in there for the sake of being an exclusive item. Like if you really think about it you're putting a death locater in an endgame structure that is built for skilled players who don't really die that much. But wouldn't it be better for newer players to use because they would be dying more often? The problem is people who are able to go to ancient cities don't need the compass and the people who can't go need it, but they can't get it. Makes zero sense
Yeah because if you beat the scary impossible 😨 challenge of holding shift and placing wool you’re clearly the most skilled mc player every, and you’ll NEVER die and not know where your items are ever. Also endgame lock the ancient city too cuz it’s impossible.
@@rougeolive1120 i have mentioned this before in other places but the warden is barely a threat. even if you end up spawning him, you can run away while he's doing his spawning animation, and then he'll just walk around like an idiot for a minute and leave. once you learn his gimmick, you have to go out of your way to attack the warden for him to be a problem. it makes me dread going to the ancient city. not for the intended reason, mind you, but because it gets annoying after the third time he spawns.
"putting a death locater in an endgame structure" I don't understand why people call Ancient Cities an end game structure, when you just need a few stacks of wool, shears and an at least iron hoe, maybe torches and a pickaxe, just in case. That's early-to-mid game... Yes, it might be hard to find it and get there through caves, so you probably need a set of iron armor (which you can confidently store at your base near the City) and it would be easier to explore the City with night vision potions, but that would be just mid game.
@vasilyd8578 you can get netherite in 15 seconds with the right seed, but I wouldn't say it's an early game resource. The ancient city is intended by the developers to be pretty late game, otherwise they wouldn't give out diamond leggings and notch apples like candy.
@@CockroachTheFoul hmmm, you have a point, but if you've got to the deepslate levels (and went to the Nether Fortress for blaze rods for potions), you probably should already start to transition from iron to diamond gear, but yet not fully enchanted, which I consider mid game. Also the City is still risky area, you may go there naked, but you still can lose all the loot you've got and gear you prepared.
I love the hypocrisy in “we can’t figure out how to make bundles work on console” despite the fact that the added emotes are useless and waste a button and that the pick block function isn’t even binded to anything by default
Even worse, they cant get them to work on MOBILE Afaik, due to the nature of mobile controls Which makes sense, but that literally didnt stop previous features from making it to the other versions (like the nether for instance, pocket edition had its whole own other system for that!)
@@theanimatronicgamerreturn7785 ??? Bundles have many issues aside from getting them to work on Bedrock, and it’s not like they’ve only been working on Bundles lol, they’ve done work on a lot of other features.
Minecraft has been in the process of stopping being a game and starting to be an "update simulator". They didn't add Armadillos to incentivise exploration. They added them because they thought it'd sell more copies and get people interested in the update. Along with the other vote mobs, and all the features. They no longer thank about how something will fit in the games ecosystem, they just think about what gets players excited. That's what I mean when I've said before that players don't always know what they want. Everyone wants cool interesting features but it's not the players job to figure out how it'll fit, it's the designers. And they haven't been doing that well for many years
i'd like to give mojang more credit than this, honestly, because i do genuinely believe that the folks there are interested in providing new and unique updates, but i feel like something is holding them back and its not their intentions--it could be their microsoft masters, perhaps, or maybe it's complications in the development process that are more complicated than they let on and don't want to explain. i know they're doing a lot of work under the hood, though, to integrate new features that allow data pack creators to manipulate the game much more, so maybe all that extra work does it? not really sure, but either way, i definitely feel like they're missing some direction. the updates feel aimless.
@@bumblebeebowtiesFrom multiple reports from Mojang Employees I've seen this isn't TheBigBad making the poor innocent Mojang do money gluttonous things, Mojang did it on their own because their company grew in size
@@bumblebeebowtiesI heard something about an update plan for the next 50 years, if they want to be updating things that long they are holding things up for years. That would suck for the game
I want to say that there's no way they need to promote Minecraft, the top selling computer game in history, and that adding some rando endangered mob isn't going to push copies. But considering almost every Minecraft spin off game shuts down, maybe Minecraft is bleeding money for Microsoft, but they're pumping money into it for the IP/data rights.
yes i feel like minecraft has so much potential to expand on what’s already in the game however whenever they spend so long for minor additions that barely interact with the game im left disappointed
There should be additions to core elements like adding extra rooms to structures, adding ambience, changing combat, etc What they add is cool to play around with for a bit, but never makes a meaningful impact (however 1.21 was a good update, more so talking 1.20/1.19)
Would anybody even USE chainmail though when iron is right there along with diamond? Perhaps they could make it special like gold and just give it high enchantability, but then enchanting books and villagers exsist so even that's not really useful.
I mean, in game, chainmail is worse than iron armor protection wise, and chains require an iron ingot and two iron nuggets to make, meaning to make a chestplate youd need 8 iron ingots and 16 iron nuggets, which is more expensive than the iron armor, for something thats objectively worse. I will say, not everything has to be for stats, it does have some cosmetic value, and its unique interactions with armor trims can make it some of the most visually interesting armor in the game, up there with dyed leather armor, but if youre willing to get rare armor trims and put them on chainmail for the sake of pure stylishness, having to explore to find the chainmail makes it all the more stylish since you know someone had to go looking for it to find it. If there was a crafting recipe, wearing it would seem less like a fahsion statement, and more like youre being wasteful of your iron lol. I personally feel like chainmail *should* be better than iron armor, at the very least for certain types of damage, since its uncraftable. If it was better than iron armor, then it would make chainmail another step in the games armor progression, instead of a junk item. The player would finally make iron armor, and feel confident enough to go into the deeper caves to start looking for diamonds and structures, along the way slowly finding chainmail in chests to replace their iron gear, help them go further. Leather armor has unique uses and interactions, gold armor has unique uses and interactions, both are *otherwise* worse options than iron, so maybe if chainmail gets a recipe it should have a specific niche use, that makes it suited for a specific playstyle, like how leather is intended to be someones armor of choice for mountain living, and gold is intended to be someones armor of choice for nether living. Maybe chainmail is best for cave living somehow, idk. Just brainstormin ideas
the nether update introduced a bunch of new flora, the nether grasses and stuff, but they just drop themselves, even though something like that should probably be dropped when used with shears. they clog up the inventory so easily
oh, i have a funny story involving this one: see, they did actually fix it to make them require shears for a brief moment in time, but... Technical Players whined about how it ruined their new bone meal farms that utilized automatically breaking the nether roots with pistons. so then, mojang reverted the change. i think sometimes the technical community does some... bad things for the experience of the game for others. Sometimes(TM)
@@CreativelyJakei don't think they should've reverted it. Honestly- crafting shears isn't hard. They can just- harvest it themselves or do a flower farm cause those drop themselves and are just as easy to compost
@@CreativelyJake oh abosolutely, the technical players play the game in a way that is completely foreign to your average player. (which is fine) but their desires should not superceed the actual game experience.
Cookies kill parrots for education on real life issues with people who feed birds dangerous stuff. By that logic I am free to feed dogs rotten leftovers whenever I please, since minecraft deems it perfectly okay to do so. They have no fking clue what they want the game to be...
?? Meat/animal products are very much not desired to be put in compost. It in fact does not make sense Edit: A comment saying "eggshells go in compost" has a large amount of likes as if it completely invalidates my argument. Even if something is irrational but still supports the view against something, people will agree with it. Arguing on youtube is a complete waste of time as everyone is incapable of logically thinking and providing comprehensible arguments against what I say I would encourage you in all cases to think logically in an argument about what is genuinely right instead of automatically agreeing with somebody who shares your opinion, even when their argument doesn't make sense yes i know its silly im malding about egg shells
Minecraft was originally inspired by Dwarf Fortress, and I feel Mojang should take a leaf from that game's update strategies. Specifically, they need a clear vision to work towards. Dwarf Fortress's objective is to create a fully-simulated world, and so every update builds off what's already there and is guided by clear purpose. Minecraft needs something similar. Do they want to make a world that feels truly endless? Do they want to create a massive Terraria-style player progression path? Do they want to create a game with so many optional objectives, the player can make their own fun? Right now, they bounce from objective to objective without settling, and it's creating this problem of interesting ideas that never go anywhere.
To me the funniest part about all of this is when they addressed the people saying that all 3 mobs should be added, they basically said: oh, it's so hard, they need to have a use, they need to fit the ecosystem, we need to make sure they offer something unique and interesting. That's funny to me because the things they add don't really do any of that. They have a useless use. They're so small they don't make a difference in the ecosystem of the game. They don't offer anything interesting to the game. And finally, they're not hard to put in the game. i feel like the last few updates should have taken just 1 year to make all of them, the community adds every ideia they have before them, and although they need to have the ideia from the ground, it really doesn't take that much time, i saw mods improving the game in so many ways mojang should, and none of them took years of development. Idk, maybe there's something wrong with mojang, maybe there's someone forcing them to do these minimal effort updates, someone like Microsoft.
@@loafofbread9400 It's funny because most of these mod makers are solo devs or a small team. Doing it for free because they love the game. Yet the company can't figure it out? The one filled with people being paid to come up with this?.. really? They can't figure out this stuff?
We got: - Pandas - Bamboo - Copper abundance - Rabbits - Bees (we still like those flying cubes) - Amethyst - Copper abundance - Rolly boys for dog armor - Turtles and single turtle helmet - Copper abundance - Copper abundance - Copper abundance For god's sake, make copper used in vanilla redstone constraptions! Make it useful for tools! Make it useful anywhere besides a couple of blocks.
I think maybe rails should be crafted with copper and powered rails with redstone and maybe the clock could be crafted with copper and also the crafter should be copper that would give copper good uses
@@donutstudios6353Replacing iron for copper for the basic rails and crafter is a good idea but keep powered rails the same and instead add new ones affected by oxidation.
@@yassifieddino1792 imagine how many wax you'd need to get to prevent oxidation of the whole railway system which most likely will be abandoned after getting elytra and left only as decoration... I understand that it can be automated, but that's still a chore and requires an iron farm too for shears, so, more exploitation of bees and villagers. EDIT: And if you have to make an iron farm anyway, why do you need copper rails in the first place?
An Item I have issues with personally is glow ink sacs. We had glowstone dust for a really long time that could do anything they could. why not make "Glow Paste" Made from glowstone dust and slime balls OR just let us put ink sacs and glowstone dust in a crafting grid to make the current glow ink sac? That way we have an alternative way for people who either put a base in/near a swamp or for those who do redstone could get it that way without having to needlessly make a new farm or to sit for hours killing so you have enough for the foreseeable future. Their habit of making things have one use is also why I'm upset with how the sniffer turned out, sure it has more than one plant but I thought it would add a ton of nice plants and that the torch flower would act as a more visually appealing torch for mob proofing the surface not just an expensive way to get orange dye. -_-
Whoa whoa whoa, lemme get this straight, you want MineCRAFT to add new items that are obtained by cleverly combining existing items via CRAFTING? That's just crazy-talk! /s
@@bobbob1876I was so disappointed with the Sniffer. That’s actually the mob I wanted, I thought it’d be really useful. Id have loved if it would give new prehistoric seeds and crops, that would only grow under certain circumstances that simulated the way they’d have grown in the past. In return, the crops give cool effects when crafted and brewed because they’re from a different time
glowstone emits light, glow ink sacs seem to be more of a glow-in-the-dark sort of thing i do think the "glow paste" is a good idea though, slimeballs SEVERELY need a new use for non-redstoners
@@mangledfoxy2052 Discover ancient seeds and brand-new plants with the Sniffer! Nobody in their right mind is going to go, "Wow! They are clearly saying the plants will be very useless!" unless they already have no hope in Mojang. False advertising. You just get dyes from them, and you can't even clone the 2-block high ones with bonemeal like you can with other 2-block flowers!
Sounds like the usual grasping for relevance you see in multiplayer games and even tabletop RPGs. Developers add a bloat of new stuff to keep players interested, until it becomes an unweildy mess--then it is time for the new replacement/version/edition.
I have a suspicion that Microsoft is requiring these updates and forcing Mojang's hand behind the scenes. Explains why everything since 1.19 has been really unsatisfying.
Honestly i think whats happening here is that vanilla minecraft is, by any real account, a finished game. The thing is, mojang knows that if they stop updating the game, people will stop talking about it and it loses relavence. So instead they opt walk the tight rope of adding enough to call it an "update" without adding too much and killing their metaphorical "golden goose"
Just because its "finished" doesnt mean it cant be expanded and improved though Survival minecraft def has a lot of issues with difficulty, exploration, grinding etc. that can be improved by adding new features or improving already existing ones I get that they have to be careful with the games identity and image, they can't just vomit out new content and add 10 dragons, but what they have been doing recently amounts to basically nothing What incentive do players even have to update their game after caves and cliffs in terms of actual content? The only reason I have to update my client is compatibility with my friends and servers. If I could, I would just stay on 1.19 or even 1.18 to avoid the hassle of updating my client and all my mods Imagine youre a mod maker, you have to painfully update all the junk you made to a new version because mojang decided to add PENGUINS and MONKEYS (they do nothing) Sorry for the essay
the updates are so ass that it's hard to believe they arent intentionally sabotaging themselves. mojang likes to claim that they are very careful with what they add to the game so as to not ruin it and that everything goes through rigorous quality control yet the mfs cant add a dirt slab to the game. the easiest, lowest hanging fruit feature that everyone will appreciate. that simple, a fawking dirt/grass slab. instead heres 10 new animals that do nothing. wow, such polish, many quality feature. stone cutters, that were added back in 2019, have been revolutionary for builders. nothing as good since.
@hotelhotelhotel no you definitely brought up a good point with mods/modmaker issues, I hasn't thought about that. My point is that their best case senario is one where they add nothing but people still talk about (and play) their game, so most of the "updates" are really just excuses to do PR cycles and generate hype and discussion about Minecraft
@clintshidwood4511 I've honestly had this discussion with more people than I'd like to admit, and the sentiment is pretty common. "If Mojang just added ____, the game would be so much better and everyone would appreciate it" Thing is, that blank space is filled with a different thing for each person. Sometimes, it's contradictory. It's always more difficult to implement than they originally imply. For example, lets go with your dirt/grass slabs. First, you would have to update the grass spreading mechanic to handle it. Fine, simple enough. Next you would have to consider how it interacts with mobs. Can sheep eat it? They definitely should. Also all passive mobs spawn on grass, should they also be able to spawn on the slabs? Idk. There would probably be people who would prefer it either way. Probably would be best to do some QC on that. Finally, the big one: since dirt is a natural block, do these slabs generate naturally? If so, they would need to completely revamp world generation, mob spawning, and movement mechanics to compensate for it. If not, people would probably complain about how it is unrealistic and the devs are just being lazy. That all being said, I do think mojang has a rationality behind the lackluster updates. Its just not what fans want to hear.
youre so right, minecarts are useless, horses are useless, boat are useless, because they added the elytra instead of expanding it. Redstone is one of the only systems in the game that was ever expanded on
@@sboy2044i can understand this argument for horses and boats, but minecarts should be expanded to match the speed of an elytra to give them some use. minecarts should be used for the same distances you need to travel constantly, while elytra should be used for exploration/basic movement.
I think of minecarts as the only automated way to travel long distances enabling you to do something IRL instead of constantly doing angle adjustments and launching fireworks, which gets boring when you have to travel between same locations over and over again. Boats are great for early game travel and elytras are endgame for most of the players. In my opinion the only way of transportation that needs buffing is by horses as they are to big for comfortable travel in the forest, they can't traverse water quickly, saddle cannot be crafted and they are simply to slow for the effort
i think the spyglass being made with copper is fine tbh, but i never really questioned why glass just wasnt part of the recipe until now. what the hell were they thinking
Well, mods are literally what the community wants. I haven't played on tinker for a long time though, I still need to get around to that foundry and anvil they have now.
Facts. They keep adding new items to craft stuff that could just be crafted with already existing items and your inventory cant keep up with the bloated additions. Armadillo scutes and turtle scutes is the perfect example.
This is why I really don't like the mob votes. Not only is it responsible for many bloat features, but it also has the player base WANTING these bloat features in the form of "just add all 3". Imagine if the Great Hunger won the original mob vote, and instead of using a grind stone to disenchant items, you had to run all the way to where this one mob spawns and pray it doesn't eat your item. As for a solution for the bloat problem, there just needs to be a culling of these features. There is never going to be a world where having two unique scutes, needing to use glow ink sacs instead of glow stone to light up signs, or needing a rabbit hide to make a bundle would make any sense. (it would also go hand in hand with a rebalancing update, which the game desperately needs) It would most definitely be an unpopular update, but a necessary one for the health of the game.
im sure it would receive a lot of backlash from the larger community, but i honestly feel like they should have at least a mini update focusing only on improving or fixing features currently in game.
An update like that would be very easy to make, given there are tons of mods out there that fix decade-old bugs that are still in the game today, and all that while modifying the game's code meaning mojang could easily implement these changes if they wanted to
Every instance of Mojang being hesitant to add useful drops to mobs because "they're endangered in real life" just adds a waste of a gameplay mechanic as well as do the complete opposite effect of what's intended. Now instead of people remembering and thinking about polar bears, they're completely absent from people's memories.
To answer the question “why haven’t you played in a long time,” my issue isn’t just the inventory, but mainly the lack of easy-to-find content from updates. Take the newest update, where outside of the new underground structure you’re recommended to buy a map to find, you really don’t have anything to look forward to. As Minecraft keeps updating, it feels impossible to experience new updates due to how “random” these structures can feel at times
Yeah, it was literal years after they were added that I found a woodland mansion the “intended way” (without choosing a specific seed or using commands) And I assume the same will be true for these new features like trial chambers and ancient cities
Last time I started a new Playthrough I didn't even know armadillos were in the game, but when I stumbled across them on a whim, I didn't even get off my horse to check them out, because I already knew they weren't going to do anything cool. Killing them wouldn't drop any cool items, since Mojang doesn't want there to be an incentive to kill cute and exotic creatures. So I just sort of kept going. It gets pretty predictable. Why not surprise us by making armadillos aggressive assholes that roll at you like sonic the hedgehog? And killing them drops something cool. At least that would be unexpected.
@@BonziBUDDYBecause we all know animals in real life are all super friendly as well. 😅 I bet if they ever added scorpions or snakes to the game, they would be friendly and cuddly too. 😂 Also, what about the spiders? Those are real animals, except they are huge in minecraft. Maybe they can make the armadillos huge too. :P
First time I saw an in-game armadillo it freaked me out and I had to stare at the mysterious moving block for a second. Crazy how quick the hype died for me.
I honestly dont know why mojang is so reluctant to give us backpacks to help the clutter crisis. Just a chest with leather for the recipie. It trades off the ability to wear chest armor (Similar to elytra) for more inventory. No backpackception or shulker stacking, just a simple item that is super easy to get that enables early adventure while getting resources for your final base spot that you are travelling to! I am playing a steampunk modpack with upgradable backpacks, and its super awesome to go on a 4 hour journey in 1 direction, clearing out all the dungeons and structures, ores, etc. To come back to base with a massive haul and sort it. They even allow shulkers to be put in them in the mod, because at that late point in the game its mega project time and you'll need the space anyways!
I actually think that a good vanilla-style backpack would be literally a chest strapped with leather on your back. Just simply a chest model on your back, like donkeys or llamas have, although looking like an actual chest.
If they implemented it correctly, bundles would be exactly that. If you could take only specific items out of instead of items in order, the clutter problem would be helped a lot.
I really want to see a Vanilla minus mod, one that removes the single use items and replaces them. Condenses Minecraft and gets rid of the bloat. But I don't even know if that's possible, to remove items or features with mods.
Yeah, you'd basically have it not show up in Survival / in World Gen. It'd likely still exist in the Creative Menu, but otherwise would be gone from the world.
It is, theres a pretty popular mod for progression stages in mod packs that's able to completely hide an item/block from all menus remove recipes and replace it in world generation as for mobs you can just set the spawn chance to 0 or force it to despawn instantly
A datapack will do for most things. Simply changing crafting recipes and loot drops is enough for most useless items, although there are some things that cannot be changed without modding as far as i know. For example, i turned glow ink sacks into "soulstone dust", and shroomlights into "soulstone". Soulstone is a cyan glowstone that generates in warped forests, while crimson forests now generate with glowstone. But changing glow ink sacks use for glowing text on signs (so that it uses glowstone), is not possible as far as i know. It's absolutely possible to change these things with mods though.
I love this video. Mojang never adds more features to build on top of previously existing content. They would simply rather add a whole new concept to their game that has only one use and one use only to appease the audience like it’s a pair of shiny keys that do nothing. The leather example you gave is perfect. Instead of building on top of leather and giving it more recipes, Mojang adds 3 other variations that genuinely do jackshit.
All my gameplay with everyone ever always goes like like: Friend: "cool what's this can I bring it back? " Me: "Oh that's [itemname] it's useless, leave it." Literally could not afford bringing back junk with the cartoonishly small inventory space Mojang forces us to play with. All the adventuring were doing is looking for all the gameplay progressing stuff that Notch added all so long ago. Jeb just doesn't know how to advance Minecraft in a meaningful and rewarding way. If anything the new updates punishes you for exploring. There I used Minecraft for "venting"
The last really fun time i had playing minecraft was like 2019. Im a casual who played a ton when it first came to console in like 2012. Everytime i go back these days i dont care to learn the new features because it all feels pointless, and its been like 5 years of basically every update feels pointless. I tried to go back to the caves update but tbf that kinda just felt like smoke in mirrors... most of the rocks they added were pointless. Cool for building ig. The new biomes are cool but part of the exploring should be looting and it feels like you still primarily loot the same materials from 2012(like you said notch added so long ago)
exploration only becomes fun again after you beat the Ender Dragon, get to End City and find shulkers. which I don't care about, because I am more of an explorer or builder than a progresser. thus I just cheat command myself some shulkers.
if mojang is going to keep adding items with little use, the _least_ they could do is give us some kind of way to have a bigger inventory without having to go to the end. shulker boxes should not be the "singular solution to the storage problem" that they currently are, and while bundles are nice they certainly have their flaws (such as _not being obtainable,_ to name one)
Totally, the game is trying to encourage exploration right now but the only ways to upgrade your inventory are all locked away in the late game, and at that point theres really no incentive to explore when the best you're gonna get are some iron tools and blast protection I books
@@EmperorPenguin1217 while donkeys are at least usable, llamas have the problem that leads aren't the most reliable, and mob AI is _really_ unreliable (this is why i hate wolves, i've lost more wolves due to them getting unloaded because they didn't know how to pathfind or teleport to me, rather than them actually dying). you can at least control donkeys yourself but even then donkeys are difficult to get across certain types of terrain such as water making them not the most practical for longer explorations
I think something could be said for tiered items. Like... What if a weaker Spyglass could be made from Copper and Glass(the easier to obtain items) Which could be upgraded with Amethyst and Gold.
@@MrTrubbol it's true, why not having spyglass be upgraded with gold and amethyst? Minecraft had a system based on upgrading your tools since the beginning, why not do that with the spyglass? There's already a smithing table on the game!!!
@@inexistentenouniverso9230 The unfortunate question is "What could you make with Rabbit that you cannot make with normal leather?" From where I am thinking, IRL rabbit pelts are typically used for their softer fur and finer, softer hides. One thought I have is to use it as an armor upgrade, making it so all boots are treated as leather boots, when it comes to dealing with powdered snow.
Agreed. Just straight up agreed. Mojang feels like they dont have a goal in mind with new updates and just "adds it because its cool" I understand minecraft is a game and not a story, but Brandon Sanderson: "go deeper before you go wide" Not to mention they could just rebalance old features to fit better in new progression. Gold tools could be buffed. We got golden armour "buff" in form of piglin trade. And we could have more. I personally would for example make polar bears much more dangerous (they are after all biggest land predator on earth) But in doing so they could also be made territorial, attacking both players and monster. Having polar bears like that could give them use in grinders or just as local area denial. This feature requires no new items, drops or mechanics. Everything is already in game. Just make them stronger, and make them hunt Everything thats alive. And thats just a single idea
what I also don't like about the new item bloat and something that it seems like mojang would _want_ to have an interest for, is that it makes crafting recipes so much more confusing for beginners! At least now they've added the recipe book but it still is just good game design to make recipes intuitive, and the new items and crafting recipes are so desperate for their one trick pony item that it really hurts the crafting. Most of the older items are pretty intuitive enough that you could mess around for a second and take some guesses and probably get it or at least know the materials to get, where the modern recipes are downright silly with niche items you'd never think to use. Who on earth decided that a helmet that helps you breathe underwater was NOT going to be a scuba/diving helmet or anything, but would instead be made of turtle scales (???) that you do not obtain by killing or brushing turtles, but instead by breeding them and protecting their eggs for several real life days and waiting for the baby turtles to grow up. They're the only animal that drops items in this way. Wtf
Yeah, a ton of peoples finest memories of minecraft are messing around and finding things out, and there’s still largely true, but so many new features are opaque if you don’t watch some demo video or read a guide, which is probably the intention
Minecraft as a game lacks design direction inherently. Too many people with too many different playstyles all play the game and it is impossible to please all of them.
@@BigMastah79 The point isn't to cater to all playstyles, but to pick a direction and stick to it instead of spinning around adding features willy-nilly.
I was talking things out with someone, and we thought of another use for Amethyst! Putting four Amethyst into a crafting table creates a 'Cut Amethyst' that when put into a smithing table with equipment or armor, will create a "Jeweled" version of that item. A jeweled item will have a higher enchant-ability than the normal version of the item, giving it a higher chance of better enchantments on the table.
I have started playing Minecraft around 1.14, and for me, 1.16.5 is the best version - solely because of the nether update. However, even back then, it felt like Minecraft had an overwhelming amount of items, crafting recipes, and so, so much to offer. Updates since then have felt... lacking (except for build height and improved world gen). It's always the same: disappointing mob votes, items that serve no further purpose other than "building block and decorations", all atop the controversial changes to the handling of servers, in-game chats, Bedrock (modding and hardcore), etc. Idk it just seems so lifeless and corporate these days.
Didn't we all say this would happen after Microsoft bought Mojang? But that got replaced by an attitude of "Oh wait, they're actually not ruining the game?" Then we fast forward to today, and "Whoops! Spoke too son, megacorps still poison everything they touch, as always..."
@@boxcarz Thor (piratesoftware) once said, and I don't remember the exact words, something about the implementation of new features. Like I know there are a few programs out there that make it super simple for even beginners to make their own items and mobs, adding one doesn't take long at all. So why does it take Mojang so long? It shouldn't. Honestly the modding community is the sole reason I'm still playing Minecraft
@@lyrics_m_sic they say it's because any idea they bring up must not harm any group of people that play the game a certant way, and must be implemented in the exact same time and has the same quality for all bedrock versions (mobile, consoles, switch....)
I do really wish they would take a step back and do some refactoring for the systems that already exist, instead of this focus on what new things they can add. I do think, however, some of the new things are big steps in the right direction and feel very positive about them (trial chambers and the new omen effects are very good). If just a little work went into better tying all the systems together, I think it would go a long way! I wanna mention that sometimes when creators go to voice these concerns, they go about it in an overly negative or antagonistic way. It's nice that this video avoids that pitfall.
this is a good idea but, i dont think it'll ever happen. everything that mojang adds is inconsequential to the main core or the way that the average player plays the game. the trial chambers or whatever theure called are cool but it doesnt affect anything unless you go looking for them
@@legitnubtrial chambers made more sense to me when i was trading with a cartographer and i saw the monument map, mansion map, and then a trial chamber map. all 3 of those dont affect the gameplay of the average player but are still major structures that people seek out for their unique loot
Something that could kinda fix some of this stuff without removing things from the game would be to make some new and old items be interchangeable. For example, the cow hyde and the rabbit hyde being two versions of the same item with the same crafting recipes. Or the glow quid ink and glowstone being two ways of crafting anything that glows. instead of being "one trick ponies", they would feel more like different methods of obtaining things that have the same purpose
The criticism I've heard is they'd never add the creeper today. Imagine that. Most iconic mob and Mojang would be too scared to add something that would upset a creeperless world. If they did, they'd make it exclusive to jungle edge biomes and you'd have to compost it's drop first before obtaining gunpowder from it for fear of ruining the balance.
I’ve 100% noticed this in recent years. There is a lot of potential for improvement but they simply aren’t doing that. The worst offenders are the armor trims. People like them, sure, but the problem is they are actually locked to only being an armor trim. There could never be another use for them because that simply is not what they are for. They take up inventory space as they can’t stack, and you usually won’t need more than a few. A better idea might be to make armor trims function similar to how banner patterns are made. Maybe with a new workbench that required specific, already existing items, in order to put a new look on your armor. Mojang also just needs to make everything more interconnected
Imagine if the trims changed the stats of the armours, how cool would be that (maybe increase toughness but reduce agility, give more speed or swimming but reducing armor points, increase fire resistance but lower resistance to other damages and so on and so on)
And more importantly they're so stupidly expensive you'll never want to use them more than four times initially which ironically enough discourages customization
I actually don’t think armor trims are an offender here in the way that was mentioned. They give smithing tables a third use (netherite and villager profession being the others that I can think of) and the fact that they don’t have another use other than cosmetics is in line with what music discs have always been, so complaining about how hard they are to get is a non-factor unless you also think music discs are a bad addition to the game. Furthermore, the fact that they can’t stack is just untrue. I don’t know if historically they couldn’t, but now they can stack to 64. Even if they couldn’t stack, the fact that you do only need a few of them offsets the problem of inventory clutter; unless you are a collector, you never are incentivized to carry more than four ever, so your inventory shouldn’t fill with them The solution proposed of adding a new workbench just adds to the problem in my opinion. We already have anvils, fletching tables, looms, smithing tables, and others. I severely doubt that the problem at hand is a lack of workbench alternatives. In fact, armor trims make full use of the functionality of the smithing table, allowing for three slots to be used where the anvil would fail at its maximum of two, showcasing a nice level of interconnectivity instead of adding “armor trim station”
@@ryotoiii you’re right that we don’t need another workbench and that they give smithing tables another use. A better way to word my idea would be to overhaul the system to work somehow similar to banner patterns, so the actual item of armor trims won’t need to exist any more, reducing clutter even slightly. Also, when it comes to music discs, they are somewhat “exempt” because at first it was just a few items that took up a whole slot. But armor trims basically doubled the number of items in the game that took up whole slots while not being very common and not adding that much value. It’s the equivalent to having 3 wheat seeds in your inventory when you are starting to fill up. Music discs were more understandable because of their rarity and perceived value. Things stop being valuable when everything starts to act like 3 wheat seeds in your inventory, (armor trims-> one trick ponies).
They add stuff that is cool, then they feel bad about it not being special or useful enough just by being there, then they make it drop or craft something that other stuff could’ve, like needing copper and amethyst for a spyglass instead of gold or iron and glass, or making dog armor out of only armadillo scutes and not turtle scutes, or how they changed elytra repair to needing phantom membrane instead of how it used to require leather, or when they just made it so you need lapis for some reason when enchanting even though you didn’t need it before and it was originally just added as a cool building/decoration block you could make.
I mean, the elytra is essentially magic and SHOULD be difficult to repair, so needing phantom membrane (a bit of a challenge to acquire) makes sense. I just wish phantoms were done differently, and/or that the membranes had more uses.
i think lapis was actually a good decision though, it’s abundant enough that i’ve never had problems. and lapis lazuli in real life used to be believed to have magical properties
I’d be far more excited if they just added new items that are craftable with the resources we already have. Stop adding new mobs with a singular drop that’s used for a single new item that, for all intents and purposes, isn’t even that helpful in the long run. Terraria has had “backpacks”, in the form of safes, piggy banks, etc. I’ll say it, the only reason we don’t have a real backpack is because they don’t want to devalue shulker boxes as an end game item. Rework shulker boxes, and give us real backpacks for just a better quality of life and make them craft able with like leather and iron
This is something i think about whenever someone complains about how slow updates are and how "modders can add things to the game so much faster". Its not hard to add things into the game. But making sure everything you add is fully featured, and fully integrated with past content is very, very hard. So many mod packs feel like, well, a bunch of disconnected mods cramed together. And it's frustrating that that same feeling creeping into vanilla.
This shit probably happens since Mojang gets way more creative freedom during April fools updates. They feel less like 'jokes that are there for the sake of being there" and instead feel like "Shit we wanted to add but Microsoft didn't let us so we're adding it in the update that in supposed to be a joke update". The suspicious potato update was a HUGE offender because it had stuff like a grappling hook and a item that lets you move floating structures and an entire new dimension in a update that was made to be a joke. I heard it was because Microsoft didn't want to ruin the "integrity" of Minecraft but is pretty much already ruined because no animals drop something for killing them unless you do something very specific in order to get it. They feel less like "cool easter eggs if you think out of the box" to "the ONLY way to get shit from animals because killing them is a big nono". But yeah that's probably why updates in Minecraft feel way to bloated with mostly filled with shit nobody asked and/or wants to do.
Here’s my list of features mojang should be adding: -a backpack that adds more inventory slots -a quiver to store arrows in -a new equipment slot for those items that goes above the slot for your left hand -frog legs, turtle and armadillo meat for new food items -more crafting recipes for food items, like bread being used to make sandwiches or letting us cook chicken eggs instead of being used for cakes and not much else -torch flowers actually giving off light (seriously why tf didn’t mojang add that?) -adding the mobs that lost the mob vote -adding fireflies (if mojang really didn’t add them because they’re poisonous to frogs then just…. Don’t program the frogs to eat them?) -the volcano biome you mentioned (I really liked that idea) -smaller structures that add a bit of detail to the world, some examples could be things like logging camps populated by illagers to show where they got the wood for their mansions and outposts, or hunters cabins that spawn in forests that have villagers that hunt animals during the day and monsters at night, or even small camps with a tent and campfire that has the chance to spawn a wandering trader to show that he stops and rests for awhile on his travels. -jungle and swamp villages -stair, fence and slab recipes for iron, gold, diamond, emerald and coal blocks -retexture the jungle wood a little (maybe make it a little less pink?) That’s all I have, feel free to add more in the replies.
it feels like theyre afraid of changing anything about the core experience that was created back in 1.0 but still want to create hype and interest around it so release a new update every once in a while to spike player counts
The problem with the exploration theory is that the premier feature of the last update, the trial chamber, is absolutely everywhere, meaning that it's just a pain for people on older worlds who need to "explore" new chunks so they can find one of these. I don't understand Mojang. I think you're right, they just want players to generate new chunks.
wanting old players to generate new chunks is entirely illogical personally, when new structures and biomes arent added, you get something like 1.17, caves and cliffs part 1. you just find all the new stuff close to spawn or just make it at base, and then you have a handful of new kind of meaningless stuff
@@OnePoundBird Caves and cliffs was unique because it went below the old world height, your idea here only works if its altering a part of the world that was previously unalterable. Like a sky dungeon 2000 blocks in the air! - example
A problem with forcing exploration in Minecraft is procedural generation. It doesn't take very long for human brains to see the pattern of the generation and become board. I think that's why end game players focus on building instead. If an exploration-incentive item is rare, it becomes a pain to find that thing. If it's common (like geodes), then there is no need to explore because the player will run into it while performing other tasks. It seems like Minecraft's strengths are building and caving. More biomes seems like a good way to incentivize building new things in new places. You make a good point about the variety of blocks for different building styles. Right now, medieval (and variations on it) are the main styles, but modern styles aren't as easy to produce.
i haven't played in a while, but i was so excited to hear they were adding a whole new weapon. then i was disappointed to hear from a friend that the mace is exclusively comprised of two rare items you have to deliberately seek out and _also_ rely on luck to get. i was genuinely pumped to have a new "default" option alongside the sword, it could've even been as simple as "the mace is slower but deals more damage" and i would've been more than happy (maybe just cause im typically a heavy weapon enjoyer in games with melee combat). but hearing how unfeasible it is to obtain just totally took the wind out of my sails and now i couldn't care less about making it. i genuinely don't understand why they couldn't have just made the recipe an iron block on top of two iron bars or something. you hit the nail on the head in regards to how i feel about modern minecraft, which is that there's simply too much stuff that gets you next to nothing, and they seem to love shoving in new features that don't interact with existing ones at all. they've added plenty of stuff lately i think is _cool,_ but not a whole lot i really see the "point" of when i think about it for a bit. i really like the suggestions of adding singular natural structures like volcanoes and giving certain items multiple ways to be crafted. a lot of the time, if a really simple/single-use item needs something rare for some reason, i just wind up not bothering with it at all, and i wish that weren't the case. i'm glad this video exists and is presented in such an open-ended, simple way, instead of ranting about why modern minecraft is an irredeemable cesspool like so many other videos on the topic have done.
It's something in particular PvZ did once or twice really bad called lock and key design. Problem has solution, nothing past that. A good example of a game working around that is Lethal Company's most recent update, the weedkiller they added to... well... kill weeds, now it can be used to heal your car
I like the name, lock and key design. Although making a key to fit a lock is a problem in itself, I think mojang makes the key first and then wonders what the lock should be.
@@nati0598 usually the problem is either trying to force the finding of one or the other. PvZ with cattail countering balloon zombies and fulfilling a unique role is a great example of how to go beyond it. Simply giving your key something else to do than be a key. Like imagine rabbit hide and armadillo scutes making saddles, or turtle scutes making parrot armor. Amethyst and copper making prismarine shards or something.
dont diss on my goat chorus fruit and honey bottle 😤 one can save you from a deadly fall or from the void/a lava pit, and the other gives insane saturation
"The reward for finding [a volcano] is that you get to see it and build on it. Not challenge some special dungeon located inside of it." This is such a good line, and could apply to any new biome/structure. A lot of Minecraft features should be there for the sake of being there, encouraging players to seek them out of their own volition instead of being like "oh I have to find one of those to get some exclusive gear."
Glow ink sac, glowstone dust, glowberries. 3 entirely seperate items and mechanics with no connection between them that all do the same thing. I hate to be negative but the problem is just bad ideas combined with the fear of doing anything too different.
My opinion, as someone who cycles into Minecraft for short periods and then doesn't touch it for a long time, is that they really don't add anything new, if that makes sense. They may add in new mobs, blocks, and structures, but you still use those to mine/craft and sometimes place. I've been playing for over 8 years, I don't know when exactly I started, and I was obsessed. After a while, however, it all felt the same. Maybe I'm just a boring person. Maybe I need to give myself challenges. Or maybe it is in fact a problem. Also I saw someone else talking about how Minecraft doesn't let mobs drop anything anymore, I wholeheartedly agree and was actually talking about that with a friend the other day!
I think the main problem with minecraft feeling the same is not that you're boring, but minecraft haven't changed anything to a casual player. The new mobs aren't integrated at all, they just are there for the wow value and it dies pretty quickly, that's when they introduce the next one to kick it back up.
Notch's original vision for Minecraft was a fantasy sandbox RPG, similar to what Terraria is today. And microsoft has turned it into a pseudo educational bloated mess of busywork that hasn't had any major progression updates since 2012.
i think the idea for like armadillo scutes is that you do something different from leather collecting, so just killing tons of cows for leather doesnt give you tons of recipes for everything immediately combining the idea of immovable blocks to encourage exploration, what if certain things can only be made with immovable blocks? such as an abandoned lookout tower had a table to make spyglasses with copper and glass?
There are so many things that are being added that could easily be substituted for a different item. Like glow squids. The only purpose for this literal reskinned squid is the drops, which make signs and item frames glow... something that glowstone dust could have easily done. I also have to super hard agree on the wolf armor. They could have absolutely used turtle scutes or something, instead of adding an entire new mob that has no purpose other than for crafting one specific item. I guarantee you if the crab was added, the crab claw would have required some needlessly specific way to be obtained, only for the claw to give like +1 block reach and be used for nothing else.
But one extra block of reach is still a gamechanger. It would be the most sought after item for pvp, and even if it is disabled for pvp, the building options and redstone capabilities are endless. Even just mining would be a little bit easier. I do feel however that it should be an end game item and getting it from crabs off a beach seems very early game to me. Perhaps there should be an end crab variant that drops it instead. Definitely more uses than wolf armor and armadillos. Wolf armor couldve absolutely been done just like horse armor
Minecraft has the unique problem of being an old unoptimized indie gem, a game built for all ages, and owned by Microsoft, all of which create a conflict of interest for literally everybody. The new Schwimble Block requires Material A and Material B from Patch 1.Number.2 because it steers new people towards the new update’s content, is a lot easier for a child to figure out, and has no dependencies on previous NBT data. It has explanations, but none of them bring anything worthwhile to the end user beyond accessibility and a new feature. It’s also the same line of logic that produces the Autocrafter, a machine that only needs Redstone input and items to function, and not anything vaguely like Thermal Expansion.
Amethyst: Spyglass and tinted glass. *Could have used glass.* Turtle: Turtle helmet. *Potions of water breathing are easier and better.* Armadillo: Dog armor. *Could have used any material.* Sniffer: 2 plants. *Literally useless.* Glow squid: Glowing text and item frames. *Only useful for map makers and SMP players.* Phantoms: Repair Elytra and slow falling. *Mending and water buckets: allow us to introduce ourselves.*
Sniffer could've had the plants emit light. There's no reason the Torchflower doesn't. Or even had unique particles for the Moonflower thingy. Sure it's "useless" but you have to seek out sniffers anyways so I could live with it. Phantoms is it's own issue. Membrane could stand to have more uses though I agree.
You've managed to put into words my dissatisfaction with Minecraft's direction as of late. I stopped playing somewhere after 1.5.2, and every time I came back since, I couldn't tell why, but almost every new feature felt weird, as if I'm playing a mod pack and not a vanilla game. It's been years, and I still just can't remember most of the features added over the years, probably because they just don't make any sense and have no meaningful purpose.
They need to expand more on game systems people actually use instead of adding gimmick mobs that spawn in one biome and drop nothing. The nether and caves were good but everything else has just been filler
@@firstnamelastname442 it would be a cool way to make tipped arrows without needing to trade from a villager/get dragon’s breath. They also promised it would get a feature added but they never fulfilled that promise
The problem with scutes is the exact opposite problem with Pandas and Slime Balls. Did you know that pandas occasionally make slime balls? No, because it's just a cool little bonus on an ambient mob. Pandas don't drop a unique thing that can only be acquired by doing some very specific and often tedious action on an already very rare mob.
No, it's the exact same problem Pandas are completely useless Armadillos are completely useless bar the single one feature they were shoehorned with to make them not a new panda A feature that should have never been tied to armadillos, like for example horse armor. Which in my opinion ahould follow the same rules as dog armor. Regardless of what those rules are.
@@andresmartinezramos7513 Pandas aren't completely useless. You can get slime balls from them, albeit very rarely. My point being that even though they're not the most useful they don't have anything that's unique to them that arbitrarily justifies their existence.
@@alexanderchippel The panda's one purpose is completely outdone by wandering traders added in the same update. And now it's even worse now that Oozing has been added.
@@EmperorPenguin1217 You don't seem to understand what my point is; pandas aren't good because they have utility. They're just a neat little ambient mob that gives you a little bonus that you're going to be using day-to-day. Like, a good comparison would be like the Mooshroom. It's just an ambient mob that doesn't do much but it does occasionally give you something useful that you can get other places. In comparison to something like the sea turtle which has a very roundabout way of getting one item that is barely used.
@@alexanderchippel Every mob provides ambience, that's the absolute bare minimum and pandas fail at that one purpose because they barely spawn in their own biome on purpose. The point is that their "Bonus" absolutely sucks, why would you wait ages to get a single slimeball? Mooshrooms are infinitely better, they're functionally cows but way better. Sea turtles are pretty bad in their current state but they still manage to be way better than pandas
8:00 if everything is made to be special, nothing really is, and the game becomes bland by having "special features" everywhere, instead of a few that are remarquable
My personal boiling down of the issue is this: Minecraft was a game, and now it is a product. Corporations make money, not art, and Mojang is a far cry from a small studio whose profits depend on innovation and creativity. They do not have a development philosophy, they have a business strategy. They don't need to make the game better, they just need to push it to more people. They release a new update and people keep playing whether it's good or not.
One of the big issues with the budding amethyst though... Is the player time bubble. Simply said, a lot of other survival games will update the state of a block when it gets loaded again with the amount of time that has passed. Minecraft for some reason, does not. So unless you live on top of a bunch of geodes you found, you won't be farming them much...
@@youtubeuniversity3638 It would be a fair bit of work, given there's a lot of entities and effects to code it for. Potentially a huge task, if the game's fundamentals don't play nice with time bubbles, usually games are built from the start with this sort of functionality in mind. But project zomboid, another java based game has it, so it's mostly a case of how much effort they're willing to put into it.
@@loveluclins I don't think this would be hard to implement actually. It is easy for a chuck to save it's unload time and compare it with current time when it gets loaded again.
Although it would would increase chunk loading time cause every chunk will have to process random tick logic for the time it was unloaded when it gets loaded again.
My mind is headed in a different direction with this topic. Because something I find particularly frustrating is less the fact that an old resource could have just as well taken the place of tje new one and more that there are a lot of one trick pony or even outright mechanically useless features in the game, that if Mojang simply stopped expanding out and thought about going into depth with the concepts they have introduced in their current approach to coming up with new updates, Minecraft could have a significantly stronger sandbox. Archeology & Sniffer - There is an entire prehistoric world with a lot more fantastical elements compared to the present day overworld to be discovered and up to the player's choice to revive. That's a ridiculously good inspiration point for custom biome terraforming projects and lore writing opportunities, especially if archeological ruins were expanded beyond just the trial ruins and underwater ruins. Nether Forests - The natural origin place of nether warts, but in an undomesticated and also warped form. How we did not get more potion modifiers out of the contents of these biomes is a mystery to me. Sculk - So, souls are a thing and we have a material that repurposes and stores them/xp, including the concept of a soul's echo? Great, that's the baseline for an xp banking system and more player-like golem ideas, like perhaps ones that repeat a player's actions in using a semi-afk farm like a cobblestone generator or mob grinder or interact with redstone inputs in a reliable pattern and rhythm. Copper is Conductive - Lightning could easily become a more interesting take on the bluestone idea with its own set of quirks and separate use cases, like being actually storable in an accumulator, charging copper based mechanisms and items to work, being out of the box weaponizable and doing the usual bits of lightning weirdness. This is all a lot, sure, but it's a more concrete set of potential goal posts to work towards rather than the nebulous "add more, add new" that the current development process seems to be based on. Plus, that can also go deeper into the past and bring up old Minecraft features more into the mix of sandbox interactions and further up to the new aesthetic standard, especially on the animation front.
i think they would REALLY benefit from a simple checklist of ideas to work on in the future. their development seems kind of aimless even still after addressing the bundle issue.
i really like the point of having multiple ways to access an item, thats something i really love about minecraft modpacks there are more ways to get iron dust forexample wich have their own benefits and disadvantages like tinkers smeltery garantueeing getting 2 ingots out of a ore but it consumes lava and isnt really cheap or thermals macerators wich also can give you 2 ingots plus a chance for byproduct but its much more expensive and requires a supply of rf
Weirdly enough, I actually wish they changed the jukebox crafting recipe to use amethyst instead of diamond. Diamond has plenty of uses already, and amethyst works better for jukeboxes as an idea due to its music associations in-game.
@@DK_732 yeah it looks like reason won :P there's still feature bloat, and it keeps piling on, but now that the bundle isn't experimental that'll help the inventory issues somewhat!
Something that in a crafting resource pack that I made for my friends, is I replaced rabbit hide with "leather scraps", which can be obtained in other methods than killing rabbits, such as smelting items like rotten flesh, to allow alternatives for leather farms than cows such as a zombie farm hooked up to smelters, at a slower rate as it acts as 1/4 of a leather, so cows are still the best but you have options. Additionally, Bundles are just crafted with 3 leather and 1 string, making one easy to get super early. Bundles, surprisingly, are incredibly useful to me and do a good job with some of the game's inventory issues when you can actually reasonably craft them, which I didn't expect. Last major change I'll mention is making it so all redstone items' recipes can exchange iron for copper, this makes it so mining copper early game is actually viable because you get it in such higher quantities than iron before you get an iron farm, bridging the gap for early machinery while keeping iron more abundant later game. These are really just band-aids on MC's bigger design issues, but my point is that a lot of small things can be helped with simple crafting tweaks, but Mojang refusing to do even this sort of thing has me very worried for any actual major changes.
Get rid of rabbit stew, beets, & either mutton or beef, & merge cod & salmon back into just "fish" like they used to be. Clownfish need to be either given a use or removed. Granite, diorite, & andesite need to be reworked or made much rarer. Turtles, & let's be honest a ton of other mobs, need another use. There should be a gamerule to turn off rotten flesh & spider eye drops because 99% of the time they're garbage.
Thank you for taking the time to make this video, I enjoyed hearing your views. Well worded too! The exploration stuff resonates with me, whenever I clear out my inventory and am ready to go explore a new cave, my inventory is full of items that I either have to stop and remove from my inventory (string, spider eyes, bones, stone variants like diorite, rotten flesh, leather, 2 random mutton and 3 colors of wool. It gives me the feeling that I have to stop and do chores instead of spending time doing what I wanted to do in the first place - explore. This issue is massively compounded if I happen to find a structure or a lot of treasure ore (Redstone, Nether Quartz, Iron/Gold/Copper Ore each taking up one or more inventory slots) that I also want to bring home with me. I end up having to carry several shulker boxes with me and/or an ender chest and then doing the tedious task of condensing my inventory instead of exploring T.T I think Mojang has developed themselves into a box (or perhaps a block in this case) where there are solutions that make a lot of sense but they can't implement them now because it would disrupt the game balance they have worked towards; Solutions like being able to use a stone cutter or perhaps a new crafting block to convert stone and variants between each other - in the current state of the game this would turn stone generators into a grocery store of building blocks which I think in Mojang's eyes is a bad thing. But then this could allow for a single inventory slot to be 'stone' in a condensing-style of inventory like you described or like the bundle was trying to achieve.
SO i want to say thanks so much for the response to this video! if you want to see more, feel free to subscribe--i do video essays about art, games, writing, etc., and i've got a LOT to talk about, so look forward to it. i especially look forward to getting better at video editing and recording, and i've already learned a lot.
i also publish a webcomic regularly, and you can check out all my links at linktr.ee/brendan_pett. also, consider supporting me on patreon: patreon.com/bumblebeebowties-- i plan on rolling out videos early for patrons, and some tiers get pretty regular status updates on my projects.
thanks again! ciao.
I almost shat myself seeing you only have 500 subscribers. This is an amazing video! I also checked out your Tumblr and your art all looks really interesting as well. I can't explain it but it really reminds me of Toby Fox's art. I can't explain my vision but it's there.
I'm just gonna reply then reply with my thoughts (when I re-visit watch it again)
@@legalmel that's probably one of the best compliments i've ever received lol, thank you!
love the video, hey btw, what is the noise you used in the "Brendan Pett" part at the start? i swear i've heard it before or something very similar.
@@thing2be i used a program i found that converts text to animalese from animal crossing =^)
thanks for enjoying the video ^^
It used to be in their official guidelines that features needed to have multiple uses. Don't know what happened with that.
Jeb must have misread out of his stupid green book that "one block at a time" rule and gotten the two confused.
It being sold?
No guys you see copper DOES have multiple uses!
Building blocks, building blocks, building blocks, building blocks
*counts one crafting recipe*
*counts two crafting recipes*
"Alright, that should be enough"
DEI. They are incapable of doing more.
all i can think of every single time i see a glow squid ink recipe is "this should have been glowstone dust"
Or should be able to synthesize with glowstone. Or let glowsquids be a more easily accessed renewable glowstone source than witches. Or....something.
Liquid glowstone?
@@Sunshoop suddenly thermal expansion materials
@@fractalgem never played around too much with that mod lol. But liquid glowstone kinda is the only way I'd somehow mske glowstone replace glow ink sacs make sense- but i think it'd require some weird process maybe involving the cauldron or brewing station and glowstone dust. Unless there's a item that gets applied to the things beforehand and then the glowstone can be plopped on with a more glittery look cause i feel like glowstone would have that sort of look- glittery glow on stuff sounds fun
That’s what I’ve been saying
Rabbits being a little over 10 years old hit me for waaaaaaay more psychic damage than I was ready for.
Same
Its over
I'm assuming you aren't a bug, ghost, or dark/meam person.
yeah like i saw elytras as "new" before i realized that they've been in the game longer than they haven't been. really messed w my head
@arijeanz Oh no, here we go again ^^;
I've heard modern Minecraft called "as wide as an ocean, but as deep as a puddle"
They add new features, but they refuse to give older ones new uses. They focus on implementing new items for the sake of adding more content, even if it isn't good content.
Stuff like dog armour could just as readily be made with metal or leather. They just needed to give armadillos a purpose. The brush uses copper. Any metal could be used instead. They just needed to give copper a use, same with the spyglass.
They add more and more one-use items to draw players back in because "new item!!"
I can forgive the armadillo, as the wolf armor was buffed enough to make it valuable. It adds value to finding these mobs in generally unexplored terrain like savannahs and mesas. But the copper and amethyst examples are very egregious. Copper should have uses that matter. If copper was useful, people wouldn't mind that it's used in the brush exclusively anyways because they would have gathered plenty. The clocks an age old example of this. Gold being used for it is arbitrary, it was to give gold more purpose. But gold is fairly useful nowadays. Copper just doesn't have that same factor outside of decoration and a few cheap uses.
Armadillos could have been added, if they had more than one use. If they made dog armor craftable with leather and iron, it would be lame and uninteresting obtaining it as people already have an abundance of those two resources.
If armadillos/armadillo scutes were given more useful uses, it would be a good feature. Same reason why I love the addition of bees, they have so many small but occasionally very useful applications that makes the bees great.
It sucks how little mojang cares about quality updates, and instead only releases these low effort updates to attract more players to the game. Not because they want to make the game better.
@@pourplecat Maybe Studded Armor that ricochets Projectiles sometimes? Would need to be a cooldown on brushing armadillos though since there wouldn't be much incentive just to brush an armadillo for like a stack and never interacting with them again
@EmeraldCrowz Yeah, there are many cool ideas that people would also love, just making it used in useful crafting recipes can make an item better aswell
I like copper blocks because they look good in builds and since this game is like canvas more colours means more capacity to be creative
Bro this is so true they literally add stuff for one specific purpose nowadays same with mobs its like they need to have one purpose
I’m cool with things having single uses, but I feel like there are to many items with one use now.
It's dumb.
It’s like they have a set formula for the new mobs: What do they drop, what ‘interesting’ feature do they show, and where do they spawn. Nothing else. One of my favorite updates is(here me out) the bee update. They just fit so well with everything else. The bees have complex rather than flashy behavior. It comes with a vehicle that spawns on pre-existing trees rather than a new structure. It also gave a new function to the fireplace and flowers.
The sniffer has two purposes
Sniffing up useless plant 1 and sniffing up useless plant 2
Some things dont even have a purpose
Minecraft nowadays feels like you added like 30 different vanilla+ mods that don't interact with eachother and the modpack creator just swapped some stuff around in recipes for the sake of fucking with you without actually making them properly interact, except without any of the cool shit added to any vanilla+ mod ever and stuff everyone's wanted for years.
And a vanilla.plus pack like that would prolly at least have decent backpacks rather than just crappy bundles.
This is just flat out wrong lmfao.
ngl agree
1.21: added the breeze
kill for breeze rod
breeze rod is used only to make new weapon, a new mobility item, and a new potion almost entirely useless except for the trial chambers to make them harder
@@OnePoundBird Ugh the Breeze Rod is only used for a unique weapon, a versatile mobility item, and a kinda niche effect, SOOOO USELESSSS
@@BigMastah79your talking about one specific good mob from the update that has some good uses drops with uses let’s look at some other updates. How about the sniffer, this mob can only be obtained in a super specific way and once the player has acquired it, it’s only use is to give 2 flowers.
Have you noticed how Mojang didn't add a new food type dropped by mobs in the last 10 years? It's like they believe goats and frogs are unedible
They know very well that they SHOULD have drops but will never give any real life mobs a useful drop ever since around microsoft bought it out. Notice how goats dont actually drop goat horns on death despite it making sense, same with armadillos? It's a policy at this point to never make killing animals useful anymore. Which i personally find kind of stupid when killing animals could have a use but it could just be more useful to not kill them.. the sheep already did this, but microsoft is scared that people will carve armadillo skin for real life dog armor i guess
Damn i had to look that up to believe it. But yeah it's true! On top of that, they haven't added any non-vegetarian food item drops either since rabbits and changing sheep so that they drop mutton a little less than 10 years ago other than making fish actually spawn as entities (which were already a thing with fishing, they just made it more realistic), hoglins dropping porkchops and some new zombie variants dropping rotten flesh (which don't really count because they are hostile so i guess killing them is morally justified)
They think they are PETA lmao
wait goats dont drop mutton?
@@runkelpokk9 nope
The autocrafter was a rare moment when they added something that integrates overall.
Redstone I feel is the simplest and most straightforward way to making multi-purpose things. The ability for automating things tends to be that way in games.
It annoys the crap out of me how long they took to release it
then they nerfed it
@@tomaszpawlik5091 How'd they nerf it?
Adding advanced or block-based components would make everyone go CRAZY.
Literally any new redstone component would be nice. Instead they fix the (harmless) bugs that redstone depends on.
And then they made the crafting recipe use Iron instead of Copper, it's absurd.
every new item using exclusively materials that happened to be added in the same update
Tiny counterargument against this is just that it’d weird if you couldn’t craft anything in a new update with the new stuff.
@@alphabros5226then make the updates less shit to begin with and problem solved 👍
@@meat3958 Wow that's a really insightful comment then. Pray tell how could the updates not be bad in your opinion? Cause I feel like you'd be the type of person to complain either way.
@@alphabros5226 Already explained to you in my original comment. You should probably read that 👍
@@meat3958 How about you explain in a way that makes it seem like you can articulate above a 9th grade level
Mojang is adding too much stuff. They are making a shallow, bland, ocean of features, but a deep, interesting, lake will always be better. SO much "eh" features no one will ever experience. Instead of adding more uses to diamonds, gold, lapis, leather, paper, plants, stone, obsidian, combining food items, and emeralds, Mojang makes NEW items specifically for new features. 5 useful items are better than 10 useless ones. They already follow a Quality-over-Quantity style update schedule, and at this point, we ALREADY have more than enough quantity. It's time Mojang focuses on the quality of preexisting features.
I think the tricky trials update was a step in the right direction in that regard, isnatead of a bunch of random shallow stuff added like in 1.20 they focused on that structure, the blocks, items and mobs you can find there, expanding on previous features like copper, tuff, banner patterns and decorated pots, and giving more love to underused mobs like the stray and husk. It makes me think how 1.19 could have been way better if they focused only on the deep dark or the nature aspect, instead of doing a 50/50 and making both feel incomplete
"They already follow a quality over quantity style" hehehe, it's more like: mediocre over quantity, they add very few updates that have nothing of value.
@@inexistentenouniverso9230 You 100% would have not survived the early beta updates.
I just figured out why most recent updates put a bit of a sour taste in my mouth. It's because this reminds me of the days when I actively followed and played the sims 4. *Thankfully* mojang doesn't make every new collection of items cost between 10 and 40 bucks like EA does, but it's still the same problem that generally makes the game feel more cluttered and less enjoyable.
As far as adding new blocks goes, I think it's fine and helps everyone. The issue is the way the crafting system today has a bunch of dead ends from these essentially orphaned game systems.
Something I've noticed as I recently started playing again with friends is that the "core" of minecraft is basically unchanged and all these one use items/mobs are basically non existing unless you go looking for them. Turtles? Armadillos? Sniffer? Rabbits? Dolphins? Frogs? All useless unless I need a specific thing from them.
They add variants of hostile mobs you'll never see like the stray, bog, husk. Drowns are common only because water is common and nothing else hostile spawns in water.
There is so much potential for interconnected interaction but I think they are scared of changing the "core" of what made minecraft popular.
I think you really hit the "core" of it. The people running minecraft are sitting on the aftermath of a lightning in a bottle scenario, and they're naturally trying to ride it for everything its worth, but without having a clue what made it work in the first place. So, rather than risk alienating their existing fanbase by making changes to the existing game, they are essentially doing the minimum amount of work required to maintain the interest of their already enormous audience. Which, from a monetary perspective, is a saddeningly prudent decision.
@@lightarchives5025 isint the core of minecraft minning crafting and building
@@dynamitewolft4194I think they’re talking about the game from the perspective of someone trying to beat the game. The nether update was the only update in a while that really impacts that
@@HuneeBruh There's also the different ways to play of building, pvp and redstone, wich are pretty core parts of the game, and the same argument applies here as well. Like the only thing any of the new mobs change is pvp with turtle potions and the mace.
i really enjoy the biome variants of zombies and skeletons and think every biome should have them, sure they are just reskins but make each biome feel a bit more unique and they mostly drop the same stuff as the normal variants
“Adding exclusive rewards for exploring ironically cuts an adventure short” by far the best criticism I’ve heard with modern minecraft
Idk why they refuse to make bundles take more than 1 unstackable item, it's like. That enchanted book is what's clogging my inventory NOT some flowers.
do you really have that many enchanted books in inventory until getting a shulker?
I think bundles are fine as is. They can get rid of smaller item clog like maybe 3 stray seeds and a few other one off blocks or items that stack. I do think enchanted books would cause abit of an issue- would it be able to keep that enchantment data? I feel like that'd be a new messy system
bundles are great for mining, if you have a bunch of raw ores you can compact them into blocks and put them into bundles to save a lot of space
@@BonziBUDDY or just a few junk blocks you had to break along the way to get the ore
@@derevianne1108 yes.
The worst part is, there's so much room to expand older features, but they never do ANYTHING with it. The number of single-use items/mobs in the game is staggering. :/
and wolves are still basically just a novelty. Minecraft wolves are probably older than like half this comment section
there'll still be significant community backlash everytime they do so though, keep in mind that there was a huge number of players who claimed that 1.14 "ruined villages" or that 1.16's nether "didn't feel minecraft enough"
@@Designed1 Yes, this is true. But meanwhile nobody was disappointed when they gave more uses for copper and tuff in 1.21. Adding more uses for items is easy and most people would be fine with it.
And even with bigger changes, imo Mojang should stop trying to please everyone. Them being too worried about changing things is what leaves features unchanged for over 10 years since they were first added.
If you try to please everyone, you please no one. The number of people who loved 1.14 and 1.16 greatly outnumbered the people who disliked it (as far as I can tell). And people with complain no matter what they do, so why worry about it? ¯\_(ツ)_/¯
@lasercraft32 they can't stop worrying about pleasing everyone though. They answer to one of the largest tech corporations in the world and possess the rights to the best-selling game of all time. If they make a change that drives a buncha players away from Minecraft, Microsoft will likely get pissy at them.
You can say things about the occasional useless item and underexplored mob, but literally every single update from 1.13-1.19 was expanding older features like the oceans, the Nether, world generation, caves, villages etc. People need to learn to see that they got exactly what they wanted and be happy about it.
That point about randomly generated "structure biomes" not needing to have some unique purpose is actually really refreshing. Having more of a reason to build outpost structures and maybe even connecting transportation would vastly improve the game without needing several niche mechanics to also be added.
Another thing that bothers me is how mojang acts like they're PETA, if Pigs and Cows were added now Mojang would make it so killing them drops nothing, and you'd need to read them a bedtime story for them to give you meat
edit: people in the replies are fighting lmao, it’s not that deep, it’s a block game
It’s much more complicated than that. Every single interaction you have with mobs shouldn’t be killing them. It’s far more interesting to have mobs that the player interacts with in unique ways, such as making an enclosure for them and breeding them, or taking them along as a companion, or hatching their eggs and collecting the seeds they dig up.
I think they did it pretty well with sheep. If you go out of your way to interact with the systems you get upwards of triple the reward, but if you feel like just doing the easy thing and killing the animal you get less wool@@BigMastah79
@@BigMastah79there are ways to do that. You could make it where there’s manure when you breed cattle that then acts as a lesser version of bone meal. It’s an early game bone meal alternative and gives new purpose for animal breeding.
Another example would sheering feathers off of chickens, chickens and ducks naturally shed their feathers over time.
You could make colored feathers from parrots. For a cool cosmetic item or even better a functional item.
Another cool thing would be shaving polar bear hair for their hair. Then craft it into its own kind of armor that could also be combined with iron to make it reinforced.
Add snails so you can then cook them. Add new food items to feed specific animals. Adding complex mechanics will make the game more long lasting. I can just breed sheep and cattle with wheat which I can make a farm for, use the seeds for breeding chickens, craft hay bales for llamas. That’s breeding 4 animals with just one plant.
Adding more uses to animals will give us more incentive to not kill them. But most players kill cows anyways so why not give more crafting recipes to leather.
They aren’t scared of innovative animals, they are scared how a specific small niche group of activists will react to their updates
@@IamPotion Horrible ideas btw.
(This part is an edit: Yes I was rude for saying this. I provide context and explanation of my criticism later on in the thread.)
@@BigMastah79 okay? I was thinking on the spot so don’t expect anything I guess? Weird how you say it’s bad without elaborating anything. Shows a lack of critical thinking.
One thing that really bugged me since the Ancient Cities came out was the recovery compass. It kind of felt like they just put it in there for the sake of being an exclusive item.
Like if you really think about it you're putting a death locater in an endgame structure that is built for skilled players who don't really die that much. But wouldn't it be better for newer players to use because they would be dying more often?
The problem is people who are able to go to ancient cities don't need the compass and the people who can't go need it, but they can't get it.
Makes zero sense
Yeah because if you beat the scary impossible 😨 challenge of holding shift and placing wool you’re clearly the most skilled mc player every, and you’ll NEVER die and not know where your items are ever. Also endgame lock the ancient city too cuz it’s impossible.
@@rougeolive1120 i have mentioned this before in other places but the warden is barely a threat. even if you end up spawning him, you can run away while he's doing his spawning animation, and then he'll just walk around like an idiot for a minute and leave. once you learn his gimmick, you have to go out of your way to attack the warden for him to be a problem.
it makes me dread going to the ancient city. not for the intended reason, mind you, but because it gets annoying after the third time he spawns.
"putting a death locater in an endgame structure"
I don't understand why people call Ancient Cities an end game structure, when you just need a few stacks of wool, shears and an at least iron hoe, maybe torches and a pickaxe, just in case. That's early-to-mid game...
Yes, it might be hard to find it and get there through caves, so you probably need a set of iron armor (which you can confidently store at your base near the City) and it would be easier to explore the City with night vision potions, but that would be just mid game.
@vasilyd8578 you can get netherite in 15 seconds with the right seed, but I wouldn't say it's an early game resource. The ancient city is intended by the developers to be pretty late game, otherwise they wouldn't give out diamond leggings and notch apples like candy.
@@CockroachTheFoul hmmm, you have a point, but if you've got to the deepslate levels (and went to the Nether Fortress for blaze rods for potions), you probably should already start to transition from iron to diamond gear, but yet not fully enchanted, which I consider mid game. Also the City is still risky area, you may go there naked, but you still can lose all the loot you've got and gear you prepared.
I love the hypocrisy in “we can’t figure out how to make bundles work on console” despite the fact that the added emotes are useless and waste a button and that the pick block function isn’t even binded to anything by default
Even worse, they cant get them to work on MOBILE
Afaik, due to the nature of mobile controls
Which makes sense, but that literally didnt stop previous features from making it to the other versions (like the nether for instance, pocket edition had its whole own other system for that!)
i don't disagree on emotes not having a gameplay use, but these are two unrelated issues. not hypocrisy.
@@aperson558a voice of reason ❤️
Imagine being a multimillion company with lots of employees and not being able to fix one design problem lol
@@theanimatronicgamerreturn7785 ??? Bundles have many issues aside from getting them to work on Bedrock, and it’s not like they’ve only been working on Bundles lol, they’ve done work on a lot of other features.
Minecraft has been in the process of stopping being a game and starting to be an "update simulator". They didn't add Armadillos to incentivise exploration. They added them because they thought it'd sell more copies and get people interested in the update. Along with the other vote mobs, and all the features.
They no longer thank about how something will fit in the games ecosystem, they just think about what gets players excited. That's what I mean when I've said before that players don't always know what they want. Everyone wants cool interesting features but it's not the players job to figure out how it'll fit, it's the designers. And they haven't been doing that well for many years
i'd like to give mojang more credit than this, honestly, because i do genuinely believe that the folks there are interested in providing new and unique updates, but i feel like something is holding them back and its not their intentions--it could be their microsoft masters, perhaps, or maybe it's complications in the development process that are more complicated than they let on and don't want to explain. i know they're doing a lot of work under the hood, though, to integrate new features that allow data pack creators to manipulate the game much more, so maybe all that extra work does it?
not really sure, but either way, i definitely feel like they're missing some direction. the updates feel aimless.
@@bumblebeebowties As Mr Krabs once (or twice) said: "I LIKE MONEY!" - there you got your something.
@@bumblebeebowtiesFrom multiple reports from Mojang Employees I've seen this isn't TheBigBad making the poor innocent Mojang do money gluttonous things, Mojang did it on their own because their company grew in size
@@bumblebeebowtiesI heard something about an update plan for the next 50 years, if they want to be updating things that long they are holding things up for years. That would suck for the game
I want to say that there's no way they need to promote Minecraft, the top selling computer game in history, and that adding some rando endangered mob isn't going to push copies.
But considering almost every Minecraft spin off game shuts down, maybe Minecraft is bleeding money for Microsoft, but they're pumping money into it for the IP/data rights.
yes i feel like minecraft has so much potential to expand on what’s already in the game however whenever they spend so long for minor additions that barely interact with the game im left disappointed
Modern Minecraft feels more like modded Minecraft, than modded Minecraft - as in how disconnected and overall pointless everything feels.
@@m0fn668you're indirectly saying that minecraft isn't minecrafty anymore which is bs
There should be additions to core elements like adding extra rooms to structures, adding ambience, changing combat, etc
What they add is cool to play around with for a bit, but never makes a meaningful impact (however 1.21 was a good update, more so talking 1.20/1.19)
@@t00nedd00dThey literally changed pre-existing structures in 1.20 for archaeology
@@sboy2044 Yeah but they could've went further with it y'know
They added craftable chains, and STILL didn't bother to make chainmail craftable
Dang it, i just realized how arbitrary chainmail not being craftable is
It really should be craftable with *something* at the very least
Would anybody even USE chainmail though when iron is right there along with diamond? Perhaps they could make it special like gold and just give it high enchantability, but then enchanting books and villagers exsist so even that's not really useful.
@@Shackhabit a) just having yhe ability is enough. b) i think that's already the case, but not sure
I mean, it used to be craftable. You just had to use unobtainable fire blocks lol
I mean, in game, chainmail is worse than iron armor protection wise, and chains require an iron ingot and two iron nuggets to make, meaning to make a chestplate youd need 8 iron ingots and 16 iron nuggets, which is more expensive than the iron armor, for something thats objectively worse. I will say, not everything has to be for stats, it does have some cosmetic value, and its unique interactions with armor trims can make it some of the most visually interesting armor in the game, up there with dyed leather armor, but if youre willing to get rare armor trims and put them on chainmail for the sake of pure stylishness, having to explore to find the chainmail makes it all the more stylish since you know someone had to go looking for it to find it. If there was a crafting recipe, wearing it would seem less like a fahsion statement, and more like youre being wasteful of your iron lol.
I personally feel like chainmail *should* be better than iron armor, at the very least for certain types of damage, since its uncraftable. If it was better than iron armor, then it would make chainmail another step in the games armor progression, instead of a junk item. The player would finally make iron armor, and feel confident enough to go into the deeper caves to start looking for diamonds and structures, along the way slowly finding chainmail in chests to replace their iron gear, help them go further. Leather armor has unique uses and interactions, gold armor has unique uses and interactions, both are *otherwise* worse options than iron, so maybe if chainmail gets a recipe it should have a specific niche use, that makes it suited for a specific playstyle, like how leather is intended to be someones armor of choice for mountain living, and gold is intended to be someones armor of choice for nether living. Maybe chainmail is best for cave living somehow, idk.
Just brainstormin ideas
the nether update introduced a bunch of new flora, the nether grasses and stuff, but they just drop themselves, even though something like that should probably be dropped when used with shears. they clog up the inventory so easily
oh, i have a funny story involving this one: see, they did actually fix it to make them require shears for a brief moment in time, but... Technical Players whined about how it ruined their new bone meal farms that utilized automatically breaking the nether roots with pistons. so then, mojang reverted the change. i think sometimes the technical community does some... bad things for the experience of the game for others. Sometimes(TM)
and you can't even put them in pots😭
@@CreativelyJakei don't think they should've reverted it. Honestly- crafting shears isn't hard. They can just- harvest it themselves or do a flower farm cause those drop themselves and are just as easy to compost
@@CreativelyJake oh abosolutely, the technical players play the game in a way that is completely foreign to your average player. (which is fine) but their desires should not superceed the actual game experience.
@@Sunshoop also shears can be used in dispensers, so they are just complaining htat their contraptions would have to be *slightly* more complex
Im still mad rotten flesh cant be used in composting. Cuz it makes sense, why would i wanna feed my wolf rotten flesh.
Cookies kill parrots for education on real life issues with people who feed birds dangerous stuff. By that logic I am free to feed dogs rotten leftovers whenever I please, since minecraft deems it perfectly okay to do so. They have no fking clue what they want the game to be...
?? Meat/animal products are very much not desired to be put in compost. It in fact does not make sense
Edit: A comment saying "eggshells go in compost" has a large amount of likes as if it completely invalidates my argument.
Even if something is irrational but still supports the view against something, people will agree with it.
Arguing on youtube is a complete waste of time as everyone is incapable of logically thinking and providing comprehensible arguments against what I say
I would encourage you in all cases to think logically in an argument about what is genuinely right instead of automatically agreeing with somebody who shares your opinion, even when their argument doesn't make sense
yes i know its silly im malding about egg shells
@@pourplecat Eggshells go in compost.
@@pourplecat Eggshells are animal product.
@@raspiankiado Besides eggshells, they do not share the same properties as meat or yolk
Minecraft was originally inspired by Dwarf Fortress, and I feel Mojang should take a leaf from that game's update strategies. Specifically, they need a clear vision to work towards. Dwarf Fortress's objective is to create a fully-simulated world, and so every update builds off what's already there and is guided by clear purpose.
Minecraft needs something similar. Do they want to make a world that feels truly endless? Do they want to create a massive Terraria-style player progression path? Do they want to create a game with so many optional objectives, the player can make their own fun?
Right now, they bounce from objective to objective without settling, and it's creating this problem of interesting ideas that never go anywhere.
What they want is "Money", and they have only three means of getting:
Bedrock microtransactions
New game purchases
Merchandise sales.
Technically, Minecraft was originally inspired by Infiniminer, but your point still stands.
To me the funniest part about all of this is when they addressed the people saying that all 3 mobs should be added, they basically said: oh, it's so hard, they need to have a use, they need to fit the ecosystem, we need to make sure they offer something unique and interesting. That's funny to me because the things they add don't really do any of that.
They have a useless use.
They're so small they don't make a difference in the ecosystem of the game.
They don't offer anything interesting to the game.
And finally, they're not hard to put in the game.
i feel like the last few updates should have taken just 1 year to make all of them, the community adds every ideia they have before them, and although they need to have the ideia from the ground, it really doesn't take that much time, i saw mods improving the game in so many ways mojang should, and none of them took years of development. Idk, maybe there's something wrong with mojang, maybe there's someone forcing them to do these minimal effort updates, someone like Microsoft.
Minecraft defenders bring shit up like the devs have to think about balance and bugs, as if every single dev ever doesnt have to do the same thing
@@loafofbread9400 It's funny because most of these mod makers are solo devs or a small team. Doing it for free because they love the game.
Yet the company can't figure it out? The one filled with people being paid to come up with this?.. really? They can't figure out this stuff?
Iron is quite literally used for everything it’s a perfect example for what to do with shit
We got:
- Pandas
- Bamboo
- Copper abundance
- Rabbits
- Bees (we still like those flying cubes)
- Amethyst
- Copper abundance
- Rolly boys for dog armor
- Turtles and single turtle helmet
- Copper abundance
- Copper abundance
- Copper abundance
For god's sake, make copper used in vanilla redstone constraptions! Make it useful for tools! Make it useful anywhere besides a couple of blocks.
I think maybe rails should be crafted with copper and powered rails with redstone
and maybe the clock could be crafted with copper and also the crafter should be copper
that would give copper good uses
@@donutstudios6353Replacing iron for copper for the basic rails and crafter is a good idea but keep powered rails the same and instead add new ones affected by oxidation.
@@yassifieddino1792 yeah that makes sense
@@yassifieddino1792 imagine how many wax you'd need to get to prevent oxidation of the whole railway system which most likely will be abandoned after getting elytra and left only as decoration...
I understand that it can be automated, but that's still a chore and requires an iron farm too for shears, so, more exploitation of bees and villagers.
EDIT: And if you have to make an iron farm anyway, why do you need copper rails in the first place?
they need to make emeralds more useful too
I wouldn't be mad if 1.22 was just adding features to already existing aspects to the game
An Item I have issues with personally is glow ink sacs. We had glowstone dust for a really long time that could do anything they could. why not make "Glow Paste" Made from glowstone dust and slime balls OR just let us put ink sacs and glowstone dust in a crafting grid to make the current glow ink sac? That way we have an alternative way for people who either put a base in/near a swamp or for those who do redstone could get it that way without having to needlessly make a new farm or to sit for hours killing so you have enough for the foreseeable future.
Their habit of making things have one use is also why I'm upset with how the sniffer turned out, sure it has more than one plant but I thought it would add a ton of nice plants and that the torch flower would act as a more visually appealing torch for mob proofing the surface not just an expensive way to get orange dye. -_-
Whoa whoa whoa, lemme get this straight, you want MineCRAFT to add new items that are obtained by cleverly combining existing items via CRAFTING? That's just crazy-talk! /s
@@bobbob1876I was so disappointed with the Sniffer. That’s actually the mob I wanted, I thought it’d be really useful. Id have loved if it would give new prehistoric seeds and crops, that would only grow under certain circumstances that simulated the way they’d have grown in the past. In return, the crops give cool effects when crafted and brewed because they’re from a different time
glowstone emits light, glow ink sacs seem to be more of a glow-in-the-dark sort of thing
i do think the "glow paste" is a good idea though, slimeballs SEVERELY need a new use for non-redstoners
@@mangledfoxy2052 Discover ancient seeds and brand-new plants with the Sniffer!
Nobody in their right mind is going to go, "Wow! They are clearly saying the plants will be very useless!" unless they already have no hope in Mojang. False advertising. You just get dyes from them, and you can't even clone the 2-block high ones with bonemeal like you can with other 2-block flowers!
Slime balls + ink sac + glowstone is cool too, where the slime balls act as a binder.
Sounds like the usual grasping for relevance you see in multiplayer games and even tabletop RPGs. Developers add a bloat of new stuff to keep players interested, until it becomes an unweildy mess--then it is time for the new replacement/version/edition.
Old School Minecraft
It arguably isn't even working. Half of the community thinks there aren't enough features each update and the other half flirts with beta 1.7.3
I have a suspicion that Microsoft is requiring these updates and forcing Mojang's hand behind the scenes. Explains why everything since 1.19 has been really unsatisfying.
ah. The World of Minecraft begins to resemble the World of Warcraft
11:03 bedrock edition and Java edition running on two different engines was the worst thing that ever happened to Minecraft it holds it back so much.
Honestly i think whats happening here is that vanilla minecraft is, by any real account, a finished game. The thing is, mojang knows that if they stop updating the game, people will stop talking about it and it loses relavence. So instead they opt walk the tight rope of adding enough to call it an "update" without adding too much and killing their metaphorical "golden goose"
Just because its "finished" doesnt mean it cant be expanded and improved though
Survival minecraft def has a lot of issues with difficulty, exploration, grinding etc. that can be improved by adding new features or improving already existing ones
I get that they have to be careful with the games identity and image, they can't just vomit out new content and add 10 dragons, but what they have been doing recently amounts to basically nothing
What incentive do players even have to update their game after caves and cliffs in terms of actual content? The only reason I have to update my client is compatibility with my friends and servers. If I could, I would just stay on 1.19 or even 1.18 to avoid the hassle of updating my client and all my mods
Imagine youre a mod maker, you have to painfully update all the junk you made to a new version because mojang decided to add PENGUINS and MONKEYS (they do nothing)
Sorry for the essay
the updates are so ass that it's hard to believe they arent intentionally sabotaging themselves. mojang likes to claim that they are very careful with what they add to the game so as to not ruin it and that everything goes through rigorous quality control yet the mfs cant add a dirt slab to the game. the easiest, lowest hanging fruit feature that everyone will appreciate. that simple, a fawking dirt/grass slab. instead heres 10 new animals that do nothing. wow, such polish, many quality feature. stone cutters, that were added back in 2019, have been revolutionary for builders. nothing as good since.
@hotelhotelhotel no you definitely brought up a good point with mods/modmaker issues, I hasn't thought about that. My point is that their best case senario is one where they add nothing but people still talk about (and play) their game, so most of the "updates" are really just excuses to do PR cycles and generate hype and discussion about Minecraft
@clintshidwood4511 I've honestly had this discussion with more people than I'd like to admit, and the sentiment is pretty common. "If Mojang just added ____, the game would be so much better and everyone would appreciate it" Thing is, that blank space is filled with a different thing for each person. Sometimes, it's contradictory. It's always more difficult to implement than they originally imply. For example, lets go with your dirt/grass slabs. First, you would have to update the grass spreading mechanic to handle it. Fine, simple enough. Next you would have to consider how it interacts with mobs. Can sheep eat it? They definitely should. Also all passive mobs spawn on grass, should they also be able to spawn on the slabs? Idk. There would probably be people who would prefer it either way. Probably would be best to do some QC on that. Finally, the big one: since dirt is a natural block, do these slabs generate naturally? If so, they would need to completely revamp world generation, mob spawning, and movement mechanics to compensate for it. If not, people would probably complain about how it is unrealistic and the devs are just being lazy.
That all being said, I do think mojang has a rationality behind the lackluster updates. Its just not what fans want to hear.
@@clintshidwood4511 Dont want dirt slabs
youre so right, minecarts are useless, horses are useless, boat are useless, because they added the elytra instead of expanding it. Redstone is one of the only systems in the game that was ever expanded on
Elytra is endgame tho
@@sboy2044i can understand this argument for horses and boats, but minecarts should be expanded to match the speed of an elytra to give them some use. minecarts should be used for the same distances you need to travel constantly, while elytra should be used for exploration/basic movement.
here’s my suggestion:
horses/boats are early game
minecarts are speed
elytras are manouverability/not being on the ground
@@sboy2044 you can reach the endgame in less than 1h which defeats the point of doing anything with horses, boats or minecarts
I think of minecarts as the only automated way to travel long distances enabling you to do something IRL instead of constantly doing angle adjustments and launching fireworks, which gets boring when you have to travel between same locations over and over again. Boats are great for early game travel and elytras are endgame for most of the players. In my opinion the only way of transportation that needs buffing is by horses as they are to big for comfortable travel in the forest, they can't traverse water quickly, saddle cannot be crafted and they are simply to slow for the effort
i think the spyglass being made with copper is fine tbh, but i never really questioned why glass just wasnt part of the recipe until now. what the hell were they thinking
Because they needed to justify Amethyst existing some more.
@@SpectroliteDS I mean the recipe could just use copper, amethyst, AND glass but for some reason they didn't wanna
If they won't let a spyGLASS be made with glass, then they should at least call it a spyamethyst instead
i actually stand by that decision, maybe the amethyst crystals in minecraft have a natural lens-like structure
it couldve just been copper + tinted glass instead of amethyst
i love modded minecraft so much sometimes i watch videos on vanilla and think "wheres the mods? what the hell is this? wheres tinkers construct?"
Yeah, 1.12 with mods is what I like to play.
Well, mods are literally what the community wants. I haven't played on tinker for a long time though, I still need to get around to that foundry and anvil they have now.
Facts. They keep adding new items to craft stuff that could just be crafted with already existing items and your inventory cant keep up with the bloated additions. Armadillo scutes and turtle scutes is the perfect example.
Turtle Scutes are not a good example of this. They are the PINNACLE of an item you need to go out of your way to get
@@BigMastah79 i think he means the fact that TWO DIFFERENT scutes exist, and have TWO DIFFERENT purposes (its so fucking annoying)
@@vyzxcop didn't even MENTION how easy they were to get there's just this one contrarian trying to defend the billion dollar corporation
@@BigMastah79They should have been consolidated regardless, not unlike saddles and horse saddles were.
@@BigMastah79 they could've make dog armor more durable and require less turtle scutes to repair it.
This is why I really don't like the mob votes. Not only is it responsible for many bloat features, but it also has the player base WANTING these bloat features in the form of "just add all 3". Imagine if the Great Hunger won the original mob vote, and instead of using a grind stone to disenchant items, you had to run all the way to where this one mob spawns and pray it doesn't eat your item.
As for a solution for the bloat problem, there just needs to be a culling of these features. There is never going to be a world where having two unique scutes, needing to use glow ink sacs instead of glow stone to light up signs, or needing a rabbit hide to make a bundle would make any sense. (it would also go hand in hand with a rebalancing update, which the game desperately needs) It would most definitely be an unpopular update, but a necessary one for the health of the game.
im sure it would receive a lot of backlash from the larger community, but i honestly feel like they should have at least a mini update focusing only on improving or fixing features currently in game.
An update like that would be very easy to make, given there are tons of mods out there that fix decade-old bugs that are still in the game today, and all that while modifying the game's code meaning mojang could easily implement these changes if they wanted to
Every instance of Mojang being hesitant to add useful drops to mobs because "they're endangered in real life" just adds a waste of a gameplay mechanic as well as do the complete opposite effect of what's intended.
Now instead of people remembering and thinking about polar bears, they're completely absent from people's memories.
To answer the question “why haven’t you played in a long time,” my issue isn’t just the inventory, but mainly the lack of easy-to-find content from updates. Take the newest update, where outside of the new underground structure you’re recommended to buy a map to find, you really don’t have anything to look forward to. As Minecraft keeps updating, it feels impossible to experience new updates due to how “random” these structures can feel at times
Yeah, it was literal years after they were added that I found a woodland mansion the “intended way” (without choosing a specific seed or using commands)
And I assume the same will be true for these new features like trial chambers and ancient cities
Last time I started a new Playthrough I didn't even know armadillos were in the game, but when I stumbled across them on a whim, I didn't even get off my horse to check them out, because I already knew they weren't going to do anything cool. Killing them wouldn't drop any cool items, since Mojang doesn't want there to be an incentive to kill cute and exotic creatures. So I just sort of kept going.
It gets pretty predictable.
Why not surprise us by making armadillos aggressive assholes that roll at you like sonic the hedgehog? And killing them drops something cool. At least that would be unexpected.
they're too afraid to make hostile mobs that are real life animals
@@BonziBUDDYBecause we all know animals in real life are all super friendly as well. 😅 I bet if they ever added scorpions or snakes to the game, they would be friendly and cuddly too. 😂
Also, what about the spiders? Those are real animals, except they are huge in minecraft. Maybe they can make the armadillos huge too. :P
First time I saw an in-game armadillo it freaked me out and I had to stare at the mysterious moving block for a second.
Crazy how quick the hype died for me.
I mean goats already do that
Like the armadillos in Donkey Kong Country? That would be sick
I honestly dont know why mojang is so reluctant to give us backpacks to help the clutter crisis. Just a chest with leather for the recipie. It trades off the ability to wear chest armor (Similar to elytra) for more inventory. No backpackception or shulker stacking, just a simple item that is super easy to get that enables early adventure while getting resources for your final base spot that you are travelling to!
I am playing a steampunk modpack with upgradable backpacks, and its super awesome to go on a 4 hour journey in 1 direction, clearing out all the dungeons and structures, ores, etc. To come back to base with a massive haul and sort it. They even allow shulkers to be put in them in the mod, because at that late point in the game its mega project time and you'll need the space anyways!
I actually think that a good vanilla-style backpack would be literally a chest strapped with leather on your back. Just simply a chest model on your back, like donkeys or llamas have, although looking like an actual chest.
If they implemented it correctly, bundles would be exactly that. If you could take only specific items out of instead of items in order, the clutter problem would be helped a lot.
Because shulker boxes, llamas, donkeys and now bundles already act as backpacks
What modpack
@@EmperorPenguin1217
- End Required
- Need to find tame and ride around with plus can die
- Not properly implemented thus far
- See prior point
I really want to see a Vanilla minus mod, one that removes the single use items and replaces them. Condenses Minecraft and gets rid of the bloat. But I don't even know if that's possible, to remove items or features with mods.
you can just change loottables and crafts, if rabbit skin or whatever doesnt drop and isnt used anywhere it might as well not exist
Yeah, you'd basically have it not show up in Survival / in World Gen. It'd likely still exist in the Creative Menu, but otherwise would be gone from the world.
It is, theres a pretty popular mod for progression stages in mod packs that's able to completely hide an item/block from all menus remove recipes and replace it in world generation as for mobs you can just set the spawn chance to 0 or force it to despawn instantly
A datapack will do for most things.
Simply changing crafting recipes and loot drops is enough for most useless items, although there are some things that cannot be changed without modding as far as i know.
For example, i turned glow ink sacks into "soulstone dust", and shroomlights into "soulstone".
Soulstone is a cyan glowstone that generates in warped forests, while crimson forests now generate with glowstone.
But changing glow ink sacks use for glowing text on signs (so that it uses glowstone), is not possible as far as i know.
It's absolutely possible to change these things with mods though.
Dude, just go back a few versions
I love this video. Mojang never adds more features to build on top of previously existing content. They would simply rather add a whole new concept to their game that has only one use and one use only to appease the audience like it’s a pair of shiny keys that do nothing. The leather example you gave is perfect. Instead of building on top of leather and giving it more recipes, Mojang adds 3 other variations that genuinely do jackshit.
All my gameplay with everyone ever always goes like like:
Friend: "cool what's this can I bring it back? "
Me: "Oh that's [itemname] it's useless, leave it."
Literally could not afford bringing back junk with the cartoonishly small inventory space Mojang forces us to play with. All the adventuring were doing is looking for all the gameplay progressing stuff that Notch added all so long ago. Jeb just doesn't know how to advance Minecraft in a meaningful and rewarding way. If anything the new updates punishes you for exploring.
There I used Minecraft for "venting"
The last really fun time i had playing minecraft was like 2019. Im a casual who played a ton when it first came to console in like 2012. Everytime i go back these days i dont care to learn the new features because it all feels pointless, and its been like 5 years of basically every update feels pointless. I tried to go back to the caves update but tbf that kinda just felt like smoke in mirrors... most of the rocks they added were pointless. Cool for building ig. The new biomes are cool but part of the exploring should be looting and it feels like you still primarily loot the same materials from 2012(like you said notch added so long ago)
exploration only becomes fun again after you beat the Ender Dragon, get to End City and find shulkers.
which I don't care about, because I am more of an explorer or builder than a progresser. thus I just cheat command myself some shulkers.
This is why they're adding Bundles.
if mojang is going to keep adding items with little use, the _least_ they could do is give us some kind of way to have a bigger inventory without having to go to the end. shulker boxes should not be the "singular solution to the storage problem" that they currently are, and while bundles are nice they certainly have their flaws (such as _not being obtainable,_ to name one)
Totally, the game is trying to encourage exploration right now but the only ways to upgrade your inventory are all locked away in the late game, and at that point theres really no incentive to explore when the best you're gonna get are some iron tools and blast protection I books
That's what donkeys and llamas are for, among the other storage units
@@EmperorPenguin1217 while donkeys are at least usable, llamas have the problem that leads aren't the most reliable, and mob AI is _really_ unreliable (this is why i hate wolves, i've lost more wolves due to them getting unloaded because they didn't know how to pathfind or teleport to me, rather than them actually dying). you can at least control donkeys yourself but even then donkeys are difficult to get across certain types of terrain such as water making them not the most practical for longer explorations
@@ChromaNyan Eh as long as you have a boat and lead donkeys still work mostly fine
straight up, I think the should substantially increase inventory size, much better than adding something like the bundle with it's annoying UI
I think something could be said for tiered items.
Like...
What if a weaker Spyglass could be made from Copper and Glass(the easier to obtain items)
Which could be upgraded with Amethyst and Gold.
Rabbit Hide is a weird one to me, because it is harder to get than cows leather, and is also far less useful.
@@MrTrubbol it's true, why not having spyglass be upgraded with gold and amethyst? Minecraft had a system based on upgrading your tools since the beginning, why not do that with the spyglass? There's already a smithing table on the game!!!
@@MrTrubbol Also the rabbit hide is a weird one, it should have more unique uses other than being a worst hard to get leather.
Hey, that's not a bad idea
@@inexistentenouniverso9230 The unfortunate question is "What could you make with Rabbit that you cannot make with normal leather?"
From where I am thinking, IRL rabbit pelts are typically used for their softer fur and finer, softer hides.
One thought I have is to use it as an armor upgrade, making it so all boots are treated as leather boots, when it comes to dealing with powdered snow.
Agreed.
Just straight up agreed.
Mojang feels like they dont have a goal in mind with new updates and just "adds it because its cool"
I understand minecraft is a game and not a story, but Brandon Sanderson: "go deeper before you go wide"
Not to mention they could just rebalance old features to fit better in new progression.
Gold tools could be buffed.
We got golden armour "buff" in form of piglin trade. And we could have more.
I personally would for example make polar bears much more dangerous (they are after all biggest land predator on earth)
But in doing so they could also be made territorial, attacking both players and monster.
Having polar bears like that could give them use in grinders or just as local area denial.
This feature requires no new items, drops or mechanics. Everything is already in game. Just make them stronger, and make them hunt Everything thats alive.
And thats just a single idea
"Add it because it's cool" is an even bigger component to early updates, like the Beta ones.
what I also don't like about the new item bloat and something that it seems like mojang would _want_ to have an interest for, is that it makes crafting recipes so much more confusing for beginners! At least now they've added the recipe book but it still is just good game design to make recipes intuitive, and the new items and crafting recipes are so desperate for their one trick pony item that it really hurts the crafting. Most of the older items are pretty intuitive enough that you could mess around for a second and take some guesses and probably get it or at least know the materials to get, where the modern recipes are downright silly with niche items you'd never think to use. Who on earth decided that a helmet that helps you breathe underwater was NOT going to be a scuba/diving helmet or anything, but would instead be made of turtle scales (???) that you do not obtain by killing or brushing turtles, but instead by breeding them and protecting their eggs for several real life days and waiting for the baby turtles to grow up. They're the only animal that drops items in this way. Wtf
Yeah, a ton of peoples finest memories of minecraft are messing around and finding things out, and there’s still largely true, but so many new features are opaque if you don’t watch some demo video or read a guide, which is probably the intention
They’re too afraid of upsetting their fanbase by adding features people don’t like. They’re damned if they do and damned if they don’t
Mojang lacks overarching design direction. Increasingly many things in updates past Notch leaving just feel kind of random.
"past Notch leaving" as if Notch didn't also add random stuff all the time too... 😅
Minecraft as a game lacks design direction inherently. Too many people with too many different playstyles all play the game and it is impossible to please all of them.
@@BigMastah79 It being impossible to please all is exactly why it needs design direction.
@@ZarHakkar what direction could possibly cover all playstyles other than something like the current one?
@@BigMastah79 The point isn't to cater to all playstyles, but to pick a direction and stick to it instead of spinning around adding features willy-nilly.
Rabbit hide? Then how come I can see it?
The lack of interlinking features has ironically created interlinking problems
I was talking things out with someone, and we thought of another use for Amethyst!
Putting four Amethyst into a crafting table creates a 'Cut Amethyst' that when put into a smithing table with equipment or armor, will create a "Jeweled" version of that item.
A jeweled item will have a higher enchant-ability than the normal version of the item, giving it a higher chance of better enchantments on the table.
I have started playing Minecraft around 1.14, and for me, 1.16.5 is the best version - solely because of the nether update. However, even back then, it felt like Minecraft had an overwhelming amount of items, crafting recipes, and so, so much to offer. Updates since then have felt... lacking (except for build height and improved world gen). It's always the same: disappointing mob votes, items that serve no further purpose other than "building block and decorations", all atop the controversial changes to the handling of servers, in-game chats, Bedrock (modding and hardcore), etc. Idk it just seems so lifeless and corporate these days.
The polar beara were but the tip of the iceberg of dubious decisions.
Didn't we all say this would happen after Microsoft bought Mojang? But that got replaced by an attitude of "Oh wait, they're actually not ruining the game?"
Then we fast forward to today, and "Whoops! Spoke too son, megacorps still poison everything they touch, as always..."
@@boxcarz Thor (piratesoftware) once said, and I don't remember the exact words, something about the implementation of new features. Like I know there are a few programs out there that make it super simple for even beginners to make their own items and mobs, adding one doesn't take long at all. So why does it take Mojang so long? It shouldn't. Honestly the modding community is the sole reason I'm still playing Minecraft
It’s because of parity between the 2 versions. Also I think that guys an ass.
@@lyrics_m_sic they say it's because any idea they bring up must not harm any group of people that play the game a certant way, and must be implemented in the exact same time and has the same quality for all bedrock versions (mobile, consoles, switch....)
I do really wish they would take a step back and do some refactoring for the systems that already exist, instead of this focus on what new things they can add. I do think, however, some of the new things are big steps in the right direction and feel very positive about them (trial chambers and the new omen effects are very good). If just a little work went into better tying all the systems together, I think it would go a long way!
I wanna mention that sometimes when creators go to voice these concerns, they go about it in an overly negative or antagonistic way. It's nice that this video avoids that pitfall.
this is a good idea but, i dont think it'll ever happen. everything that mojang adds is inconsequential to the main core or the way that the average player plays the game. the trial chambers or whatever theure called are cool but it doesnt affect anything unless you go looking for them
@@legitnubtrial chambers made more sense to me when i was trading with a cartographer and i saw the monument map, mansion map, and then a trial chamber map. all 3 of those dont affect the gameplay of the average player but are still major structures that people seek out for their unique loot
Something that could kinda fix some of this stuff without removing things from the game would be to make some new and old items be interchangeable. For example, the cow hyde and the rabbit hyde being two versions of the same item with the same crafting recipes. Or the glow quid ink and glowstone being two ways of crafting anything that glows.
instead of being "one trick ponies", they would feel more like different methods of obtaining things that have the same purpose
i wish bundles could hold more than a stack of items. a regular inventory slot does that anyway, and you have to actively put everything in.
The criticism I've heard is they'd never add the creeper today. Imagine that. Most iconic mob and Mojang would be too scared to add something that would upset a creeperless world. If they did, they'd make it exclusive to jungle edge biomes and you'd have to compost it's drop first before obtaining gunpowder from it for fear of ruining the balance.
I’ve 100% noticed this in recent years. There is a lot of potential for improvement but they simply aren’t doing that. The worst offenders are the armor trims. People like them, sure, but the problem is they are actually locked to only being an armor trim. There could never be another use for them because that simply is not what they are for. They take up inventory space as they can’t stack, and you usually won’t need more than a few. A better idea might be to make armor trims function similar to how banner patterns are made. Maybe with a new workbench that required specific, already existing items, in order to put a new look on your armor.
Mojang also just needs to make everything more interconnected
Imagine if the trims changed the stats of the armours, how cool would be that (maybe increase toughness but reduce agility, give more speed or swimming but reducing armor points, increase fire resistance but lower resistance to other damages and so on and so on)
The old problem Warframe suffered from and still does.
And more importantly they're so stupidly expensive you'll never want to use them more than four times initially which ironically enough discourages customization
I actually don’t think armor trims are an offender here in the way that was mentioned. They give smithing tables a third use (netherite and villager profession being the others that I can think of) and the fact that they don’t have another use other than cosmetics is in line with what music discs have always been, so complaining about how hard they are to get is a non-factor unless you also think music discs are a bad addition to the game.
Furthermore, the fact that they can’t stack is just untrue. I don’t know if historically they couldn’t, but now they can stack to 64. Even if they couldn’t stack, the fact that you do only need a few of them offsets the problem of inventory clutter; unless you are a collector, you never are incentivized to carry more than four ever, so your inventory shouldn’t fill with them
The solution proposed of adding a new workbench just adds to the problem in my opinion. We already have anvils, fletching tables, looms, smithing tables, and others. I severely doubt that the problem at hand is a lack of workbench alternatives. In fact, armor trims make full use of the functionality of the smithing table, allowing for three slots to be used where the anvil would fail at its maximum of two, showcasing a nice level of interconnectivity instead of adding “armor trim station”
@@ryotoiii you’re right that we don’t need another workbench and that they give smithing tables another use. A better way to word my idea would be to overhaul the system to work somehow similar to banner patterns, so the actual item of armor trims won’t need to exist any more, reducing clutter even slightly.
Also, when it comes to music discs, they are somewhat “exempt” because at first it was just a few items that took up a whole slot. But armor trims basically doubled the number of items in the game that took up whole slots while not being very common and not adding that much value. It’s the equivalent to having 3 wheat seeds in your inventory when you are starting to fill up. Music discs were more understandable because of their rarity and perceived value. Things stop being valuable when everything starts to act like 3 wheat seeds in your inventory, (armor trims-> one trick ponies).
They add stuff that is cool, then they feel bad about it not being special or useful enough just by being there, then they make it drop or craft something that other stuff could’ve, like needing copper and amethyst for a spyglass instead of gold or iron and glass, or making dog armor out of only armadillo scutes and not turtle scutes, or how they changed elytra repair to needing phantom membrane instead of how it used to require leather, or when they just made it so you need lapis for some reason when enchanting even though you didn’t need it before and it was originally just added as a cool building/decoration block you could make.
I mean, the elytra is essentially magic and SHOULD be difficult to repair, so needing phantom membrane (a bit of a challenge to acquire) makes sense. I just wish phantoms were done differently, and/or that the membranes had more uses.
i think lapis was actually a good decision though, it’s abundant enough that i’ve never had problems. and lapis lazuli in real life used to be believed to have magical properties
Ngl, I haven't genuinely interacted with any new mobs added since the piglins (1.16)
I’d be far more excited if they just added new items that are craftable with the resources we already have. Stop adding new mobs with a singular drop that’s used for a single new item that, for all intents and purposes, isn’t even that helpful in the long run. Terraria has had “backpacks”, in the form of safes, piggy banks, etc.
I’ll say it, the only reason we don’t have a real backpack is because they don’t want to devalue shulker boxes as an end game item. Rework shulker boxes, and give us real backpacks for just a better quality of life and make them craft able with like leather and iron
This is something i think about whenever someone complains about how slow updates are and how "modders can add things to the game so much faster". Its not hard to add things into the game. But making sure everything you add is fully featured, and fully integrated with past content is very, very hard. So many mod packs feel like, well, a bunch of disconnected mods cramed together. And it's frustrating that that same feeling creeping into vanilla.
Theres a chance that mojang is doing this to make updates look more full, imagine how much the community would whine if the armadillo dropped nothing.
If so, it Seems like a bandaid over the "polar bear problem".
well no one would whine about it, because if the people figured out it dropped nothing it wouldnt have even been voted. but far enough point
Game didnt need armadillos. Game needs end update
People voted to get armor for dogs, they didn't vote to get armadillos for their own sake.
How 'bout "Do not put the arnadillo as a mob vote option if you don't have at minimum three uses for the mob's extence?"
If the new items would have a recipe that actually used the older resources more people would actually make them
This shit probably happens since Mojang gets way more creative freedom during April fools updates. They feel less like 'jokes that are there for the sake of being there" and instead feel like "Shit we wanted to add but Microsoft didn't let us so we're adding it in the update that in supposed to be a joke update". The suspicious potato update was a HUGE offender because it had stuff like a grappling hook and a item that lets you move floating structures and an entire new dimension in a update that was made to be a joke. I heard it was because Microsoft didn't want to ruin the "integrity" of Minecraft but is pretty much already ruined because no animals drop something for killing them unless you do something very specific in order to get it. They feel less like "cool easter eggs if you think out of the box" to "the ONLY way to get shit from animals because killing them is a big nono". But yeah that's probably why updates in Minecraft feel way to bloated with mostly filled with shit nobody asked and/or wants to do.
Here’s my list of features mojang should be adding:
-a backpack that adds more inventory slots
-a quiver to store arrows in
-a new equipment slot for those items that goes above the slot for your left hand
-frog legs, turtle and armadillo meat for new food items
-more crafting recipes for food items, like bread being used to make sandwiches or letting us cook chicken eggs instead of being used for cakes and not much else
-torch flowers actually giving off light (seriously why tf didn’t mojang add that?)
-adding the mobs that lost the mob vote
-adding fireflies (if mojang really didn’t add them because they’re poisonous to frogs then just…. Don’t program the frogs to eat them?)
-the volcano biome you mentioned (I really liked that idea)
-smaller structures that add a bit of detail to the world, some examples could be things like logging camps populated by illagers to show where they got the wood for their mansions and outposts, or hunters cabins that spawn in forests that have villagers that hunt animals during the day and monsters at night, or even small camps with a tent and campfire that has the chance to spawn a wandering trader to show that he stops and rests for awhile on his travels.
-jungle and swamp villages
-stair, fence and slab recipes for iron, gold, diamond, emerald and coal blocks
-retexture the jungle wood a little (maybe make it a little less pink?)
That’s all I have, feel free to add more in the replies.
I really like how this is not anger-driven, but a polite discussion that considers multiple perspectives!
it feels like theyre afraid of changing anything about the core experience that was created back in 1.0 but still want to create hype and interest around it so release a new update every once in a while to spike player counts
The problem with the exploration theory is that the premier feature of the last update, the trial chamber, is absolutely everywhere, meaning that it's just a pain for people on older worlds who need to "explore" new chunks so they can find one of these. I don't understand Mojang. I think you're right, they just want players to generate new chunks.
That’s just a byproduct of having older worlds. It’s not their fault. You want them to not add new biomes or structures or something?
wanting old players to generate new chunks is entirely illogical
personally, when new structures and biomes arent added, you get something like 1.17, caves and cliffs part 1. you just find all the new stuff close to spawn or just make it at base, and then you have a handful of new kind of meaningless stuff
@@OnePoundBirdthe hell you want mojang to do? to spawn new features in the old chunks so that it would ruin existing builds?
@@OnePoundBirdcurious- do you have a better solution?
@@OnePoundBird Caves and cliffs was unique because it went below the old world height, your idea here only works if its altering a part of the world that was previously unalterable. Like a sky dungeon 2000 blocks in the air! - example
A problem with forcing exploration in Minecraft is procedural generation. It doesn't take very long for human brains to see the pattern of the generation and become board. I think that's why end game players focus on building instead. If an exploration-incentive item is rare, it becomes a pain to find that thing. If it's common (like geodes), then there is no need to explore because the player will run into it while performing other tasks.
It seems like Minecraft's strengths are building and caving. More biomes seems like a good way to incentivize building new things in new places. You make a good point about the variety of blocks for different building styles. Right now, medieval (and variations on it) are the main styles, but modern styles aren't as easy to produce.
i haven't played in a while, but i was so excited to hear they were adding a whole new weapon. then i was disappointed to hear from a friend that the mace is exclusively comprised of two rare items you have to deliberately seek out and _also_ rely on luck to get. i was genuinely pumped to have a new "default" option alongside the sword, it could've even been as simple as "the mace is slower but deals more damage" and i would've been more than happy (maybe just cause im typically a heavy weapon enjoyer in games with melee combat). but hearing how unfeasible it is to obtain just totally took the wind out of my sails and now i couldn't care less about making it. i genuinely don't understand why they couldn't have just made the recipe an iron block on top of two iron bars or something.
you hit the nail on the head in regards to how i feel about modern minecraft, which is that there's simply too much stuff that gets you next to nothing, and they seem to love shoving in new features that don't interact with existing ones at all. they've added plenty of stuff lately i think is _cool,_ but not a whole lot i really see the "point" of when i think about it for a bit. i really like the suggestions of adding singular natural structures like volcanoes and giving certain items multiple ways to be crafted. a lot of the time, if a really simple/single-use item needs something rare for some reason, i just wind up not bothering with it at all, and i wish that weren't the case. i'm glad this video exists and is presented in such an open-ended, simple way, instead of ranting about why modern minecraft is an irredeemable cesspool like so many other videos on the topic have done.
It's something in particular PvZ did once or twice really bad called lock and key design. Problem has solution, nothing past that. A good example of a game working around that is Lethal Company's most recent update, the weedkiller they added to... well... kill weeds, now it can be used to heal your car
I like the name, lock and key design. Although making a key to fit a lock is a problem in itself, I think mojang makes the key first and then wonders what the lock should be.
@@nati0598 usually the problem is either trying to force the finding of one or the other. PvZ with cattail countering balloon zombies and fulfilling a unique role is a great example of how to go beyond it. Simply giving your key something else to do than be a key. Like imagine rabbit hide and armadillo scutes making saddles, or turtle scutes making parrot armor. Amethyst and copper making prismarine shards or something.
dont diss on my goat chorus fruit and honey bottle 😤 one can save you from a deadly fall or from the void/a lava pit, and the other gives insane saturation
It honestly bothers me how every item in a new update most of the time uses exclusively the new implementations in their crafting recipes
"The reward for finding [a volcano] is that you get to see it and build on it. Not challenge some special dungeon located inside of it."
This is such a good line, and could apply to any new biome/structure. A lot of Minecraft features should be there for the sake of being there, encouraging players to seek them out of their own volition instead of being like "oh I have to find one of those to get some exclusive gear."
I think they should have some utility, like deserts being a great place to get Sand, and Cherry Groves giving you the Cherry series of blocks.
Glow ink sac, glowstone dust, glowberries.
3 entirely seperate items and mechanics with no connection between them that all do the same thing.
I hate to be negative but the problem is just bad ideas combined with the fear of doing anything too different.
My opinion, as someone who cycles into Minecraft for short periods and then doesn't touch it for a long time, is that they really don't add anything new, if that makes sense. They may add in new mobs, blocks, and structures, but you still use those to mine/craft and sometimes place. I've been playing for over 8 years, I don't know when exactly I started, and I was obsessed. After a while, however, it all felt the same. Maybe I'm just a boring person. Maybe I need to give myself challenges. Or maybe it is in fact a problem.
Also I saw someone else talking about how Minecraft doesn't let mobs drop anything anymore, I wholeheartedly agree and was actually talking about that with a friend the other day!
I think the main problem with minecraft feeling the same is not that you're boring, but minecraft haven't changed anything to a casual player. The new mobs aren't integrated at all, they just are there for the wow value and it dies pretty quickly, that's when they introduce the next one to kick it back up.
@@nati0598 I agree, I just couldn't quite put it into words!
Notch's original vision for Minecraft was a fantasy sandbox RPG, similar to what Terraria is today. And microsoft has turned it into a pseudo educational bloated mess of busywork that hasn't had any major progression updates since 2012.
Netherite?
notch sure does have a vision for the world
@@maris_molotov Yeah, a based one.
@@pavelthefabulous5675 Supporting racism on the internet by calling it "based and redpilled" doesn't make you cool or a better person.
@@pavelthefabulous5675do you like Qanon stuff? Cause he does.
i think the idea for like armadillo scutes is that you do something different from leather collecting, so just killing tons of cows for leather doesnt give you tons of recipes for everything immediately
combining the idea of immovable blocks to encourage exploration, what if certain things can only be made with immovable blocks?
such as an abandoned lookout tower had a table to make spyglasses with copper and glass?
I feel like that would just push the one trick pony style into the structures, where you need it to craft an item.
@@nati0598 hmm ig, though it doesnt have to be just one item per structure
i literally forgot about turtle scute existing
i never even knew it existed in the first place
There are so many things that are being added that could easily be substituted for a different item. Like glow squids. The only purpose for this literal reskinned squid is the drops, which make signs and item frames glow... something that glowstone dust could have easily done.
I also have to super hard agree on the wolf armor. They could have absolutely used turtle scutes or something, instead of adding an entire new mob that has no purpose other than for crafting one specific item. I guarantee you if the crab was added, the crab claw would have required some needlessly specific way to be obtained, only for the claw to give like +1 block reach and be used for nothing else.
But one extra block of reach is still a gamechanger. It would be the most sought after item for pvp, and even if it is disabled for pvp, the building options and redstone capabilities are endless. Even just mining would be a little bit easier. I do feel however that it should be an end game item and getting it from crabs off a beach seems very early game to me. Perhaps there should be an end crab variant that drops it instead. Definitely more uses than wolf armor and armadillos. Wolf armor couldve absolutely been done just like horse armor
Minecraft has the unique problem of being an old unoptimized indie gem, a game built for all ages, and owned by Microsoft, all of which create a conflict of interest for literally everybody. The new Schwimble Block requires Material A and Material B from Patch 1.Number.2 because it steers new people towards the new update’s content, is a lot easier for a child to figure out, and has no dependencies on previous NBT data. It has explanations, but none of them bring anything worthwhile to the end user beyond accessibility and a new feature.
It’s also the same line of logic that produces the Autocrafter, a machine that only needs Redstone input and items to function, and not anything vaguely like Thermal Expansion.
Amethyst: Spyglass and tinted glass. *Could have used glass.*
Turtle: Turtle helmet. *Potions of water breathing are easier and better.*
Armadillo: Dog armor. *Could have used any material.*
Sniffer: 2 plants. *Literally useless.*
Glow squid: Glowing text and item frames. *Only useful for map makers and SMP players.*
Phantoms: Repair Elytra and slow falling. *Mending and water buckets: allow us to introduce ourselves.*
Sniffer could've had the plants emit light. There's no reason the Torchflower doesn't. Or even had unique particles for the Moonflower thingy. Sure it's "useless" but you have to seek out sniffers anyways so I could live with it.
Phantoms is it's own issue. Membrane could stand to have more uses though I agree.
Glowing signs and item frames could also just use glowstone dust.
@@vinsplayer2634 Very true. But I don't feel like Glowstone is that useless so at least it justifies the glow squids I guess.
Tinted Glass DOES use glass though...
@@EmeraldCrowz They could easily implement more Sniffer plants in future updates, but knowing Mojang, I don't think they will. :(
You've managed to put into words my dissatisfaction with Minecraft's direction as of late. I stopped playing somewhere after 1.5.2, and every time I came back since, I couldn't tell why, but almost every new feature felt weird, as if I'm playing a mod pack and not a vanilla game. It's been years, and I still just can't remember most of the features added over the years, probably because they just don't make any sense and have no meaningful purpose.
They need to expand more on game systems people actually use instead of adding gimmick mobs that spawn in one biome and drop nothing. The nether and caves were good but everything else has just been filler
Still cant believe we got so many useless junk like the turtle helmet, spyglass, sniffer and dog armor. But fletching tables STILL dont have a use.
what do you want the fletching tables to do?
@@firstnamelastname442 fletch
@@steveminecraft5887 what would that be?
@@firstnamelastname442 it would be a cool way to make tipped arrows without needing to trade from a villager/get dragon’s breath. They also promised it would get a feature added but they never fulfilled that promise
The problem with scutes is the exact opposite problem with Pandas and Slime Balls. Did you know that pandas occasionally make slime balls? No, because it's just a cool little bonus on an ambient mob. Pandas don't drop a unique thing that can only be acquired by doing some very specific and often tedious action on an already very rare mob.
No, it's the exact same problem
Pandas are completely useless
Armadillos are completely useless bar the single one feature they were shoehorned with to make them not a new panda
A feature that should have never been tied to armadillos, like for example horse armor. Which in my opinion ahould follow the same rules as dog armor. Regardless of what those rules are.
@@andresmartinezramos7513 Pandas aren't completely useless. You can get slime balls from them, albeit very rarely. My point being that even though they're not the most useful they don't have anything that's unique to them that arbitrarily justifies their existence.
@@alexanderchippel The panda's one purpose is completely outdone by wandering traders added in the same update.
And now it's even worse now that Oozing has been added.
@@EmperorPenguin1217 You don't seem to understand what my point is; pandas aren't good because they have utility. They're just a neat little ambient mob that gives you a little bonus that you're going to be using day-to-day. Like, a good comparison would be like the Mooshroom. It's just an ambient mob that doesn't do much but it does occasionally give you something useful that you can get other places. In comparison to something like the sea turtle which has a very roundabout way of getting one item that is barely used.
@@alexanderchippel Every mob provides ambience, that's the absolute bare minimum and pandas fail at that one purpose because they barely spawn in their own biome on purpose.
The point is that their "Bonus" absolutely sucks, why would you wait ages to get a single slimeball?
Mooshrooms are infinitely better, they're functionally cows but way better.
Sea turtles are pretty bad in their current state but they still manage to be way better than pandas
8:00 if everything is made to be special, nothing really is, and the game becomes bland by having "special features" everywhere, instead of a few that are remarquable
My personal boiling down of the issue is this: Minecraft was a game, and now it is a product. Corporations make money, not art, and Mojang is a far cry from a small studio whose profits depend on innovation and creativity.
They do not have a development philosophy, they have a business strategy. They don't need to make the game better, they just need to push it to more people. They release a new update and people keep playing whether it's good or not.
One of the big issues with the budding amethyst though... Is the player time bubble. Simply said, a lot of other survival games will update the state of a block when it gets loaded again with the amount of time that has passed. Minecraft for some reason, does not. So unless you live on top of a bunch of geodes you found, you won't be farming them much...
Would it be hard to add that to Minecraft?
@@youtubeuniversity3638 It would be a fair bit of work, given there's a lot of entities and effects to code it for.
Potentially a huge task, if the game's fundamentals don't play nice with time bubbles, usually games are built from the start with this sort of functionality in mind. But project zomboid, another java based game has it, so it's mostly a case of how much effort they're willing to put into it.
@@loveluclins I don't think this would be hard to implement actually. It is easy for a chuck to save it's unload time and compare it with current time when it gets loaded again.
Although it would would increase chunk loading time cause every chunk will have to process random tick logic for the time it was unloaded when it gets loaded again.
My mind is headed in a different direction with this topic. Because something I find particularly frustrating is less the fact that an old resource could have just as well taken the place of tje new one and more that there are a lot of one trick pony or even outright mechanically useless features in the game, that if Mojang simply stopped expanding out and thought about going into depth with the concepts they have introduced in their current approach to coming up with new updates, Minecraft could have a significantly stronger sandbox.
Archeology & Sniffer - There is an entire prehistoric world with a lot more fantastical elements compared to the present day overworld to be discovered and up to the player's choice to revive. That's a ridiculously good inspiration point for custom biome terraforming projects and lore writing opportunities, especially if archeological ruins were expanded beyond just the trial ruins and underwater ruins.
Nether Forests - The natural origin place of nether warts, but in an undomesticated and also warped form. How we did not get more potion modifiers out of the contents of these biomes is a mystery to me.
Sculk - So, souls are a thing and we have a material that repurposes and stores them/xp, including the concept of a soul's echo? Great, that's the baseline for an xp banking system and more player-like golem ideas, like perhaps ones that repeat a player's actions in using a semi-afk farm like a cobblestone generator or mob grinder or interact with redstone inputs in a reliable pattern and rhythm.
Copper is Conductive - Lightning could easily become a more interesting take on the bluestone idea with its own set of quirks and separate use cases, like being actually storable in an accumulator, charging copper based mechanisms and items to work, being out of the box weaponizable and doing the usual bits of lightning weirdness.
This is all a lot, sure, but it's a more concrete set of potential goal posts to work towards rather than the nebulous "add more, add new" that the current development process seems to be based on. Plus, that can also go deeper into the past and bring up old Minecraft features more into the mix of sandbox interactions and further up to the new aesthetic standard, especially on the animation front.
i think they would REALLY benefit from a simple checklist of ideas to work on in the future. their development seems kind of aimless even still after addressing the bundle issue.
i really like the point of having multiple ways to access an item, thats something i really love about minecraft modpacks there are more ways to get iron dust forexample wich have their own benefits and disadvantages like tinkers smeltery garantueeing getting 2 ingots out of a ore but it consumes lava and isnt really cheap or thermals macerators wich also can give you 2 ingots plus a chance for byproduct but its much more expensive and requires a supply of rf
Weirdly enough, I actually wish they changed the jukebox crafting recipe to use amethyst instead of diamond. Diamond has plenty of uses already, and amethyst works better for jukeboxes as an idea due to its music associations in-game.
The needle of a phonograph/turntable contains diamond irl, so there's that.
Diamond really doesn't have a good sink. You never use it after you get the gear, unless you need to make new gear.
@@miimiiandco Armor trims.
And now the bundle uses only 1 leather and 1 string 💀💀
@@DK_732 yeah it looks like reason won :P
there's still feature bloat, and it keeps piling on, but now that the bundle isn't experimental that'll help the inventory issues somewhat!
Something that in a crafting resource pack that I made for my friends, is I replaced rabbit hide with "leather scraps", which can be obtained in other methods than killing rabbits, such as smelting items like rotten flesh, to allow alternatives for leather farms than cows such as a zombie farm hooked up to smelters, at a slower rate as it acts as 1/4 of a leather, so cows are still the best but you have options. Additionally, Bundles are just crafted with 3 leather and 1 string, making one easy to get super early. Bundles, surprisingly, are incredibly useful to me and do a good job with some of the game's inventory issues when you can actually reasonably craft them, which I didn't expect. Last major change I'll mention is making it so all redstone items' recipes can exchange iron for copper, this makes it so mining copper early game is actually viable because you get it in such higher quantities than iron before you get an iron farm, bridging the gap for early machinery while keeping iron more abundant later game. These are really just band-aids on MC's bigger design issues, but my point is that a lot of small things can be helped with simple crafting tweaks, but Mojang refusing to do even this sort of thing has me very worried for any actual major changes.
Get rid of rabbit stew, beets, & either mutton or beef, & merge cod & salmon back into just "fish" like they used to be.
Clownfish need to be either given a use or removed.
Granite, diorite, & andesite need to be reworked or made much rarer.
Turtles, & let's be honest a ton of other mobs, need another use.
There should be a gamerule to turn off rotten flesh & spider eye drops because 99% of the time they're garbage.
Thank you for taking the time to make this video, I enjoyed hearing your views. Well worded too! The exploration stuff resonates with me, whenever I clear out my inventory and am ready to go explore a new cave, my inventory is full of items that I either have to stop and remove from my inventory (string, spider eyes, bones, stone variants like diorite, rotten flesh, leather, 2 random mutton and 3 colors of wool. It gives me the feeling that I have to stop and do chores instead of spending time doing what I wanted to do in the first place - explore. This issue is massively compounded if I happen to find a structure or a lot of treasure ore (Redstone, Nether Quartz, Iron/Gold/Copper Ore each taking up one or more inventory slots) that I also want to bring home with me. I end up having to carry several shulker boxes with me and/or an ender chest and then doing the tedious task of condensing my inventory instead of exploring T.T
I think Mojang has developed themselves into a box (or perhaps a block in this case) where there are solutions that make a lot of sense but they can't implement them now because it would disrupt the game balance they have worked towards; Solutions like being able to use a stone cutter or perhaps a new crafting block to convert stone and variants between each other - in the current state of the game this would turn stone generators into a grocery store of building blocks which I think in Mojang's eyes is a bad thing. But then this could allow for a single inventory slot to be 'stone' in a condensing-style of inventory like you described or like the bundle was trying to achieve.