For me it is sad, that we never use wooden tools (except the pickaxe for 5 seconds), the stone tools are also in use for max 10 minutes. After a short time you have diamond tools. The only progression I personally feel is, when you upgrade the diamond tools. In addition to that the gold tools feel for sure lonely.
I dont know if youre on java or bedrock but for me who plays with little to no mods but Progression Reborn and or Levelz has helped fixed this issue for me alot and i honestly cant play without those anymore.
To be honest, as a player who's been here since before the beginning, I think that Minecraft shouldn't even have mandatory bosses. The Wither is, what I feel, the best way to design a boss in a game like Minecraft - an optional boss you can (somewhat) fight on your own terms that drops you a very useful item that is non-essential.
yea summoning bosses are best just collect items summon them get the item to summon next boss also make them drop some useful item like nether star to help player become more powerful
@@nthIngtshr Wither only gives you a beacon, which helps with huge projects, beacon isn't a passive boost that helps with every single aspect of the game. Not really a boss fight, but ocean temples and woodland mansions give you a simple item as reward, that has only one use. You don't have to terraform oceans or really care that much about dying to get those items. Hell, even bastion's netherite is really only relevant if you're playing around lot of lava. But elytra? It's like iron, you get to do so much with it that it is basically requirement for any playstyle. You get to build bigger and taller structures faster and more safely. You get to explore around the world and travel in the fastest, most efficient way possible.
I wonder why so few people talk about enchantments when discussing progression. I have a really big issue with enchantments, since they're incredibly not fun to obtain, just requiring you to build a mob farm, and then grind for a couple hours until RNG blesses you, or go through RNG Lecturns with Villagers, both options being not fun. Enchantments desperately need a rework, and they're my least favoruite feature in the game because of how necessary they feel (Fortune, cough cough) and how boring they are to actually get.
My favourite rework is "Enchanting System Overhaul" and I implore you to check it out. The main goal is to make enchantments cost different items which tie into what the enchantment does, completely removing any RNG element and making enchants harder to get and thus more rewarding. What's even better is that you can incrementally level up the enchants as you get the materials for the next level. This makes upgrading your tools more gradual instead of the semi enchanted to fully enchanted jump when getting a villager trading hall or something. Besides that it also adds enchantment limits to the different tiers of tools, so you can only add say 3 different enchants (leveling is still fine) to an iron pickaxe. There's also a config option that requires the player to right click a book to learn the enchantment which forces you to explore or trade with other people. The recipes for enchantments and their tiers, plus the enchanting limits for tools and armour can all be configured as needed. It pairs really well with the mod "tinkerers smithing" which allows you to repair unenchanted tools via crafting and allows you to upgrade the material of the tools (e.g. iron pick + 3 diamonds = diamond pick).
One thing I recognised (obviously minecraft and terraria are vastly different games) is that in terraria, you reach the ability to sort of “build anything” really early with access to dynamite, fairly quick pickaxes, wiring and painting: then you still have the entire rest of the game to complete. In minecraft, the closest you get to this (shulker boxes, elytra, fast pickaxes) is only achieved right at the end. So when you finally have the ability to build everything you want, you don’t have anything solid to do afterwards. If you reached this point earlier, or had more to do after this point, then people wouldn’t get as bored
@@miimiiandco Just because more people focus on the progression doesn't mean the tools aren't there for the people who do want to use the building mechanics.
if you reach that point earlier people would complain that the game is too easy, as they already do. the issue is that it has that point at all. the point where minecraft asks you what you want to do, and a lot of people just dont have an answer. the issue isnt minecraft, its that people dont know what to do and blame the game, in a sandbox game
@@DIMM4_tbh netherite tools to say nothing of a newer tier should just be unbreakable. At that point in the game you have mending, so the only thing that durability adds is tedium and annoyance. It became clear to me when I played all the mods 8, upgraded my functionally indestructible netherite tools to actually indestructible allthemodium tools, and was flabbergasted at what a huge QoL upgrade it was to not need to go to my exp farm several times each major project. On the flipside having indestructible tools makes mending less mandatory so you aren't forced to build a villager trading hall and can just loot/fish a couple books for your elytra and bow
@@Kutomi1 yeah I didn't use "flipside" as downside I just meant that this change would have two sides (QoL change, mending less necessary) and both are good. I called it flipside because the logic kinda goes in opposite directions. Mending exists and is on every tool-> tools are practically indestructible -> making them actually indestructible is just QoL. Make them indestructible-> mending is no longer needed on every tool -> villagers farms are unneeded
Minecraft wasn't supposed to have an ending, a lot of people got mad when an ending was announced. Like you said it's about the "side quests" because it's a sandbox game where you can do whatever you want. That is also the reason the overworld has so much content, so that the casual players get the most content. The nether is almost perfect for what it's supposed to be, a dangerous place with high risk high reward. The end only has one structure which is also extremely easy to find and raid for some of the most overpowered items in the game. I think the end needs more stuff with more danger in the end cities. For the casual players though i think the game should promote exploration, the world is infinite after all. The overworld also has a bunch of structures and "side quests" so you won't be able to find anything if you don't explore.
I'm honestly fine with not getting a new dimension in the game. There's already enough room for years of updates full of content to be added in the current dimensions we have. We don't need more dimensions, we need better ones. Even today the game feels complete to me without needing to artificially increase the progression by adding for example more dimensions, tool tiers or extra steps to things that didn't need it. Minecraft is not about progression.
To me progression in Minecraft feels incomplete and weirdly paced, but after thinking about it, my biggest problem isn't in the progression itself but the lack of early alternatives, and alternative reasons to go to other dimensions. Whenever I start a new world I generally feel like I am wasting time not going for diamonds because of how much of an upgrade getting diamonds is (and how many things they unlock). If there just was an optional steel tier, and there was lower tier Enchanting Table made from gold and stone, progression would feel so much better, and nothing would change. That said some poor mans Shulker Boxes would also make it feel much better. And maybe Alchemy that you can use before entering Nether Fortress.
Going for those tools instead of diamonds/iron would just be equally wasting your time then. Unless each tier has it's own unique benefits (like gold for piglins, leather for powdered snow) that's just more one and done tiers that you'll probably never make
@@enderallygolem It isn't about making something that you have to make, but giving you decent options if you don't feel like speedrunning the game, and want to do something else (the reason why you started the world), as you can only do it so many times before doing that starts feeling like a boring chore. That said it could have something equivalent to build in Blast Protection, and durability higher than diamonds, while being slightly slower than them.
I feel similarly about Fortune. It's basically worthless trying to mine without it, since you waste resources by not mining them with Fortune. This is also why I'd hate things being locked behind progression, as it just means I have to do more stuff before I can actually play how I want.
Tbh they don't have to add any items to the existing progression line. What they could do is just make a new boss that is powerful enough that you want all the tools and advantages you can get to make the fight a bit easier. Something difficult enough would encourage players to want tipped arrows, potions, the best armor, the best weapon, beacons, and maybe even pets (if they made pets better and pets could respawn, most people don't like getting their pets permanently killed for minimal gain) This would encourage them to take the game to the max without forcing them. They might even be tempted to use Redstone, and other interesting mechanics, like golems and 'johnny' (last one's a stretch cause of its downsides and limited usefulness)
Good video! I was expecting just another video of "Oh just add this & this! *proceeds to make the game more tedious than it already is for no reason and completely goes over that minecraft isn't 3d terraria*" (looking at you... Jetstarfish.) So it took me by suprise to see you turn 180° and actually make some solid points and point out some of the flaws on how to approach proggresion on minecraft
@@ambientNexus that’s the point the comment you’re replying to said: the progression is a distraction form building; just go build, survival or creative.
@@frank9966 I was trying to say that regardless of the quality (or lack thereof) of the implementation, the progression and survival mode as a whole is far from being intended as just a 'distraction'. If the game this entire time was only ever a sandbox, it would have had only a fraction of the popularity and would have died years ago, most likely before Microsoft bought it.
@@frank9966 Minecraft is a SURVIVAL sandbox game, it isn't supposed to be purely a sandbox, the progression is part of that survival, obviously they shouldn't ignore the sandbox part of the game but that's all they've focusing on as of recent. In terms of progression, 70% of what they've added added doesn't progress forward or add much in between.
@@rjsblanket3024 the first versions were purely sandbox, so sorry: no it’s not. It’s a sandbox game, where you can do whatever you want (the developers’ words, not mine). The progression does not matter, especially since it’s a sandbox: there’s no need to update a linear progression.
The dungeon idea from 12:01 to 14:05 won't work unless you put them in the end, because beds exist. Player can just set their spawn inside and repeatedly respawn and farm the dungeon mobs until success. When designing anything in Minecraft you have to account for the cunningest of cheeses: the speedrun/tech community is always going to come up with something, and once it popularizes, the progression path you set is over.
People play on peaceful all the time, I don't see how restricting beds does anything other than lead to more frustration. If the trial chambers have told us anything, mojang are more interested in allowing us freedom to choose how we tackle each challenge. You'd just set your respawn point outside the dungeon or outside the end portal anyway.
@@namefail232 and it's not even like it's out of the ordinary for gameplay. Elder guardians prevent you from mining- you could add a debuff called "Restlessness" that prevents you from sleeping while a specific mob is in the area. This also would indirectly create some depth because people would LOVE to take that mob with themselves for some shenanigans.
Na I’ll be frank here, stop accommodating for speed runners. It’s influencing the game in the wrong direction and making a perfectly fine game seem very small and little to do because if you only focus on “beating” the game you disregard the actual point of the game. Building
Hear me out: - Another solution would be to make the dragon a true FINAL battle. - Rewrite ender dragon fight, area and loot entirely - Make it accessible AFTER the end islands and elytra, not before (makes no sense tbh) - This would correct the odd “main quest” progression and still keep it accessible to everyone else. - Also, fixes the “End is not the end” issue. So its easier to add other dimensions, boss and progression steps in between
I think the reason why the elytra is after the dragon might be because fighting the dragon with elytra would be kinda silly. Imagine someone trying to glide after the ender dragon and trying to hit it with a sword. Though I do agree that its very dumb that most of the end cant be accessed until killing the dragon, thats part of the reason why i never go to the end, because i dont want to get stuck there and be forced to fight the dragon. Im one of those people that has never beaten the ender dragon legit
@@dragonfury1565 I agree. Thats why the dragon needs an overhaul. Make it the an actual final boss, and fix the End Islands being after the credits. How does that make sense lol.
The end needs an overhaul, but I don't think the progression does You don't play minecraft to beat the dragon. You do it to build, explore, etc. Shifting the dragon further back defeats the point
@@enderallygolem I get where you're coming from, and agree its a risky change. But my point is that the dragon should be the "last" accomplishment, not the End Cities. End Cities should come before the "final boss".
Putting stuff like Ancient Tomes (a book that allows to +1 an enchant no matter the level, even overlevel it to one above vanilla) or the Pickarang (pickaxe-boomerang, usable as a shuriken) from Quark behind end-game and mid-game dungeons sounds like a potential solution to the lack of progression and tool/single-use item feature creep, (Armadillo+turtle scutes, leather+rabbit hide, copper/gold/iron in recipes confusion) by allowing vertical and horizontal progression without the modern "non-renewable pink flower from new biome and non-breedable, non-farmable albino bat guano from cold ocean giant caves"-type recipe.
Look I get that you dont like the name intrinsic and extrinsic motivation but the replacement being main story va side quest isn’t as clear of a signifier of what the difference is in motivation, but maybe I think this just cause I know what intrinsic and extrinsic mean
“Minecraft really prides itself on its intuitiveness”. Wait WHAT?! Minecraft is soooo not intuitive. Crafting. Inventory. Beacons. Lore. Dimensions. Nothing works. Nothing is possible without help from online / others.
Well, the recipe book and achievement systems were added to lessen the need to go to the wiki or watch tutorials as much. Granted you still need to do that for specific questions and the recipe book isn’t the most intuitive, but the game is clearer to new players than it used to be. Inventory seems the most intuitive tbh? Aside from the offhand i guess. And there are tutorial options now, have been since legacy console’s tutorial world. Lore is non specific quasi-lore, cool but not really a factor to gameplay. Dimensions are part of the tutorial systems if i remember correctly. Basically, much more is actually possible to understand for new players compared to the days of no tutorials, recipe book, or in-game achievement systems. I don’t disagree that you do still need to consult external sources, but to say “nothing is possible” without outside help isn’t really true.
@@lasercraft32 yeah but terraria is good /j but really, Terraria takes a good bit of wiki-ing, but it's pretty easy to understand once you're there. Minecraft also takes a lot of wiki-ing, but it's way harder to figure out even with the wiki involved. Terraria's also limited in more ways that make it a lot simpler to just figure out on your own - there's only one jungle, and if you mine around for a bit the temple's gonna show up pretty quick. A lot of minecraft structures may as well not exist without a map to find them - trial chambers, ancient cities, etc, are a massive pain to find, and the maps aren't exactly intuitive to get.
@@sebastianturner2458The guide also exists and can point new players in the general direction. Several npcs also comment on your stats if the game thinks your not ready for things like skeletron or eye of cthulu. The player can also just completetly ignore all of this and just build. I like minecraft a lot but Terraria just does a lot of things way better.
I feel there is a problem with the elytra and shulker boxes being too good, making most players feeling they need to have them at all times but not enjoying the process of getting the two items.
Honestly, it's kind of hard to enjoy the process of getting shulkers and elytras when the End is such a boring place that is extremely tedious to explore. Doesn't mean that I didn't occassionally have fun with the end cities.
That's just the issue of extending minecraft progression in general Feeling like you need to progress just to get access to more things rather than just doing what you like
I think a solution is to have items that are basically substitutes to the elytra and skulker boxes which are not as powerful but are good enough for people who don't want to do progression
@@SpiderKing3261 Donkeys, chest boat, bundle, ender chest and llamas are technically shulker substitutes As for the elytras... In terms of no-setup boundless transportation: horses, donkeys, mules and camels; in terms of gliding: slow falling potion; in terms of flying: riptide trident and wind charge (very limited tho), ender pearls could fall into this category too but only vaguely
I don't know about how bad of an issue it is on a large scale, but most people who play Minecraft regularly (except for speedrunners I guess) don't see The End as "the end". It's an open-world sandbox at its core, and "getting to the end" isn't and has never been the point. That's why Notch basically felt forced to put in an ending, since no one would see it as complete until it had one, even though that wasn't the point of the game. Putting more stuff after The End isn't a risky move, and they literally did that with the End Islands in 1.9. I think they just don't know how to properly implement that without adding a whole new dimension, which they probably worry would get too complicated for kids.
We need more updates like the nether update: each biome should feel densely packed with coherently connected things. The overworld needs a "life" update lol
I disagree, you’re not aiming for quality. Comments like these makes me think you’d prefer density over quality, I mean really look at the nether. It’s just packed with random biomes with extra random generation, the high difference between biomes is the biggest detriment and makes it extremely difficult to traverse the dimension without risking falling to death, think of what you truly want before you go spreading incomplete ideas
I'm surprised you didn't mention this: According to Mojang, the vast majority of players have never entered the End (or pre-1.16, the Nether). Why add progression when only a select few actully use it?
My point exactly. He acts like Mojang should just disregard any need for profit and just focus on the fans. But that’s not how it works, they wouldn’t be able to focus on what the fans want without the funds to do so. And if they’re drawing away future buyers by only putting effort into post-endgame stuff like another dimension after the end which most people wouldn’t get to experience (like you pointed out) they wouldn’t be making any revenue and wouldn’t be able to update the game anymore. Mojang doesn’t have infinite money, they can’t just pour it into whatever they want for the “fans” like he suggests. This is reality, and he needs to wake up to it.
I'm gonna get crucified for saying this, but infinite worlds is one of the worst features added to the game. I have way more fun playing on a limited world size because you have to make the most of what you got. As someone who used to be a legacy console player who switched to Java when bedrock fucked everything up, I get bored so fast in modern minecraft because everything is so large and spaced out, and you gotta walk around for eons until you find anything interesting sometimes. It sucks and if there is one thing I hate it's this. Not only would progression be better because you are inherently limited in it, but I think the game would overall be better by default if infinite worlds just never happened because the literal lack of freedom encourages you to push it to the limit. That genie got let out of the bottle a very long time ago though. People would absolutely lose their shit if mojang tried to add world limits now even as just a world gen option, and I gotta live with modifying the game to be playable in my perspective.
It doesn't need to be a world gen option, just set the world border to whatever size you'd like. Pretty rare in single-player but plenty of multiplayer servers do it to lower the file sizes
@@knack2baybee That doesn't exactly achieve the desired outcome here. Putting a border down doesn't account for things like proper biome scale and structure spawns.
When it comes to progression, it would be nice and cool if ocean monuments, the wither, and the deep dark had some reason to be in there other than "it's cool and has an optional boss in there"
I swear ppl don't understand Minecraft, the progression system is supposed to be simple. The game is about creativity not some rpg game like most games.
I will never understand how people can think it has to be one or the other. Progression does not require the elimination of creativity. They can exist side by side perfectly; look at Terraria.
18:20 - this is a good argument, but counterpoint: isn't there a statistic somewhere that only like 30% (or something?) of players ever reach the Nether? What I'm getting at is, while it's true that "deeper" progression isn't superficially enticing to potential new players, given that the statistical majority future Minecraft players will only ever experience most of the game's progression through Lets Plays, streamers, and speed runners. And their relative excitement for experiencing the game themselves is intrinsically tied to that and how viral it is at any given time. Which means it absolutely could be beneficial to add deeper progression IF that progression is memeworthy.
Minecraft's progression isn't about getting better and better tools, it's about building up your base - making a storage system is progression, making an animal farm is progression, making a village is progression. That's why features like the Armadillo are there, so you can make a farm for them, or make a happy little habitat for Pandas. Each feature is a prompt for creativity, inspiring you to make something. So, start building!
Armadillos aren't something you would ever need to farm though, you just hold right click on them with a brush and you've got more than enough of the only resource they're useful for. And even that isn't useful if you don't care about wolves.
I mean... if mojang can expand the world downwards then surely they could expand upwards, introducing a new structure or biome which spawns above Y 250, the physical barrier being the climb to get there, with using the elytra preferrable as otherwise the hostile mobs there will attack on sight, like how hoglins attack you if you wear gold armor.
Literally just add more to the end. The end is so barren and traversing it(without an elytra) is genuinely hard. I'm not saying add enderite or anything but just adding content to the end would add so much more in terms of progression. Extending how far you need to go to get an elytra, extending the difficulty of mobs in the outer end islands to more then endermen and shulkers You don't even have the limitation of realism like the overworld, shulkers are a really cool mob, endermen are really cool, more like that would just be more interesting. I don't think a new dimension is necessary at all when all you really need to do is add more progression inside the end. Sure, players might still be like "yeah ender dragon dead so i don't care" and speedrun it the same way etc, but that's how most content these days is anyway. The trial chambers are incredibly well thought out and make for a very fun challenge and way to get loot, but its still not the same type of progression. Minecraft could be so much more with more done in the end. The trial chambers could have been done differently to fit and end theme and it would be really interesting. There is so much potential with an end update to increase progression and it sucks that it hasn't happened since 1.9
the progression is so iconic at this point i doubt they could change it. just look at the creeper texture, that didn't get updated at all. because it represents a part of the game that mojang probably doesn't want to change
One idea is that gold tools can only damage blazes or soemthing. And gold is in the nether so the progression could be built right in. Another option is have copper come before iron and have buffs as to why its better. Like maybe copper starts out stronger than iron but over time weathers and becomes worse. But copper could also be waxed so you could have something better than iron before you get diamond or soemthing like that
Hear me out, since you need to kill the dragon tp unlock further progression, the name “the end” can stay. Instead of being the end it would simply be the end of the beginning kinda, that way the end could still work just in another way. It was all just a tutorial and killing the dragon is the end of it.
Considering Minecraft is a sandbox game, and this progression is somewhat antithetical to the idea (it’s why Minecraft is more of a sandbox game than terraria (it’s a scale)), there’s only 3 kinds of changes I’d like to “Minecraft’s main progression.” 1. Since the game focuses on casuals, so as many people as possible are exposed to the content, maybe make the “wood stage” (whatever that means beyond just using wooden tools) was just a tiny bit longer, so you can’t just breeze past it with 0 skill, but also don’t make it so long it gets annoying. 2. Since the end sections are so far down the progression that most players do not care (and intact: 50% of players never even beat the dragon on bedrock (which is 60% of the instal base, aka all players): update it slowly, and in small ways over time, I’d love if every update had just 1 feature for the end, so of the course of 10 updates (both major and minor), the end slowly is reshaped. And 3. just keep doing what Mojang has done: add more side quests, distractions: in the way of the progression. The steps in the nether haven’t changed: but the nether update entirely changed how you traverse the nether, filling it with all kinds of new experiences you COULD bump into while going to the fortress, it shakes up how you play each time on a new seed. Any one of those would be cool for the end over time, but also I’m fine with 0 changes: because Minecraft is a sandbox, I don’t go to MC for a linear progression
honestly it doesn't need to, the progression is only there to time hate certain resources, allow you to obtain materials faster, so you can either build stuff to get even more resources, or to make your life easier, by making combat less difficult.
i feel that, while it should be a last resort. adding a new step midgame shouldnt be forbidden. maybe instead of getting end eyes easily by crafting it, you need to go to a new dimension and get specific items there to then be able to build something to craft it, while they still spawn naturally as loot in chests, or make crafting them way less efficient then the new block for them. or a end portal locator within that new dimension instead of throwing ender eyes (keeping the base ability to “go find it, while adding more to the game for those who want it). its not like mojang hasnt done it either. look to the smithing templates. i feel adding another middle dimension post nether would be a good way to flesh out the progression. or at least a post nether objective like maybe a specific new nether key can unlock a specific item from the new trial chambers that then allows you to go to a new end island type with more dungeons and mobs!
A lot of people think that minecraft isnt about progression. Well, i couldnt disagree more. What makes minecraft fun for me is the goals you try to beat. Advancements are a good way of making players explore the game content, but i still think its not enough. There's a minecraft mod called "End Remastered" that makes The End feel like a end to the game. On this mod you need to colect 12 different types or ender eyes to open the portal. Of course, it would need to be very different than it, this concept is far from being perfect, i just like the idea of actually having to explore the game content before beating it. The Ender Dragon fight should also feel like a final boss. It is stupidly easy if you have good stuff. Like i said, this idea has flaws. I wont name them, but you can easily think of some.
4:08 I'm sorry but what about Minecraft is intuitive for new players? 😭 Every time I watch someone play the game for the first time without prior knowledge or experience, they're always utterly confused on what they're supposed to do. It usually takes them a painfully long time to figure out how to do basic things. It's easier now in modern versions, but for the longest time, there wasn't even anything that would tell you the crafting recipes in-game, making it so the help of a friend, a tutorial video or reading a wiki was essentially required to know how to play the game. Even the road to the endgame is really cryptic. Nothing tells you how to get to the nether (the ruined portal structures added in 1.16 do help, but you still have to figure out that you need to light them with a flint and steel and that crying obsidian blocks don't work) or how to locate the stronghold. You just gotta know that from an outside source, or fuck around for a ridiculously long time until you figure it out on your own. I don't think Minecraft was ever a game that was designed to be played blindly, calling it intuitive is... A little bit weird in my opinion. lol Adding on to that, even though the new updates only add content that feels like "side quests", even those are really obscure and hard to find. Like, I still don't even know how you're supposed to get a sniffer. And are people expected to learn, without any clues, that giving an allay an amethyst shard duplicates them??
I think what they need to do is make more ways to progress, rather than extend any of the linear chains of progression. Really embrace modularity as a concept; maybe you don't need iron to get diamond, but can use primitive stone machines instead. They take longer to mine each diamond, but you don't need to get iron. (Horrible explanation and example, but I'm not about to spend three hours on _another_ youtube comment.) The only issue with this approach is the amount of balancing required and keeping it intuitive.
@@vencedor1774 Mojang does and has given some mod developers cease and desist letters due to how inappropriate they are. One was sorta justified. Jenny's mod was banned for development. And some gun mods as well.
@@Yotes_ i dont think any gun mod was banned and there are plenty that still exist if it was. all i know is that hypixel, a public server, was told to remove their guns because that was against EULA for a public server to have. whatever 3rd party or private mods or plugins you have you are generally allowed to keep
ok, but like, they probably should add some kind of answer to the question of WHAT civilization built all the structures in minecraft, who was responsible for enslaving a dragon, conquering both the literal Hell and the void, who and what created all these structure that slowly progress in their elaborate architectual design, why did a whole ass dease start, that is slowly consuming the underground. like, it definitely wasn't the villagers - they're stupid and weak. it wasn't the pillagers cuz their whole thing is that they're racist. it wasn't the piglins cuz if it were, they would most definitely repaire all those broken bastions they inhabit. it wasn't any of the mobs, cuz they're like super dumb, and creepers don't even have hands. the closest being we have to builders are enderman, but if it were them, we have an instance where an ENTIRE SPECIES has devolved from master architects to primitive beings. it wasn't the warden cuz he's blind and is the embodiment of the corruption that spreads. it definitely wasn't the dragon, that as afforamentioned, is now enslaved by SOMEONE or SOMETHING. ngl, it would be cool if we were given hints or maybe even remnants of this lost civilization, or maybe the many civilizations that followed it. imagine if the final moment of progression would be finding whatever kind of creature was capable of achieving these feats, what they were, why they did it. imagine if they had a medieval civilization, that created things like strongholds, then achieved the ability to transport themselves to the end, met an entire species of dragons and their subjects, and then went on to war that ended with them enslaving the last being of its kind. then they proceeded to go to literal Hell, set up camps and cities, but then was forced by some (yet another) unknown force to escape from Hell and destroy all the gateways to it, leaving the cities they built to slowly decay and be overrun by the clearly from the Nether species of evolved pigs, but leaving behind some of its people, that would later on (perhaps) devolve to endermen, same as it was with the End. and then this civilization escaped all its problems temporarily by creating underground cities, that would finally be devoured by a pandemic that forced those who remained untouched by the deformation to go extinct. like, that would make a lot of sense, and wouldn't just be the end answer to it all, cuz you have new questions: who or what rules Nether, what are villagers and pilagers (are they remnants of the old medieval civilization, the precursor to the conquerors of the other realms?), what are the endermen, the piglins and the warden, and, the final one, who is Steve and why do we play as a literal demigod? is he like, the last of his kind and the end fight is just the superior multirealm civilization finally destroying the last one of its major slaves? or is he just sth else? did Steve's ancestors end that civilization and now he wanders the wastes left of the lands once ruled by some higher beings? IS STEVE THE MINECRAFT VERSION OF THE MONGOLS?!?!?!? and so on. ok, on second thought, Mojang, don't try anything, leave the past be the past. altho, you can put Herobrine as the last fight, like in Doom Eternal, yk. two equals, one corrupt and one still standing, facing off each other and their sins. and before y'all ask - yes, I am schizophrenic.
this video hit the algorithm, and it deserves it! I agree, yada yada greed yada yada must appease little timmy who things armadillos are cute yada yada more experienced players are already sucked in. It just sucks, and I wish a more definitive modded community popped up instead of insulated specifc mod packs. A man can only dream of course.
No, the real reason is because MINECRAFT ISN'T ABOUT PROGRESSION. It's about freedom and creativity, and the progression system reflects this. You're not supposed to follow the game until you beat the dragon, you're supposed to make your own story. That's why almost everything is optional. Don't want to defeat the Ender Dragon? Don't have to. Don't want to mine to get ores? Don't half to. Don't want any hostile mob's to spawn? They don't half to (unless you want to go to the end). Don't want to mine and take damage? Don't have to. It's your world, your imagination, your decisions.
Beating the game isn't all of the progression. Minecraft's progression has so much more, Netherite, potions, new weapons, enchanting, it's deep enough for a game that doesn't focus on progression.
Minecraft isn't about progresion though it's about having fun with your friends showing of builds. If you don't want to defet the dragon you don't have to. You don't have to focus on getting the best gear as soon as posible. Maybe try some red stone builds or pvp and if Minecraft still isn't fun to you then that's okay to maybe it's time to move and let go of your nistalga playing the same game for so long will enevitavably lead to burn out no matter how good the game is.
I don’t think the real issue is Mojang, it’s us. We always give negative feedback to Mojang whenever they release an update, that’s the real issue. Whenever an update is released, everyone focuses on the negatives of the update instead of the positives, and because of such feedback, hang tries releasing more and better updates, when in reality, every update is good. How is Mojang supposed to release a good or efficient update if we all just talk negative about it and don’t give any good feedback and just complain about the stuff already in the game. Another point I want to talk about is time. We all act as if releasing an update is so easy and takes like a week to do, which isn’t true. Updates take time to make, and every Mojang employee is entitled to a break, they don’t need to be serving us updates on a silver platter at all times. So please, shut up and just enjoy what you have. (This wasn’t targeted towards the maker of the video, it was targeted towards the community as a whole)
There is ethical consumption under capitalism, it's just that a more accessible and approachable game sells more, however; Ultrakill, Undertale, Pizza Tower, fucking Cruelty Squad, and many more games break this rule. Please play a proper Touhou game on normal difficulty or any shmup from the 90s and recommend that to the average Call of Duty or Red Dead 2 fan, I promise you that it's not capitalism's fault that some will say no.
Thanks, I really couldn't find any places online that had any kind of pronunciation for that name. The one I showed in the video is what comes up when you search on yt how to pronounce it lol. The interview I was actually talking about was this one ( ruclips.net/video/tzDbQyk0U9o/видео.htmlsi=usPxo_ktgQuJ9tP1&t=5 ) and I realize now that I changed the "a" to more of a "ə" when I said it.
That D4 logo bouncing kept my adhd in check for a full 20 minutes, 10/10 video
that was exactly what it was for, im glad it worked
@@DIMM4_ LMFAO
@@DIMM4_That’s amazing lmao
Fr bro, I actually loved it. It doesn't distract you but it does keep you engaged
For me it is sad, that we never use wooden tools (except the pickaxe for 5 seconds), the stone tools are also in use for max 10 minutes. After a short time you have diamond tools. The only progression I personally feel is, when you upgrade the diamond tools. In addition to that the gold tools feel for sure lonely.
then build or use redson so you can actually feel good about your world and take it a slower past just play minecraft not this speedrun throw the game
I dont know if youre on java or bedrock but for me who plays with little to no mods but Progression Reborn and or Levelz has helped fixed this issue for me alot and i honestly cant play without those anymore.
That’s why with each update, they are giving different items more uses.
And if I use a bonus chest and get a stone pickaxe, I will literally NEVER make a wooden tool EVER
I mean i can never find diamonds anyway so for me stone tools are used for about 30 hours
14:08 i did not expect to be jumpscared by my own name lmao
i also saw it!! hii!
😂
minecraft international airport
Holy shit I can't believe minecraft international airport is here
To be honest, as a player who's been here since before the beginning, I think that Minecraft shouldn't even have mandatory bosses. The Wither is, what I feel, the best way to design a boss in a game like Minecraft - an optional boss you can (somewhat) fight on your own terms that drops you a very useful item that is non-essential.
yea summoning bosses are best just collect items summon them get the item to summon next boss also make them drop some useful item like nether star to help player become more powerful
Isnt that the same with the dragon. Like. Not having the elytra doesntt make the game unplayable, but there has to be a reward for a bossfight
@@nthIngtshr
Wither only gives you a beacon, which helps with huge projects, beacon isn't a passive boost that helps with every single aspect of the game.
Not really a boss fight, but ocean temples and woodland mansions give you a simple item as reward, that has only one use. You don't have to terraform oceans or really care that much about dying to get those items. Hell, even bastion's netherite is really only relevant if you're playing around lot of lava.
But elytra? It's like iron, you get to do so much with it that it is basically requirement for any playstyle. You get to build bigger and taller structures faster and more safely. You get to explore around the world and travel in the fastest, most efficient way possible.
@@benshulz4179 good point imo.
How on earth can an item be "very useful" but also not "essential" at the same time?
I wonder why so few people talk about enchantments when discussing progression. I have a really big issue with enchantments, since they're incredibly not fun to obtain, just requiring you to build a mob farm, and then grind for a couple hours until RNG blesses you, or go through RNG Lecturns with Villagers, both options being not fun.
Enchantments desperately need a rework, and they're my least favoruite feature in the game because of how necessary they feel (Fortune, cough cough) and how boring they are to actually get.
THISSSS i tend to join servers, make a lil base, a lil farm, progress and realise i need enchants and never log back in lol
My favourite rework is "Enchanting System Overhaul" and I implore you to check it out. The main goal is to make enchantments cost different items which tie into what the enchantment does, completely removing any RNG element and making enchants harder to get and thus more rewarding.
What's even better is that you can incrementally level up the enchants as you get the materials for the next level. This makes upgrading your tools more gradual instead of the semi enchanted to fully enchanted jump when getting a villager trading hall or something.
Besides that it also adds enchantment limits to the different tiers of tools, so you can only add say 3 different enchants (leveling is still fine) to an iron pickaxe.
There's also a config option that requires the player to right click a book to learn the enchantment which forces you to explore or trade with other people.
The recipes for enchantments and their tiers, plus the enchanting limits for tools and armour can all be configured as needed.
It pairs really well with the mod "tinkerers smithing" which allows you to repair unenchanted tools via crafting and allows you to upgrade the material of the tools (e.g. iron pick + 3 diamonds = diamond pick).
Ya it’s a system with so much potential and it’s been left broken for so long. The xp and cost of enchanting could be significantly improved
One thing I recognised (obviously minecraft and terraria are vastly different games) is that in terraria, you reach the ability to sort of “build anything” really early with access to dynamite, fairly quick pickaxes, wiring and painting: then you still have the entire rest of the game to complete. In minecraft, the closest you get to this (shulker boxes, elytra, fast pickaxes) is only achieved right at the end. So when you finally have the ability to build everything you want, you don’t have anything solid to do afterwards. If you reached this point earlier, or had more to do after this point, then people wouldn’t get as bored
I think a lot of people forgo making something pretty in favour of function. How many people just put their Terraria NPCs in wooden boxes?
@@miimiiandco Just because more people focus on the progression doesn't mean the tools aren't there for the people who do want to use the building mechanics.
if you reach that point earlier people would complain that the game is too easy, as they already do. the issue is that it has that point at all. the point where minecraft asks you what you want to do, and a lot of people just dont have an answer. the issue isnt minecraft, its that people dont know what to do and blame the game, in a sandbox game
@@Sopsy_Hallow Do you really think minecraft would ever be as popular as it is now, if it was just a sandbox game?
@@ambientNexusyes, because early on the game had even less and didn’t even have other dimensions but people fell in love with the game
3:42 “Be extremely subtle, even to the point of formlessness.”
WE NEED NETHERITEITE
ITS LIKE NETHERITE BUT MORE
**EXACTLY WHAT WE NEED**
**FIFTEEN YEARS NEEDED TO GET IT**
"The year is 20XX, netheriteiteiteite has been added to the latest version of minecraft, It has higher durability once again"
@@DIMM4_ *LETS HECKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOO*
*WE WIN THESE! FINALLY PROGRESSION IS IN MINECRAFT!*
@@DIMM4_tbh netherite tools to say nothing of a newer tier should just be unbreakable. At that point in the game you have mending, so the only thing that durability adds is tedium and annoyance.
It became clear to me when I played all the mods 8, upgraded my functionally indestructible netherite tools to actually indestructible allthemodium tools, and was flabbergasted at what a huge QoL upgrade it was to not need to go to my exp farm several times each major project.
On the flipside having indestructible tools makes mending less mandatory so you aren't forced to build a villager trading hall and can just loot/fish a couple books for your elytra and bow
@@tcoren1I'd say not having to exploit villager trading mechanics to get tons of mending books would be a good thing
@@Kutomi1 yeah I didn't use "flipside" as downside I just meant that this change would have two sides (QoL change, mending less necessary) and both are good.
I called it flipside because the logic kinda goes in opposite directions. Mending exists and is on every tool-> tools are practically indestructible -> making them actually indestructible is just QoL. Make them indestructible-> mending is no longer needed on every tool -> villagers farms are unneeded
Minecraft wasn't supposed to have an ending, a lot of people got mad when an ending was announced. Like you said it's about the "side quests" because it's a sandbox game where you can do whatever you want. That is also the reason the overworld has so much content, so that the casual players get the most content. The nether is almost perfect for what it's supposed to be, a dangerous place with high risk high reward. The end only has one structure which is also extremely easy to find and raid for some of the most overpowered items in the game. I think the end needs more stuff with more danger in the end cities.
For the casual players though i think the game should promote exploration, the world is infinite after all. The overworld also has a bunch of structures and "side quests" so you won't be able to find anything if you don't explore.
I'm honestly fine with not getting a new dimension in the game. There's already enough room for years of updates full of content to be added in the current dimensions we have. We don't need more dimensions, we need better ones.
Even today the game feels complete to me without needing to artificially increase the progression by adding for example more dimensions, tool tiers or extra steps to things that didn't need it.
Minecraft is not about progression.
This I agree with
Minecraft lacking progression isn't an issue, it's a good thing.
A long progression goes against the idea of a sandbox.
To me progression in Minecraft feels incomplete and weirdly paced, but after thinking about it, my biggest problem isn't in the progression itself but the lack of early alternatives, and alternative reasons to go to other dimensions.
Whenever I start a new world I generally feel like I am wasting time not going for diamonds because of how much of an upgrade getting diamonds is (and how many things they unlock).
If there just was an optional steel tier, and there was lower tier Enchanting Table made from gold and stone, progression would feel so much better, and nothing would change. That said some poor mans Shulker Boxes would also make it feel much better. And maybe Alchemy that you can use before entering Nether Fortress.
Going for those tools instead of diamonds/iron would just be equally wasting your time then.
Unless each tier has it's own unique benefits (like gold for piglins, leather for powdered snow) that's just more one and done tiers that you'll probably never make
@@enderallygolem It isn't about making something that you have to make, but giving you decent options if you don't feel like speedrunning the game, and want to do something else (the reason why you started the world), as you can only do it so many times before doing that starts feeling like a boring chore.
That said it could have something equivalent to build in Blast Protection, and durability higher than diamonds, while being slightly slower than them.
I feel similarly about Fortune. It's basically worthless trying to mine without it, since you waste resources by not mining them with Fortune.
This is also why I'd hate things being locked behind progression, as it just means I have to do more stuff before I can actually play how I want.
11:12 The people on the other side of the portal just beat moonlord, clearly
Tbh they don't have to add any items to the existing progression line. What they could do is just make a new boss that is powerful enough that you want all the tools and advantages you can get to make the fight a bit easier.
Something difficult enough would encourage players to want tipped arrows, potions, the best armor, the best weapon, beacons, and maybe even pets (if they made pets better and pets could respawn, most people don't like getting their pets permanently killed for minimal gain)
This would encourage them to take the game to the max without forcing them. They might even be tempted to use Redstone, and other interesting mechanics, like golems and 'johnny' (last one's a stretch cause of its downsides and limited usefulness)
Good video! I was expecting just another video of "Oh just add this & this! *proceeds to make the game more tedious than it already is for no reason and completely goes over that minecraft isn't 3d terraria*" (looking at you... Jetstarfish.)
So it took me by suprise to see you turn 180° and actually make some solid points and point out some of the flaws on how to approach proggresion on minecraft
All the "progress" is just distractions. The game is an open sandbox buildng sim. Game has been complete for over a decade
Distractions from what? If you're just wanting to build, creative mode exists for that reason.
@@ambientNexus that’s the point the comment you’re replying to said: the progression is a distraction form building; just go build, survival or creative.
@@frank9966 I was trying to say that regardless of the quality (or lack thereof) of the implementation, the progression and survival mode as a whole is far from being intended as just a 'distraction'. If the game this entire time was only ever a sandbox, it would have had only a fraction of the popularity and would have died years ago, most likely before Microsoft bought it.
@@frank9966 Minecraft is a SURVIVAL sandbox game, it isn't supposed to be purely a sandbox, the progression is part of that survival, obviously they shouldn't ignore the sandbox part of the game but that's all they've focusing on as of recent. In terms of progression, 70% of what they've added added doesn't progress forward or add much in between.
@@rjsblanket3024 the first versions were purely sandbox, so sorry: no it’s not. It’s a sandbox game, where you can do whatever you want (the developers’ words, not mine).
The progression does not matter, especially since it’s a sandbox: there’s no need to update a linear progression.
18:49 YOOOOO THE SCREENSAVER HIT THE CORNER LFG
nope, it bounced a lil
@@kab43it was close enough
The dungeon idea from 12:01 to 14:05 won't work unless you put them in the end, because beds exist. Player can just set their spawn inside and repeatedly respawn and farm the dungeon mobs until success. When designing anything in Minecraft you have to account for the cunningest of cheeses: the speedrun/tech community is always going to come up with something, and once it popularizes, the progression path you set is over.
The dungeon can disable bed, no exploding, no respawning
People play on peaceful all the time, I don't see how restricting beds does anything other than lead to more frustration.
If the trial chambers have told us anything, mojang are more interested in allowing us freedom to choose how we tackle each challenge.
You'd just set your respawn point outside the dungeon or outside the end portal anyway.
@@namefail232 and it's not even like it's out of the ordinary for gameplay. Elder guardians prevent you from mining- you could add a debuff called "Restlessness" that prevents you from sleeping while a specific mob is in the area.
This also would indirectly create some depth because people would LOVE to take that mob with themselves for some shenanigans.
Na I’ll be frank here, stop accommodating for speed runners. It’s influencing the game in the wrong direction and making a perfectly fine game seem very small and little to do because if you only focus on “beating” the game you disregard the actual point of the game. Building
Hear me out:
- Another solution would be to make the dragon a true FINAL battle.
- Rewrite ender dragon fight, area and loot entirely
- Make it accessible AFTER the end islands and elytra, not before (makes no sense tbh)
- This would correct the odd “main quest” progression and still keep it accessible to everyone else.
- Also, fixes the “End is not the end” issue. So its easier to add other dimensions, boss and progression steps in between
I think the reason why the elytra is after the dragon might be because fighting the dragon with elytra would be kinda silly. Imagine someone trying to glide after the ender dragon and trying to hit it with a sword. Though I do agree that its very dumb that most of the end cant be accessed until killing the dragon, thats part of the reason why i never go to the end, because i dont want to get stuck there and be forced to fight the dragon. Im one of those people that has never beaten the ender dragon legit
@@dragonfury1565 I agree. Thats why the dragon needs an overhaul. Make it the an actual final boss, and fix the End Islands being after the credits. How does that make sense lol.
The end needs an overhaul, but I don't think the progression does
You don't play minecraft to beat the dragon. You do it to build, explore, etc. Shifting the dragon further back defeats the point
@@enderallygolem I get where you're coming from, and agree its a risky change. But my point is that the dragon should be the "last" accomplishment, not the End Cities. End Cities should come before the "final boss".
@@dragonfury1565 Good point, but the elytra is already accesible before the ender dragon
Putting stuff like Ancient Tomes (a book that allows to +1 an enchant no matter the level, even overlevel it to one above vanilla) or the Pickarang (pickaxe-boomerang, usable as a shuriken) from Quark behind end-game and mid-game dungeons sounds like a potential solution to the lack of progression and tool/single-use item feature creep, (Armadillo+turtle scutes, leather+rabbit hide, copper/gold/iron in recipes confusion) by allowing vertical and horizontal progression without the modern "non-renewable pink flower from new biome and non-breedable, non-farmable albino bat guano from cold ocean giant caves"-type recipe.
Wow, another sidequest before I can start mining without leaking resources (looking at you, Fortune)
"We haven't paid for a deeper ending"
Terraria devs:"Hold my life crystal"
Look I get that you dont like the name intrinsic and extrinsic motivation but the replacement being main story va side quest isn’t as clear of a signifier of what the difference is in motivation, but maybe I think this just cause I know what intrinsic and extrinsic mean
Side quests are literally an example of an extrinsic motivator so it is a very confusing choice.
i haven’t defeated the ender dragon in survival with no cheats on any difficulty
i dont care
skill issue
@@dizzysoul i don’t care :)
“Minecraft really prides itself on its intuitiveness”. Wait WHAT?! Minecraft is soooo not intuitive. Crafting. Inventory. Beacons. Lore. Dimensions. Nothing works. Nothing is possible without help from online / others.
Well, the recipe book and achievement systems were added to lessen the need to go to the wiki or watch tutorials as much. Granted you still need to do that for specific questions and the recipe book isn’t the most intuitive, but the game is clearer to new players than it used to be.
Inventory seems the most intuitive tbh? Aside from the offhand i guess. And there are tutorial options now, have been since legacy console’s tutorial world. Lore is non specific quasi-lore, cool but not really a factor to gameplay. Dimensions are part of the tutorial systems if i remember correctly.
Basically, much more is actually possible to understand for new players compared to the days of no tutorials, recipe book, or in-game achievement systems. I don’t disagree that you do still need to consult external sources, but to say “nothing is possible” without outside help isn’t really true.
Well its certainly more intuitive than games like Terraria lol.
@@lasercraft32 yeah but terraria is good /j
but really, Terraria takes a good bit of wiki-ing, but it's pretty easy to understand once you're there. Minecraft also takes a lot of wiki-ing, but it's way harder to figure out even with the wiki involved. Terraria's also limited in more ways that make it a lot simpler to just figure out on your own - there's only one jungle, and if you mine around for a bit the temple's gonna show up pretty quick. A lot of minecraft structures may as well not exist without a map to find them - trial chambers, ancient cities, etc, are a massive pain to find, and the maps aren't exactly intuitive to get.
@@sebastianturner2458The guide also exists and can point new players in the general direction.
Several npcs also comment on your stats if the game thinks your not ready for things like skeletron or eye of cthulu.
The player can also just completetly ignore all of this and just build.
I like minecraft a lot but Terraria just does a lot of things way better.
I feel there is a problem with the elytra and shulker boxes being too good, making most players feeling they need to have them at all times but not enjoying the process of getting the two items.
Honestly, it's kind of hard to enjoy the process of getting shulkers and elytras when the End is such a boring place that is extremely tedious to explore. Doesn't mean that I didn't occassionally have fun with the end cities.
Dude, let me have my elytras and shulker boxes at peace, jeez
That's just the issue of extending minecraft progression in general
Feeling like you need to progress just to get access to more things rather than just doing what you like
I think a solution is to have items that are basically substitutes to the elytra and skulker boxes which are not as powerful but are good enough for people who don't want to do progression
@@SpiderKing3261 Donkeys, chest boat, bundle, ender chest and llamas are technically shulker substitutes
As for the elytras... In terms of no-setup boundless transportation: horses, donkeys, mules and camels; in terms of gliding: slow falling potion; in terms of flying: riptide trident and wind charge (very limited tho), ender pearls could fall into this category too but only vaguely
I don't know about how bad of an issue it is on a large scale, but most people who play Minecraft regularly (except for speedrunners I guess) don't see The End as "the end". It's an open-world sandbox at its core, and "getting to the end" isn't and has never been the point. That's why Notch basically felt forced to put in an ending, since no one would see it as complete until it had one, even though that wasn't the point of the game. Putting more stuff after The End isn't a risky move, and they literally did that with the End Islands in 1.9. I think they just don't know how to properly implement that without adding a whole new dimension, which they probably worry would get too complicated for kids.
We need more updates like the nether update: each biome should feel densely packed with coherently connected things. The overworld needs a "life" update lol
agree, though for the end specifically I'd prefer to have more geological features and stone types, in order to keep that intentionally desolate vibe
the overworlds "life update" has been ongoing since 1.13.
I disagree, you’re not aiming for quality. Comments like these makes me think you’d prefer density over quality, I mean really look at the nether. It’s just packed with random biomes with extra random generation, the high difference between biomes is the biggest detriment and makes it extremely difficult to traverse the dimension without risking falling to death, think of what you truly want before you go spreading incomplete ideas
@@Idkoogabooga4 that IS what I want though?
I'm surprised you didn't mention this: According to Mojang, the vast majority of players have never entered the End (or pre-1.16, the Nether). Why add progression when only a select few actully use it?
My point exactly. He acts like Mojang should just disregard any need for profit and just focus on the fans. But that’s not how it works, they wouldn’t be able to focus on what the fans want without the funds to do so. And if they’re drawing away future buyers by only putting effort into post-endgame stuff like another dimension after the end which most people wouldn’t get to experience (like you pointed out) they wouldn’t be making any revenue and wouldn’t be able to update the game anymore. Mojang doesn’t have infinite money, they can’t just pour it into whatever they want for the “fans” like he suggests. This is reality, and he needs to wake up to it.
I'm gonna get crucified for saying this, but infinite worlds is one of the worst features added to the game. I have way more fun playing on a limited world size because you have to make the most of what you got. As someone who used to be a legacy console player who switched to Java when bedrock fucked everything up, I get bored so fast in modern minecraft because everything is so large and spaced out, and you gotta walk around for eons until you find anything interesting sometimes. It sucks and if there is one thing I hate it's this. Not only would progression be better because you are inherently limited in it, but I think the game would overall be better by default if infinite worlds just never happened because the literal lack of freedom encourages you to push it to the limit. That genie got let out of the bottle a very long time ago though. People would absolutely lose their shit if mojang tried to add world limits now even as just a world gen option, and I gotta live with modifying the game to be playable in my perspective.
It doesn't need to be a world gen option, just set the world border to whatever size you'd like. Pretty rare in single-player but plenty of multiplayer servers do it to lower the file sizes
@@knack2baybee That doesn't exactly achieve the desired outcome here. Putting a border down doesn't account for things like proper biome scale and structure spawns.
I disagree A LOT, but i think i can understand your point.
19:08 there is no ethical consumption under capitalism
also based
When it comes to progression, it would be nice and cool if ocean monuments, the wither, and the deep dark had some reason to be in there other than "it's cool and has an optional boss in there"
I swear ppl don't understand Minecraft, the progression system is supposed to be simple. The game is about creativity not some rpg game like most games.
I will never understand how people can think it has to be one or the other. Progression does not require the elimination of creativity. They can exist side by side perfectly; look at Terraria.
@@mustiosrsyes Minecraft progression should be similar to terraria they Both are a sandbox after all
@@mustiosrsthat’s a completely different game, just because they both are block games doesn’t mean they are similar
@@Idkoogabooga4 You're missing the point. You just saw "Terraria" and decided to speak. Read my comment again
18:20 - this is a good argument, but counterpoint: isn't there a statistic somewhere that only like 30% (or something?) of players ever reach the Nether? What I'm getting at is, while it's true that "deeper" progression isn't superficially enticing to potential new players, given that the statistical majority future Minecraft players will only ever experience most of the game's progression through Lets Plays, streamers, and speed runners. And their relative excitement for experiencing the game themselves is intrinsically tied to that and how viral it is at any given time. Which means it absolutely could be beneficial to add deeper progression IF that progression is memeworthy.
1:40 Wow, isn't that crazy? It's only as if killing the final boss isn't meant to be the end goal.
"Like end subscribe" got me man
Minecraft's progression isn't about getting better and better tools, it's about building up your base - making a storage system is progression, making an animal farm is progression, making a village is progression.
That's why features like the Armadillo are there, so you can make a farm for them, or make a happy little habitat for Pandas. Each feature is a prompt for creativity, inspiring you to make something.
So, start building!
Armadillos aren't something you would ever need to farm though, you just hold right click on them with a brush and you've got more than enough of the only resource they're useful for. And even that isn't useful if you don't care about wolves.
I mean... if mojang can expand the world downwards then surely they could expand upwards, introducing a new structure or biome which spawns above Y 250, the physical barrier being the climb to get there, with using the elytra preferrable as otherwise the hostile mobs there will attack on sight, like how hoglins attack you if you wear gold armor.
based ending
you give me heat from fire vibes
I've never heard that before that's fucking hilarious
I'm not a speedrunner and I think the progress has changed due to all the side quest that i progress through
I usually lose alll my shit before reaching anywhere
same
Keepinventory not being on by default or the lack of a gravestone equivalent in vanilla has always been a mistake
@@ambientNexus minecraft would be too easy if this was automatically on, and im a keepinventory user
@@yeatstan As if it isn't already too easy?
They could probably get away with changing the name of the end to the Ender similar to how they changed the pigmen to the piglin.
Literally just add more to the end. The end is so barren and traversing it(without an elytra) is genuinely hard. I'm not saying add enderite or anything but just adding content to the end would add so much more in terms of progression. Extending how far you need to go to get an elytra, extending the difficulty of mobs in the outer end islands to more then endermen and shulkers
You don't even have the limitation of realism like the overworld, shulkers are a really cool mob, endermen are really cool, more like that would just be more interesting.
I don't think a new dimension is necessary at all when all you really need to do is add more progression inside the end. Sure, players might still be like "yeah ender dragon dead so i don't care" and speedrun it the same way etc, but that's how most content these days is anyway. The trial chambers are incredibly well thought out and make for a very fun challenge and way to get loot, but its still not the same type of progression.
Minecraft could be so much more with more done in the end. The trial chambers could have been done differently to fit and end theme and it would be really interesting. There is so much potential with an end update to increase progression and it sucks that it hasn't happened since 1.9
another banger
another banger by dimm4 from youtube
OMG I NEED TO KNOW WHERE THAT SELFIE STICK MOD IS FROM
the progression is so iconic at this point i doubt they could change it. just look at the creeper texture, that didn't get updated at all. because it represents a part of the game that mojang probably doesn't want to change
One idea is that gold tools can only damage blazes or soemthing. And gold is in the nether so the progression could be built right in. Another option is have copper come before iron and have buffs as to why its better. Like maybe copper starts out stronger than iron but over time weathers and becomes worse. But copper could also be waxed so you could have something better than iron before you get diamond or soemthing like that
1:03 it hit the corner of the screen
YEEEEES
This aged like a fine glass of milk r/agedlikemilk Am I right gamers? PogChamp LOL LMFAO!
Pog yes fr I agree true :skull emogay:
Hear me out, since you need to kill the dragon tp unlock further progression, the name “the end” can stay. Instead of being the end it would simply be the end of the beginning kinda, that way the end could still work just in another way. It was all just a tutorial and killing the dragon is the end of it.
Considering Minecraft is a sandbox game, and this progression is somewhat antithetical to the idea (it’s why Minecraft is more of a sandbox game than terraria (it’s a scale)), there’s only 3 kinds of changes I’d like to “Minecraft’s main progression.”
1. Since the game focuses on casuals, so as many people as possible are exposed to the content, maybe make the “wood stage” (whatever that means beyond just using wooden tools) was just a tiny bit longer, so you can’t just breeze past it with 0 skill, but also don’t make it so long it gets annoying.
2. Since the end sections are so far down the progression that most players do not care (and intact: 50% of players never even beat the dragon on bedrock (which is 60% of the instal base, aka all players): update it slowly, and in small ways over time, I’d love if every update had just 1 feature for the end, so of the course of 10 updates (both major and minor), the end slowly is reshaped.
And 3. just keep doing what Mojang has done: add more side quests, distractions: in the way of the progression.
The steps in the nether haven’t changed: but the nether update entirely changed how you traverse the nether, filling it with all kinds of new experiences you COULD bump into while going to the fortress, it shakes up how you play each time on a new seed.
Any one of those would be cool for the end over time, but also I’m fine with 0 changes: because Minecraft is a sandbox, I don’t go to MC for a linear progression
honestly it doesn't need to, the progression is only there to time hate certain resources, allow you to obtain materials faster, so you can either build stuff to get even more resources, or to make your life easier, by making combat less difficult.
IT NEVER HITS A CORNER! *0/10*
i feel that, while it should be a last resort. adding a new step midgame shouldnt be forbidden. maybe instead of getting end eyes easily by crafting it, you need to go to a new dimension and get specific items there to then be able to build something to craft it, while they still spawn naturally as loot in chests, or make crafting them way less efficient then the new block for them. or a end portal locator within that new dimension instead of throwing ender eyes (keeping the base ability to “go find it, while adding more to the game for those who want it). its not like mojang hasnt done it either. look to the smithing templates. i feel adding another middle dimension post nether would be a good way to flesh out the progression. or at least a post nether objective like maybe a specific new nether key can unlock a specific item from the new trial chambers that then allows you to go to a new end island type with more dungeons and mobs!
waiting for the square to fit perfectly into the corner...
The "end" is just like many other features added to the game: shallow and hardly ever revisited by updates
A lot of people think that minecraft isnt about progression. Well, i couldnt disagree more. What makes minecraft fun for me is the goals you try to beat. Advancements are a good way of making players explore the game content, but i still think its not enough.
There's a minecraft mod called "End Remastered" that makes The End feel like a end to the game. On this mod you need to colect 12 different types or ender eyes to open the portal. Of course, it would need to be very different than it, this concept is far from being perfect, i just like the idea of actually having to explore the game content before beating it.
The Ender Dragon fight should also feel like a final boss. It is stupidly easy if you have good stuff.
Like i said, this idea has flaws. I wont name them, but you can easily think of some.
great video!! :) ❤
4:08 I'm sorry but what about Minecraft is intuitive for new players? 😭
Every time I watch someone play the game for the first time without prior knowledge or experience, they're always utterly confused on what they're supposed to do. It usually takes them a painfully long time to figure out how to do basic things. It's easier now in modern versions, but for the longest time, there wasn't even anything that would tell you the crafting recipes in-game, making it so the help of a friend, a tutorial video or reading a wiki was essentially required to know how to play the game. Even the road to the endgame is really cryptic. Nothing tells you how to get to the nether (the ruined portal structures added in 1.16 do help, but you still have to figure out that you need to light them with a flint and steel and that crying obsidian blocks don't work) or how to locate the stronghold. You just gotta know that from an outside source, or fuck around for a ridiculously long time until you figure it out on your own. I don't think Minecraft was ever a game that was designed to be played blindly, calling it intuitive is... A little bit weird in my opinion. lol
Adding on to that, even though the new updates only add content that feels like "side quests", even those are really obscure and hard to find. Like, I still don't even know how you're supposed to get a sniffer. And are people expected to learn, without any clues, that giving an allay an amethyst shard duplicates them??
I think what they need to do is make more ways to progress, rather than extend any of the linear chains of progression. Really embrace modularity as a concept; maybe you don't need iron to get diamond, but can use primitive stone machines instead. They take longer to mine each diamond, but you don't need to get iron. (Horrible explanation and example, but I'm not about to spend three hours on _another_ youtube comment.) The only issue with this approach is the amount of balancing required and keeping it intuitive.
Change End to Mid
The mider dragon the mid dimension miderman midermites midstone
Then itd be the mid game not the end game
HE FUCKING UPLOADED!!!
WIZARD101 MENTIONED 🎉🎉🎉
me and that game had BEEF when i was a kid
Babe, wake up, new DIMM4 video just dropped 🗣🔥🔥🔥
Babe, wake up, new copy-paste comment just dropped
they should just make a really good dlc
Not the second paparazzi mission 😭😭 14:57
19:10 got it on the "There" lmao
I really wish mc had a better progression.
mc is opened ended and yet some mods are banned even by Mojang.
No, mojang doesn't ban mods nor it can
@@vencedor1774 Mojang does and has given some mod developers cease and desist letters due to how inappropriate they are. One was sorta justified. Jenny's mod was banned for development. And some gun mods as well.
@@Yotes_ i dont think any gun mod was banned and there are plenty that still exist if it was. all i know is that hypixel, a public server, was told to remove their guns because that was against EULA for a public server to have. whatever 3rd party or private mods or plugins you have you are generally allowed to keep
Hey man, just subscribed
Just wanted to tell you that your videos are fucking good!
You're funny asf
Keep cooking bro, never give up 🔥🔥💯
We love Notch. ❤️
ok, but like, they probably should add some kind of answer to the question of WHAT civilization built all the structures in minecraft, who was responsible for enslaving a dragon, conquering both the literal Hell and the void, who and what created all these structure that slowly progress in their elaborate architectual design, why did a whole ass dease start, that is slowly consuming the underground. like, it definitely wasn't the villagers - they're stupid and weak. it wasn't the pillagers cuz their whole thing is that they're racist. it wasn't the piglins cuz if it were, they would most definitely repaire all those broken bastions they inhabit. it wasn't any of the mobs, cuz they're like super dumb, and creepers don't even have hands. the closest being we have to builders are enderman, but if it were them, we have an instance where an ENTIRE SPECIES has devolved from master architects to primitive beings. it wasn't the warden cuz he's blind and is the embodiment of the corruption that spreads. it definitely wasn't the dragon, that as afforamentioned, is now enslaved by SOMEONE or SOMETHING. ngl, it would be cool if we were given hints or maybe even remnants of this lost civilization, or maybe the many civilizations that followed it. imagine if the final moment of progression would be finding whatever kind of creature was capable of achieving these feats, what they were, why they did it. imagine if they had a medieval civilization, that created things like strongholds, then achieved the ability to transport themselves to the end, met an entire species of dragons and their subjects, and then went on to war that ended with them enslaving the last being of its kind. then they proceeded to go to literal Hell, set up camps and cities, but then was forced by some (yet another) unknown force to escape from Hell and destroy all the gateways to it, leaving the cities they built to slowly decay and be overrun by the clearly from the Nether species of evolved pigs, but leaving behind some of its people, that would later on (perhaps) devolve to endermen, same as it was with the End. and then this civilization escaped all its problems temporarily by creating underground cities, that would finally be devoured by a pandemic that forced those who remained untouched by the deformation to go extinct. like, that would make a lot of sense, and wouldn't just be the end answer to it all, cuz you have new questions: who or what rules Nether, what are villagers and pilagers (are they remnants of the old medieval civilization, the precursor to the conquerors of the other realms?), what are the endermen, the piglins and the warden, and, the final one, who is Steve and why do we play as a literal demigod? is he like, the last of his kind and the end fight is just the superior multirealm civilization finally destroying the last one of its major slaves? or is he just sth else? did Steve's ancestors end that civilization and now he wanders the wastes left of the lands once ruled by some higher beings? IS STEVE THE MINECRAFT VERSION OF THE MONGOLS?!?!?!? and so on.
ok, on second thought, Mojang, don't try anything, leave the past be the past.
altho, you can put Herobrine as the last fight, like in Doom Eternal, yk. two equals, one corrupt and one still standing, facing off each other and their sins.
and before y'all ask - yes, I am schizophrenic.
this video hit the algorithm, and it deserves it! I agree, yada yada greed yada yada must appease little timmy who things armadillos are cute yada yada more experienced players are already sucked in. It just sucks, and I wish a more definitive modded community popped up instead of insulated specifc mod packs. A man can only dream of course.
9:41 bro MatPat retired... this year too
Wow, this aged well 😂😂😂😂
1:55 holy shit shinigami eyes addon
WIZARD 101 MENTIONED RRRAAAAAAHHHHH
I, for one am interested for Levers and Chests.
11:56 erm this aged like a fine glass of milk r/agedlikemilk am i right gamers? pogchamp lol lmfao! 🤓🤓
My kink is Minecraft video essays that have a thinly veiled communist agenda
TRUE
ok the end killed me
It hit the corner!!!!!! 18:50
Deeper world depth with harder mobs? Same thing but with oceans?
These guys rlly dont see minecraft as a
Ya know
SANDBOX GAME, WHERE YOU BUILD.
.ADVENTURE
.dont kill the dragon in .2 seconds?
i bought youtube premium specifically so you could have more ad revenue
No, the real reason is because MINECRAFT ISN'T ABOUT PROGRESSION. It's about freedom and creativity, and the progression system reflects this. You're not supposed to follow the game until you beat the dragon, you're supposed to make your own story. That's why almost everything is optional. Don't want to defeat the Ender Dragon? Don't have to. Don't want to mine to get ores? Don't half to. Don't want any hostile mob's to spawn? They don't half to (unless you want to go to the end). Don't want to mine and take damage? Don't have to. It's your world, your imagination, your decisions.
Don't want to engage with a new progression path? Dont have to
@@enriquevansickel2299 Unless you want something that's exclusive to that progression path.
@@FlushDesert22 so.. elytra and shulkers? totems of undying? trident? mace? etc
@@gregtechnewhorizons Fair point. Those are notable exceptions and I do wish there were more ways of getting them.
17:20 Bedrock edition with minecoins
Edit: I should really finish a video before commenting
They should add a Ng+ mode to Minecraft
hello it is me matpat i will hire you for game theory
i love consumption under capitalism
simple just make ender eyes expensiere with item of new dimentions
at like 18:50ish it almost hits the corner. i think its a bit off though
5:53 only 107 hours and you think that is emarasingly long you are still in the early game
Beating the game isn't all of the progression. Minecraft's progression has so much more, Netherite, potions, new weapons, enchanting, it's deep enough for a game that doesn't focus on progression.
18:51 It hit the corner!!
Minecraft isn't about progresion though it's about having fun with your friends showing of builds. If you don't want to defet the dragon you don't have to. You don't have to focus on getting the best gear as soon as posible. Maybe try some red stone builds or pvp and if Minecraft still isn't fun to you then that's okay to maybe it's time to move and let go of your nistalga playing the same game for so long will enevitavably lead to burn out no matter how good the game is.
God dammit its inescapable
I don’t think the real issue is Mojang, it’s us. We always give negative feedback to Mojang whenever they release an update, that’s the real issue. Whenever an update is released, everyone focuses on the negatives of the update instead of the positives, and because of such feedback, hang tries releasing more and better updates, when in reality, every update is good. How is Mojang supposed to release a good or efficient update if we all just talk negative about it and don’t give any good feedback and just complain about the stuff already in the game. Another point I want to talk about is time. We all act as if releasing an update is so easy and takes like a week to do, which isn’t true. Updates take time to make, and every Mojang employee is entitled to a break, they don’t need to be serving us updates on a silver platter at all times. So please, shut up and just enjoy what you have.
(This wasn’t targeted towards the maker of the video, it was targeted towards the community as a whole)
How does this guy only have 8k subs?
Genuine question whats happening
After getting his channel in my recommendations, I'm pretty sure the answer is because his videos are not good
There is ethical consumption under capitalism, it's just that a more accessible and approachable game sells more, however; Ultrakill, Undertale, Pizza Tower, fucking Cruelty Squad, and many more games break this rule.
Please play a proper Touhou game on normal difficulty or any shmup from the 90s and recommend that to the average Call of Duty or Red Dead 2 fan, I promise you that it's not capitalism's fault that some will say no.
p-är-shon 1:55 (how to pronouunce- by a swede)
Thanks, I really couldn't find any places online that had any kind of pronunciation for that name. The one I showed in the video is what comes up when you search on yt how to pronounce it lol. The interview I was actually talking about was this one ( ruclips.net/video/tzDbQyk0U9o/видео.htmlsi=usPxo_ktgQuJ9tP1&t=5 ) and I realize now that I changed the "a" to more of a "ə" when I said it.
14:04 did somebody say shrimple?