People actually still use minecarts with furnaces (which are still in Java as far as I can tell, unless the Wiki hasn't been updated to 1.16; for comparison, they were never added to Bedrock, only Legacy Console)? I exclusively use railways for long-distance transportation between bases, with very extensive networks, yet have never thought of making one, and as far as powered rails go, it isn't like you need that many - I use one every 33 blocks (I just split stacks of normal rails into two and place a stack, then a redstone block+powered rail, repeat), which is still closer than optimal (one every 38 blocks), plus a few extra at the ends (2 in a row to stop/hold minecarts in place, or 1 if the end is against a wall) or at curves - in fact, I've used less gold for powered rails than I've found in chests, much less mined (in my first world I've mined 72581 gold ore and crafted 8165 gold blocks and 648 powered rails; multiply the number of gold blocks by 9 and add the number of powered rails (1 ingot each) and you get 74133 gold - a surplus of at least 2552, not including some ore that was lost).
The same goes for normal rails, where I've found about 10 times what I've needed in mineshafts (about 165000), where I also take minecarts from as I need them, and otherwise have collected enough iron (65469 blocks) to make more than 1.5 million rails, and with all the iron, gold, and rails I've collected I could make a railway totaling 1.8 million blocks long, about 100 times longer than what I've built.
Yes, this is with a playstyle exclusively focused around caving but with these numbers you clearly don't have to spend much time to find enough gold; I've only used 0.874% of what I've collected, and gold is also about 20% more common since 1.8 (outside of mesa biomes; the size of all ore veins was increased in 1.8). It also helps that I build railways in increments; just recently I added another segment about 1157 blocks long, with others being similar in length (I have a total of 19 bases spread out across a 6600x6600 area).
Also, based on the amount of iron I found while building my latest extension (I place them in a 1x2 tunnel at y=58) you can reclaim about 1/4-1/3 of the iron you need (deeper down would be better as I cut through a lot of surface dirt and some water, reducing the amount of stone I ran into), and a much greater proportion of gold if you go deep enough (gold is 1/5 as common as iron below y=32; with a 1/32 ratio of powered/normal rails you need 1/12 gold/iron, so more than half the gold required can be reclaimed. Of course, not everybody places their rail systems underground).
Unfortunately, in bedrock edition the mine cart with furnace doesn't exist though, the edition some people like myself play on, for reasons like realms and crossplay on consoles. I'd sooner remove the TNT with mine carts than mine cart with furnace, if it were up to me or if it were a world option, why would I want to use something which is potentially hazardous and ends up destroying the minecart its in? one thing that irritates me about the game is waste, and I try my best to hold onto the resources I have which is one of the reasons I value mending for tools and armour so much.
Mine carts with chests are useful, as are regular mine carts.
But I can't see myself using TNT mine carts for anything, and with the suggestions to increase ore scarcity going around, I may as well not even bother making any mine cart with TNT, not even for messing about with. When resources are more scarce you don't have the luxury of being that careless.
TNT without the mine cart, maybe I'd use, but only because I'd have more control over what it actually destroys, and because sand is very common and not difficult to come by with a desert biome. TNT blocks may even help me clear out a subterrain to make a subway tunnel for a long railway system someday.
I’m also afraid that his... “interesting” views would’ve leaked into the game had he stayed around, but I don’t really wanna talk about that stuff. I just don’t think it’s right to ignore them.
Limiting the discussion to which (Persson or Bergensten) was better for MC solely in terms of game design seems appropriate… [and probably necessary to avoid flame wars ]
Within that scope, Persson seems to have been more focused on creating a sandbox in which players could play as they wished, Bergensten with providing 'things' for players to do (and rather heavy-handedly 'encouraging' that his vision not be abused by clever players utilising game mechanics to advance their prefered playstyle…)
This would land the divisiveness of 1.9, the continuing increases in lagginess, the misimplementation of mobs and mechanics in 1.13, and the griefing of at least two fundamental game mechanics in 1.14 clearly on Bergensten's watch. [Note that the degree to which Bergensten can veto 'executive meddling' is unknown, but presumptively far from absolute.]
To what extent Bergensten is personally to blame for the recent problems is also unclear [MS is not noted for being an arms-length corporate master], but MC does appear to have sufferd significantly during his watch.
Totally agree that P was more open about things but I have never seen any 'griefing' or 'misimplementation' in recent verrsions. I don't see B as causing any corporate problem.
While we do owe certain things to Notch, if he stuck around they probably wouldn't receive changes that ironed out their flaws. EX: villagers, the end, etc. I could probably go on naming stuff.
I find it very distasteful that they removed Notch due to his political standing. Labeling him as a radical conspiracy theorist. (Can look the article up). Yet I find reference to Eric Gartzke on the title screen. #gartzkebrokeit. I have the pic to back the claim. This is the 360 version by the way. Why is politics being introduced into a kids game. What place does it have. Seems a bit hypocritical to say one form isn't allowed but the other is. Shame on Microsoft. Lost a ten plus year customer. Which I am sure doesn't phase them.
I understood bigot but yes, I agree that debates on human rights, political correctness, and conspirations shouldn't' mix with a person's line of work or accomplishments and someone's work should be judged separately from them and from their beliefs unless their beliefs influenced their work (and I don't see any bigotry or conspiracy in Minecraft). Bad people can produce good things and nobody has the right to take away that good thing or invalidate its goodness because it had a bad author. That's authoritarian.
Putting aside personal feelings toward either of the two, I think it is much better under Jeb's direction than Notch's. Notch got the game started, but Jeb and Dinnerbone have made it what it is now, which is a much better game than how Notch left it. Not to mention a ton of the work they have been putting into the game fixing all the weird ways Notch programmed that were inefficient and sloppy (there is a reason that the term "notchcode" on Urban Dictionary means badly written code). They've basically had to rewrite most of the engine to get around all the limitations from what Notch created.
To sum it up: Jeb is a professional developer. Notch is an amateur who got lucky and struck gold.
TMC has pointed out before, whether this is Notch code or Jeb code or whoever code, earlier versions are faster than later ones and earlier versions have more genuinely random and interesting caves and surface terrains.
One also has to keep in mind 1.13 has way, WAY more stuff than 1.6.4 does, even if it were optimized the amount of stuff it needs to keep track of would still be way larger than in 1.6.4.
True. I really think making water its own dimension (in practice) is what caused the slowdown from 12 to 13.
Notch: random growth, no focus, no guide, no restraints
Jeb: directed growth, vague focus, vague guide, some restraints
Both are creative but in different ways. Notch made the game fully creative but purposeless for people who lack imagination. Jeb made the game feel more like an adventure or a story but at the cost of some freedoms, lore ideas, and mechanics. YMMV.
Neither, in the hands of Jeb and after the selling of the game to Microsoft, the bedrock edition resulted in the microtransactions debacle.
On top of this bedrock edition doesn't have the advantage of being able to play online with an older version, at least not without mods involved AFAIK.
So console users of the game will either be forced to play the legacy console editions to avoid an unwanted and intrusive update, or go on PC and play the Java version.
With updates and things being taken out or put into the game it has been a mixed bag for me, on the one hand I enjoy the aquatic update although some respectfully disagree with me on that one, it is awesome to be able to battle drowned zombies and steal their tridents, and acquire gold ingots from time to time.
The nether update also will add something useful to the game, a more durable material for tools and amour.
But one thing I don't like is the removal of mine cart with furnaces, meaning I'm forced to farm gold ingots if I want convenient transportation. I have a friend who uploads videos on Youtube who didn't like the removal of that feature either. And the sad truth is things can be removed from the game without our wishes, if a favourite minority ask Mojang for said changes. We have no control over that as far as vanilla content of this game goes.
At least back in the days of game cartridges on retro video game consoles, we didn't have to deal with intrusive changes that ruin the game for some people, and I'm not talking about bug fixes, I'm talking about actual and previously intended content or features being removed.
Wait what? (@ bolded stuff). Is this on Bedrock or did Java kill this too?
Yes, Microsoft is forcing people to update as usual to get dem coins. Nothing new.
I will say once again though that Drowned are too easy when bare handed and too hard when armed.
How did biome generation, which has absolutely nothing to do with water, become 35(!) times slower in 1.13?! A few new ocean biomes absolutely do not explain such a regression; in fact there should be no noticeable difference at all based on how they choose biomes, or used to (each biome zone has a list which is randomly chosen from; the size of the list may have some impact but it is a simple array lookup by an index). Then consider that biome generation in TMCWv5 is way more complex than anything in vanilla yet it runs about 180(!) times faster than these numbers - the same area takes only 200 ms to generate, making it nearly 5 times faster than even 1.12 (presuming that 18w05a was the same. This does not account for computer specs either but there is no way my computer is 5+ times faster):
Took 201494600 nanoseconds to generate biomes
Took 200042600 nanoseconds to generate biomes
Took 198393600 nanoseconds to generate biomes
Here is a look at some biome maps that shows how detailed they are, much more than vanilla; some individual biomes have more than 5 separate sub-biomes in various patterns; there are a total of 6 stages of "edge" generation, allowing combinations that are impossible in vanilla, for example, they removed Extreme Hills Edge in 1.7 in order to add Stone Beach - only one or the other can be used due to vanilla having only one layer):
Even when looking at AMIDST as a whole 1.13+ is so much slower I see people recommend using 1.12 to get a rough look at a seed, then use 1.13+ to check for the presence of newer biomes.
Also, I've added well over 300 new features to TMCWv5 alone - including 1.13+ features - with no increase in resource usage - in fact, I've substantially decreased resource usage, to the point where it uses as little as 60-70 MB at 8 chunks and can even run with just 256 MB allocated at 16 chunks - for comparison, from what I've heard modern modded Minecraft uses on the order of 4-6 GB, which is absolutely crazy with no sane explanation (a lot of this has been blamed on changes made since 1.8 but even then it seem impossible) and even vanilla needs 2+ GB to run well. Minecraft is also not a typical game - resource usage is almost entirely dependent on the number of chunks loaded, not how many different blocks/entities/etc there are:
These are from a heapdump I took with VisualVM; the vast majority of memory usage is due to block data stored in chunks (as byte arrays; 78.5% of memory is in chunks, including additional heightmap and biome arrays, and 75.9% in byte arrays), which only depends on the number of chunks sections loaded, regardless of what blocks they contain, even air, which was not handled as a real block until 1.7 (trying to access a block with an ID of 0 will cause a null pointer exception in 1.6.4; the numerical ID of 0 itself is generally handled as a null case, which also helps safeguard against invalid IDs as they too will be null, thus automatically handled as air):
How much memory does a block use? Not much at all; most of it is due to textures, which are not included here (each 16x16 texture uses 1024 bytes; most blocks only have one texture):
The funny thing is, this Reddit page claims that even 1.3 requires at least 500 MB to just start up, much less run:
If you look at 1.2.5 you'll see a very different beast from even 1.3. The client is running the entire simulation in the same object space as the rendering, resulting in very very small amounts of memory being used. 1.2.5 could live in ~256MB perhaps.
1.3 split the server and the client logic. Suddenly, you have to double the footprint of the game - one copy of all the game objects for the server, one copy for the client. 1.3 needs 500MB before you're even running.
1.5 adds some more footprint - the client now has to track atlases of icons and textures, which takes up precious memory, adding a bunch of new utilization.
Not even close to accurate in my experience - at 16 chunk render distance, more than the maximum available back then ("Far" render distance was in theory 16 chunks but 1.3-1.6.4 were limited to 10 chunks in singleplayer due to the internal server using a hardcoded view distance) the game was using less than 256 MB (157 MB when I made the heap dump), and the claimed change in 1.5 hardly had an impact since the game has always used a texture atlas, it just now has to create it on startup (which does increase startup time but 1.6.4 launches within a second or two - in fact, the launcher itself seems to take a lot more time to "prepare" it by checking the files and extracting the libraries it needs since MCP has a much smaller delay before the actual game window appears).
Also, what about all the other modders who claim massive improvements in performance when compensating for bad code decisions that Mojang has made since 1.8?
I noticed in 1.12.x that getBlockState (in World, Chunk, and ChunkCache) accounted for substantial amount of CPU overhead. I developed a block state cache (write-through direct-mapped cache using a specially tuned hash to map from coordinates to cache entries), which made a HUGE difference. That plus a BlockPos neighbor cache literally doubled Minecraft performance for the test cases we tried.
(BlockPos and BlockState did not exist until 1.8; the best solution is to remove them entirely or use a simple integer to hold block states as I've done myself)
Sure, 1.8+ can in theory get a higher framerate due to using more modern rendering techniques but there is a lot more to performance than raw FPS (the main reason I used Optifine was to improve chunk rendering; vanilla often didn't render chunks until you walked into them, even with otherwise good performance). Of course, it isn't like 1.6.4 doesn't have bad code, for example, this is how it renders fonts:
Just about the worst rendering code imaginable; luckily, this is the only place the game uses "glBegin/glEnd"; I made font rendering around an order of magnitude faster by using the game's "tessellator", which uses what may as well be described as a vertex buffer (not to be confused with a VBO, it is an array that stores all the data for the vertices being drawn, using glDrawArrays, which is still supported by modern OpenGL, although it uses "quads", which are deprecated, but I tested it with triangles and it was noticeably slower), and drawing an entire string in a single draw call (this itself is significant enough that I made Fancy clouds render 15 times faster, even faster than Fast clouds, by batching everything into a display list - the less draw calls, the better. I also added new methods to the Tessellator class that accept floats instead of doubles (the methods internally use floats anyway, this eliminates casts and offset calculations) and only includes the color/brightness/normal when needed to reduce the data size and calculations):
if (!this.isDrawing)
{
this.isDrawing = true;
this.tess.startDrawingQuads();
}
For another example, I improved the rendering performance of Fancy leaves by a factor of more than 4-fold (this only applies to chunk redraws, raw FPS was unaffected, and indeed, isn't even affected by things like smooth lighting on/off or biome blend) by optimizing the smooth lighting calculations and chunk data access (this affects all blocks but Fancy leaves are particularly laggy since they render all faces):
17:56:58 - Took 2780 nanoseconds to render leaf block (vanilla)
17:56:58 - Took 2795 nanoseconds to render leaf block (vanilla)
17:56:59 - Took 2775 nanoseconds to render leaf block (vanilla)
17:57:00 - Took 626 nanoseconds to render leaf block (modded)
17:57:00 - Took 645 nanoseconds to render leaf block (modded)
17:57:01 - Took 625 nanoseconds to render leaf block (modded)
Also, cave generation in TMCWv5 is 3 times faster than TMCWv4 despite being much more complex (the source code for TMCWv4 is 179 KB while TMCWv5 is 277 KB, a 55% increase), with many more types of caves and "can spawn here" checks:
TMCWv5 ("generationTime" alone is comparable to vanilla (the first two times only apply to TMCW), despite having double the cave volume to carve out, and that was only comparing caves while my cave generator also generates ravines and everything else):
initializeTime: 143; validTime: 223; generationTime: 1059; totalTime: 1426
initializeTime: 153; validTime: 224; generationTime: 1157; totalTime: 1534
initializeTime: 144; validTime: 231; generationTime: 1171; totalTime: 1547
initializeTime: 149; validTime: 223; generationTime: 1109; totalTime: 1482
I've even written code that significantly outperforms standard Java functions; its "Random" class is quite slow because it uses a thread-safe object to store its internal state and changing it over to my own RNG explains most of the improvement shown above (as a bonus every world seed is entirely unique - Random only uses 48 out of 64 bits so every seed is one of 65536 seeds that are exactly the same in every aspect other than the biome map, the only part of the game that uses a true 64 bit RNG in vanilla. Of course, individual chunk seeds can still collide since there are only enough states in a 64 bit RNG to cover 20 worlds, but they won't have the same patterns):
Random.nextInt(n) took 9.9637 nanoseconds
Random64.nextInt(n) took 1.2762 nanoseconds; was 7.8073187 times faster than Random
Random.nextFloat() took 9.9535 nanoseconds
Random64.nextFloat() took 1.2763 nanoseconds; was 7.798715 times faster than Random
Random.nextGaussian() took 71.8699 nanoseconds
Random64.nextGaussian() took 5.033 nanoseconds; was 14.27973 times faster than Random
So no, this is why I'll never buy claims that newer versions are more intensive solely because they have more content.
I liked Minecraft under Notch a lot better. Even though a lot of the game mechanics were simpler, there were more options with older versions of Java and Console Legacy that Bedrock lacks as well as unpredictablity. For example, on Console Legacy Xbox 360 (Unless it was changed with the Update Aquatic), you are able to reset the Nether and End, which is useful if it breaks or gets updated.)
Mojang under Jeb has gone against reimplementing this option into the current iterations of Minecraft for the new Nether Update, stating that older chunks will be considered 'Nether Wastes', so basically older chunks cannot be reset, unless you are a PC Minecraft player and use modding programs like MCC Tool Chest/PE to delete the chunks so they can be regenerated to the current iteration of the game. Even though it was not mentioned, I have a feeling it is not being implemented as Jeb may feel it would open the door for cheating the game and allowing Nether resources to be renewable and easily obtainable without travelling far in the Nether, however something should be implemented where if the game detects your world was last loaded in a version before the upcoming Nether Update, then it offers a one time full Nether Reset upon loading the world into the Nether Update.
Another example is how Java and Console Legacy versions of the game offer partial or complete ways of going back to older versions of the game. I believe Notch understood this freedom and offered it with Java Edition with the older Amazon Launcher. It can be done on Console Legacy partially without modding by deleting the update file if you have a physical copy and playing offline (or with Modding if you can find the older Title Update File you want thrown onto a USB and playing offline). The Bedrock Edition of the game and the newer Java Launcher (As far as I am aware) do not offer the ability to go back to previous versions of the game at all, which sucks as any potentially negative impacts that come with an update are forced onto us under Jeb (Like how we will have to fish out at sea for treasure items per the new update due to cheaters using AFK Fish Farms and autoclickers), or a unique seed working on older versions may not generate in the same way on the current versions, locking it away.
I miss in the older versions of the game as well pouring 30 levels of XP into an enchantment on the enchantment table as well as enchantments changing everytime you put an item on the enchantment table versus now where it is 3 levels and 3 lapis lazuli and having an 'Enchantment Seed' where the enchantment for the item won't change until you enchant something on the enchantment table. With the older versions, this gave XP more meaning, the enchantment you put on an item more meaning, and allowed for grinding in a more positive way with a goal in mind of enchanting as well as not wasting lapis lazuli and having you create tasks you need to do to get XP, where as now you have to waste lapis to enchant and have to get unnecessary enchantments half the time until you get the right one on the enchantment table.
Even older terrain generation under Notch was better than compared to now with Jeb. With Notch, there was more unpredictable terrain generation, which led to more unique caves and landscapes generating, and on Console Legacy even crater caves that look like they were created by a meteor impact. Java Beta 1.7.3 showcased some of the best examples of this unpredictability on seeds gargamel and Glacier. Title Updates 1-13 on Console Legacy also had some unique and unpredictable terrain generation.
With Jeb and the current version of the game, you see the biome, you generally know what you're getting with terrain generation (I believe youtuber AntVenom discussed this in an older video of his). With the current version of the game and with the last update to Console Legacy (The Update Aquatic), you kind of have to hope the game glitches to get something unique and unpredictable, Like how on Console Legacy with the Update Aquatic how sometimes extremely cold biomes would spawn next to or even in the middle of extremely hot biomes (Like a Deep Frozen Ocean generating in a lake in the middle of a Mesa, or an 'Iceberg' Biome generating next to or even partially in a Desert).
I have noted that people speak of the removal of Minecart with Furnace on Bedrock as well as the questionable use of Minecart with TNT. Even though I never used the Minecart with Furnace, I never understood why the feature was removed as it was a functioning feature that was not broken. The only practical use I have seen Minecart with TNT be used for is instant explosions with the proper setup, which is a good workaround if you can't get your hands on Ender Crystals for instant explosions. This was shown on Hermitcraft Season Six with Grian devised a trap to demise DocM77 and it worked due to the instant explosion, though the amount of resources being used for that can be potentially wasteful.
Jeb is introducing many new ideas which is nice for Minecraft, however alot of the pre-existing functions that alot of players like are slowly being nerfed or outright removed in newer updates. It seems although we get something new, we are sometimes trading something or giving up something for it and being forced to keep that change on Bedrock. With Notch, we had more randomness and freedom (including the ability to go back to older versions of the game more openly) even if the game was more simplistic, which is why I say with the options given to us, Notch was in my opinion the better developer due to it.
Notch is... not exactly a great person, and had a wildly different vision for the game. He seemed more concerned with simplicity than making a fully fleshed out game, while Jeb seems to prefer the game be as deep yet approachable as possible. Notch definitely had a lot of great ideas and talent, but he also made some pretty bad choices solely for simplicity, like the original villages. I’m also afraid that his... “interesting” views would’ve leaked into the game had he stayed around, but I don’t really wanna talk about that stuff. I just don’t think it’s right to ignore them.
That's ridiculous, he never put anything political in Minecraft to begin with. How is he going to put "redpill" type stuff into the game now? It's a little dramatic to say.
They both have their strong weak points. Jeb has removed and changed things in the past that are very controversial, while Notch would oversimplify some features and he sold Minecraft to Microsoft in which he is indirectly the reason for the microtransactions.
I think Jeb has alot to improve on, like his inability to tackle the most important things like Caves, Pet and general Mob AI, Tweaking Survival to feel more like, the word survival itself? But the fact he is working on the Combat shows he does want to make a compromise and make the game fun and interesting for everyone.
Notch isn't working on Minecraft anymore, and hes responsible for leading microsoft to grab their hands on the game and to overcomplicate this by creating "bedrock, java. etc" editions that felt like they were trying to force on us to integrate but couldn't outside of java. (Probably because of their microtransactions.)
Sooo.. My vote is for Jeb, since he also hasn't given up on Java Edition so far like what was originally proposed. Would Notch have cared enough at this point to do what Jeb does? Probably not.
They both have their strong weak points. Jeb has removed and changed things in the past that are very controversial, while Notch would oversimplify some features and he sold Minecraft to Microsoft in which he is indirectly the reason for the microtransactions.
I think Jeb has alot to improve on, like his inability to tackle the most important things like Caves, Pet and general Mob AI, Tweaking Survival to feel more like, the word survival itself? But the fact he is working on the Combat shows he does want to make a compromise and make the game fun and interesting for everyone.
Notch isn't working on Minecraft anymore, and hes responsible for leading microsoft to grab their hands on the game and to overcomplicate this by creating "bedrock, java. etc" editions that felt like they were trying to force on us to integrate but couldn't outside of java. (Probably because of their microtransactions.)
Sooo.. My vote is for Jeb, since he also hasn't given up on Java Edition so far like what was originally proposed. Would Notch have cared enough at this point to do what Jeb does? Probably not.
Don't get me wrong, the emeralds you get for fighting raids is cool and all, but you can use villager trades to get emeralds so that doesn't matter. Can the raids be challenging? sometimes, if you're not wearing the appropriate armour then I'd say yes. But I rarely die from them, and people can use beds to respawn to a nearby location if they need to rush to get their items back, which obviously cannot be done on hardcore mode worlds, but I digress.
There's been some interesting updates and changes to the game, and other times, there's been some foul ups which people do not like. I don't like Notch or Jeb at this point, because they've both done some questionable things to the game design. I like the aquatic update which introduced dolphins, visible fish in the sea, seaweed, and drowned zombies as well as tridents, and the new enchantments like loyalty, but some people didn't, I don't know why exactly but I remember reading about complaints about it a long time ago.
Bedrock edition doesn't give you a whole lot of controls over the features being implemented, if you want to play online, you need the latest version, otherwise the Xbox Live system blocks your online access. So there's that to consider when we think of Jeb being representative of how Minecraft ought to be or him being involved in its future development.
and the newer Java Launcher (As far as I am aware) do not offer the ability to go back to previous versions of the game at all
Not true at all - after all, modding wouldn't even exist or would be far more limited if you couldn't play older versions and it is very much still alive as can be seen by a look at the modding section, where most recent threads are for older versions (many for 1.12.2, some for 1.7.10, even a couple for 1.6.4 and earlier) - I myself still play on and develop mods for 1.6.4:
(my custom versions are between 1.6.2 and 1.6.4 since they use a copy of the json for 1.6.4, which includes the release time)
To enable the old versions, click the "Installations", turn the "Historical Versions", make a new profile, select any of the versions in the "Version" box, then click "Save".
Note that you have to create an new profile; the default "latest release" profile can't be edited which may make some people think that is the only version available. Also, the "historical versions" option only applies to versions older than release 1.0.0; all releases are listed by default.
It goes way beyond just water changes; consider this:
...
So no, this is why I'll never buy claims that newer versions are more intensive solely because they have more content.
I don't claim that. Mojang has terrible coding practice. The mantra of the group does it better than the individual really rings hollow here when you yourself can make way better content and more efficient. This is just corporate liabilities/meddling and team inefficiency at its finest.
The Bedrock Edition of the game and the newer Java Launcher (As far as I am aware) do not offer the ability to go back to previous versions of the game at all, which sucks as any potentially negative impacts that come with an update are forced onto us under Jeb (Like how we will have to fish out at sea for treasure items per the new update due to cheaters using AFK Fish Farms and autoclickers), or a unique seed working on older versions may not generate in the same way on the current versions, locking it away.
That's ridiculous, he never put anything political in Minecraft to begin with. How is he going to put "redpill" type stuff into the game now? It's a little dramatic to say.
I liked Minecraft under Notch a lot better. Even though a lot of the game mechanics were simpler, there were more options with older versions of Java and Console Legacy that Bedrock lacks as well as unpredictablity. For example, on Console Legacy Xbox 360 (Unless it was changed with the Update Aquatic), you are able to reset the Nether and End, which is useful if it breaks or gets updated.)
Mojang under Jeb has gone against reimplementing this option into the current iterations of Minecraft for the new Nether Update, stating that older chunks will be considered 'Nether Wastes', so basically older chunks cannot be reset, unless you are a PC Minecraft player and use modding programs like MCC Tool Chest/PE to delete the chunks so they can be regenerated to the current iteration of the game. Even though it was not mentioned, I have a feeling it is not being implemented as Jeb may feel it would open the door for cheating the game and allowing Nether resources to be renewable and easily obtainable without travelling far in the Nether, however something should be implemented where if the game detects your world was last loaded in a version before the upcoming Nether Update, then it offers a one time full Nether Reset upon loading the world into the Nether Update.
Another example is how Java and Console Legacy versions of the game offer partial or complete ways of going back to older versions of the game. I believe Notch understood this freedom and offered it with Java Edition with the older Amazon Launcher. It can be done on Console Legacy partially without modding by deleting the update file if you have a physical copy and playing offline (or with Modding if you can find the older Title Update File you want thrown onto a USB and playing offline). The Bedrock Edition of the game and the newer Java Launcher (As far as I am aware) do not offer the ability to go back to previous versions of the game at all, which sucks as any potentially negative impacts that come with an update are forced onto us under Jeb (Like how we will have to fish out at sea for treasure items per the new update due to cheaters using AFK Fish Farms and autoclickers), or a unique seed working on older versions may not generate in the same way on the current versions, locking it away.
I miss in the older versions of the game as well pouring 30 levels of XP into an enchantment on the enchantment table as well as enchantments changing everytime you put an item on the enchantment table versus now where it is 3 levels and 3 lapis lazuli and having an 'Enchantment Seed' where the enchantment for the item won't change until you enchant something on the enchantment table. With the older versions, this gave XP more meaning, the enchantment you put on an item more meaning, and allowed for grinding in a more positive way with a goal in mind of enchanting as well as not wasting lapis lazuli and having you create tasks you need to do to get XP, where as now you have to waste lapis to enchant and have to get unnecessary enchantments half the time until you get the right one on the enchantment table.
Even older terrain generation under Notch was better than compared to now with Jeb. With Notch, there was more unpredictable terrain generation, which led to more unique caves and landscapes generating, and on Console Legacy even crater caves that look like they were created by a meteor impact. Java Beta 1.7.3 showcased some of the best examples of this unpredictability on seeds gargamel and Glacier. Title Updates 1-13 on Console Legacy also had some unique and unpredictable terrain generation.
With Jeb and the current version of the game, you see the biome, you generally know what you're getting with terrain generation (I believe youtuber AntVenom discussed this in an older video of his). With the current version of the game and with the last update to Console Legacy (The Update Aquatic), you kind of have to hope the game glitches to get something unique and unpredictable, Like how on Console Legacy with the Update Aquatic how sometimes extremely cold biomes would spawn next to or even in the middle of extremely hot biomes (Like a Deep Frozen Ocean generating in a lake in the middle of a Mesa, or an 'Iceberg' Biome generating next to or even partially in a Desert).
I have noted that people speak of the removal of Minecart with Furnace on Bedrock as well as the questionable use of Minecart with TNT. Even though I never used the Minecart with Furnace, I never understood why the feature was removed as it was a functioning feature that was not broken. The only practical use I have seen Minecart with TNT be used for is instant explosions with the proper setup, which is a good workaround if you can't get your hands on Ender Crystals for instant explosions. This was shown on Hermitcraft Season Six with Grian devised a trap to demise DocM77 and it worked due to the instant explosion, though the amount of resources being used for that can be potentially wasteful.
Jeb is introducing many new ideas which is nice for Minecraft, however alot of the pre-existing functions that alot of players like are slowly being nerfed or outright removed in newer updates. It seems although we get something new, we are sometimes trading something or giving up something for it and being forced to keep that change on Bedrock. With Notch, we had more randomness and freedom (including the ability to go back to older versions of the game more openly) even if the game was more simplistic, which is why I say with the options given to us, Notch was in my opinion the better developer due to it.
They still haven't made their bedrock server application compatible with Minecraft bedrock edition on game consoles over the internet yet, plus as far as I know you can only run 1 instance of the application, if you try to run multiple worlds on the same system even in separate folders and port numbers etc, it doesn't work.
Quality of life changes like this could improve the game drastically, in my opinion.
Paying for a 10 friends subscription on realms is expensive, and you don't get a generous render distance to go with it.
I find it very distasteful that they removed Notch due to his political standing. For me, Notch was best for minecraft.
The game hasn't gotten much better with Jeb in charge, and they've implemented changes that cause more time wasting, something people hate. If they truly thought villager trades were OP they should've thought about that before implementing it in the first place. Neither dev gets my respect at this point, I may as well go fish for my enchantment books, since I have more success with that than with the villager trades which apparently now have a cool down, introducing fake difficulty. When are people going to get it through their thick skulls that time wasting =/= balance?
When are people going to get it through their thick skulls that time wasting =/= balance?
This. So much this.
Rarity =/= balance.
Grinding =/= balance.
Waiting =/= balance.
Balance is when the value of something matches the number of steps or the difficulty/strategy of a challenge or fight. It should have nothing to do with time, patience, or luck. To think otherwise is to be a poor game designer.
Balance is when the value of something matches the number of steps or the difficulty/strategy of a challenge or fight. It should have nothing to do with time, patience, or luck. To think otherwise is to be a poor game designer.
The villager trade nerf could be circumvented by breeding or adding more villagers by curing villager zombies, but if you have too many villagers it causes lag, so this isn't a good solution to the cooldown on trades I just mentioned either. To get the gear I want or even just aesthetics for builds using glass to stain when not next to a desert biome, something that has nothing to do with gameplay, but just changes the look of the block, I have to wait even more time no thanks to Jeb's poor game design decisions. I really don't like Jeb as a person, and he is probably a jerk in real life too.
What is the point in making large crops if the rewards gained aren't proportional to the effort? it's like working and being underpaid for your labour or being overtaxed. It makes no sense from a game design perspective or a moral one.
The villager trade nerf could be circumvented by breeding or adding more villagers by curing villager zombies, but if you have too many villagers it causes lag, so this isn't a good solution to the cooldown on trades I just mentioned either. To get the gear I want or even just aesthetics for builds using glass to stain when not next to a desert biome, something that has nothing to do with gameplay, but just changes the look of the block, I have to wait even more time no thanks to Jeb's poor game design decisions. I really don't like Jeb as a person, and he is probably a jerk in real life too.
What is the point in making large crops if the rewards gained aren't proportional to the effort? it's like working and being underpaid for your labour or being overtaxed. It makes no sense from a game design perspective or a moral one.
Also the other issue is if you have alot of villagers you cured and have them stationary, if you didn't set them up one at a time (Cure them one at a time) and leave them with a bed and workstation, you have to lock all their trades, then play a game of trial and error to get their beds and workstations to match. Otherwise they don't sleep and don't replenish their trades as they can't access what they feel is their bed and their workstation.
I feel Jeb is cracking the whip hard to nerf the game in the upcoming Nether Update, and I don't think Notch would've done this. This is kind of why I stick to my Console Legacy converted worlds from the Xbox 360 to Bedrock primarily as the work for good stuff was done when there was more balance as well as options that do not exist in Bedrock Edition (Such as Resetting the Nether and End) that were there on Console Legacy that made resource gathering easier. I am more fortunate to have my older worlds, as not many people do have theirs transferred from an older version to Bedrock or Java, and this shouldn't have to be one of the workarounds on Bedrock is transferring a world from Console Legacy over where you could do alot of things easier.
Unfortunately, in bedrock edition the mine cart with furnace doesn't exist though, the edition some people like myself play on, for reasons like realms and crossplay on consoles. I'd sooner remove the TNT with mine carts than mine cart with furnace, if it were up to me or if it were a world option, why would I want to use something which is potentially hazardous and ends up destroying the minecart its in? one thing that irritates me about the game is waste, and I try my best to hold onto the resources I have which is one of the reasons I value mending for tools and armour so much.
Mine carts with chests are useful, as are regular mine carts.
But I can't see myself using TNT mine carts for anything, and with the suggestions to increase ore scarcity going around, I may as well not even bother making any mine cart with TNT, not even for messing about with. When resources are more scarce you don't have the luxury of being that careless.
TNT without the mine cart, maybe I'd use, but only because I'd have more control over what it actually destroys, and because sand is very common and not difficult to come by with a desert biome. TNT blocks may even help me clear out a subterrain to make a subway tunnel for a long railway system someday.
Doubt.
Totally agree that P was more open about things but I have never seen any 'griefing' or 'misimplementation' in recent verrsions. I don't see B as causing any corporate problem.
Agree
I understood bigot but yes, I agree that debates on human rights, political correctness, and conspirations shouldn't' mix with a person's line of work or accomplishments and someone's work should be judged separately from them and from their beliefs unless their beliefs influenced their work (and I don't see any bigotry or conspiracy in Minecraft). Bad people can produce good things and nobody has the right to take away that good thing or invalidate its goodness because it had a bad author. That's authoritarian.
I wonder why.
He has a more cohesive vision. I like that, others may not.
TMC has pointed out before, whether this is Notch code or Jeb code or whoever code, earlier versions are faster than later ones and earlier versions have more genuinely random and interesting caves and surface terrains.
I completely disagree. In my experience on two different computers, 1.13+ takes way longer than 1.12- to run, and anything from 1.6- is faster still.
If you have the patience and carefulness to use mods and don't mind having a non-vanilla, hard-to-update, easy-to-corrupt experience.
IMO, never played modded on my own devices, only briefly on friends' computers.
True. I really think making water its own dimension (in practice) is what caused the slowdown from 12 to 13.
What I've observed:
Notch: random growth, no focus, no guide, no restraints
Jeb: directed growth, vague focus, vague guide, some restraints
Both are creative but in different ways. Notch made the game fully creative but purposeless for people who lack imagination. Jeb made the game feel more like an adventure or a story but at the cost of some freedoms, lore ideas, and mechanics. YMMV.
Wait what? (@ bolded stuff). Is this on Bedrock or did Java kill this too?
Yes, Microsoft is forcing people to update as usual to get dem coins. Nothing new.
I will say once again though that Drowned are too easy when bare handed and too hard when armed.
It goes way beyond just water changes; consider this:
How did biome generation, which has absolutely nothing to do with water, become 35(!) times slower in 1.13?! A few new ocean biomes absolutely do not explain such a regression; in fact there should be no noticeable difference at all based on how they choose biomes, or used to (each biome zone has a list which is randomly chosen from; the size of the list may have some impact but it is a simple array lookup by an index). Then consider that biome generation in TMCWv5 is way more complex than anything in vanilla yet it runs about 180(!) times faster than these numbers - the same area takes only 200 ms to generate, making it nearly 5 times faster than even 1.12 (presuming that 18w05a was the same. This does not account for computer specs either but there is no way my computer is 5+ times faster):
Here is a look at some biome maps that shows how detailed they are, much more than vanilla; some individual biomes have more than 5 separate sub-biomes in various patterns; there are a total of 6 stages of "edge" generation, allowing combinations that are impossible in vanilla, for example, they removed Extreme Hills Edge in 1.7 in order to add Stone Beach - only one or the other can be used due to vanilla having only one layer):
Even when looking at AMIDST as a whole 1.13+ is so much slower I see people recommend using 1.12 to get a rough look at a seed, then use 1.13+ to check for the presence of newer biomes.
Also, I've added well over 300 new features to TMCWv5 alone - including 1.13+ features - with no increase in resource usage - in fact, I've substantially decreased resource usage, to the point where it uses as little as 60-70 MB at 8 chunks and can even run with just 256 MB allocated at 16 chunks - for comparison, from what I've heard modern modded Minecraft uses on the order of 4-6 GB, which is absolutely crazy with no sane explanation (a lot of this has been blamed on changes made since 1.8 but even then it seem impossible) and even vanilla needs 2+ GB to run well. Minecraft is also not a typical game - resource usage is almost entirely dependent on the number of chunks loaded, not how many different blocks/entities/etc there are:
How much memory does a block use? Not much at all; most of it is due to textures, which are not included here (each 16x16 texture uses 1024 bytes; most blocks only have one texture):
The funny thing is, this Reddit page claims that even 1.3 requires at least 500 MB to just start up, much less run:
Not even close to accurate in my experience - at 16 chunk render distance, more than the maximum available back then ("Far" render distance was in theory 16 chunks but 1.3-1.6.4 were limited to 10 chunks in singleplayer due to the internal server using a hardcoded view distance) the game was using less than 256 MB (157 MB when I made the heap dump), and the claimed change in 1.5 hardly had an impact since the game has always used a texture atlas, it just now has to create it on startup (which does increase startup time but 1.6.4 launches within a second or two - in fact, the launcher itself seems to take a lot more time to "prepare" it by checking the files and extracting the libraries it needs since MCP has a much smaller delay before the actual game window appears).
Also, what about all the other modders who claim massive improvements in performance when compensating for bad code decisions that Mojang has made since 1.8?
(BlockPos and BlockState did not exist until 1.8; the best solution is to remove them entirely or use a simple integer to hold block states as I've done myself)
Sure, 1.8+ can in theory get a higher framerate due to using more modern rendering techniques but there is a lot more to performance than raw FPS (the main reason I used Optifine was to improve chunk rendering; vanilla often didn't render chunks until you walked into them, even with otherwise good performance). Of course, it isn't like 1.6.4 doesn't have bad code, for example, this is how it renders fonts:
Just about the worst rendering code imaginable; luckily, this is the only place the game uses "glBegin/glEnd"; I made font rendering around an order of magnitude faster by using the game's "tessellator", which uses what may as well be described as a vertex buffer (not to be confused with a VBO, it is an array that stores all the data for the vertices being drawn, using glDrawArrays, which is still supported by modern OpenGL, although it uses "quads", which are deprecated, but I tested it with triangles and it was noticeably slower), and drawing an entire string in a single draw call (this itself is significant enough that I made Fancy clouds render 15 times faster, even faster than Fast clouds, by batching everything into a display list - the less draw calls, the better. I also added new methods to the Tessellator class that accept floats instead of doubles (the methods internally use floats anyway, this eliminates casts and offset calculations) and only includes the color/brightness/normal when needed to reduce the data size and calculations):
For another example, I improved the rendering performance of Fancy leaves by a factor of more than 4-fold (this only applies to chunk redraws, raw FPS was unaffected, and indeed, isn't even affected by things like smooth lighting on/off or biome blend) by optimizing the smooth lighting calculations and chunk data access (this affects all blocks but Fancy leaves are particularly laggy since they render all faces):
Also, cave generation in TMCWv5 is 3 times faster than TMCWv4 despite being much more complex (the source code for TMCWv4 is 179 KB while TMCWv5 is 277 KB, a 55% increase), with many more types of caves and "can spawn here" checks:
I've even written code that significantly outperforms standard Java functions; its "Random" class is quite slow because it uses a thread-safe object to store its internal state and changing it over to my own RNG explains most of the improvement shown above (as a bonus every world seed is entirely unique - Random only uses 48 out of 64 bits so every seed is one of 65536 seeds that are exactly the same in every aspect other than the biome map, the only part of the game that uses a true 64 bit RNG in vanilla. Of course, individual chunk seeds can still collide since there are only enough states in a 64 bit RNG to cover 20 worlds, but they won't have the same patterns):
So no, this is why I'll never buy claims that newer versions are more intensive solely because they have more content.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I liked Minecraft under Notch a lot better. Even though a lot of the game mechanics were simpler, there were more options with older versions of Java and Console Legacy that Bedrock lacks as well as unpredictablity. For example, on Console Legacy Xbox 360 (Unless it was changed with the Update Aquatic), you are able to reset the Nether and End, which is useful if it breaks or gets updated.)
Mojang under Jeb has gone against reimplementing this option into the current iterations of Minecraft for the new Nether Update, stating that older chunks will be considered 'Nether Wastes', so basically older chunks cannot be reset, unless you are a PC Minecraft player and use modding programs like MCC Tool Chest/PE to delete the chunks so they can be regenerated to the current iteration of the game. Even though it was not mentioned, I have a feeling it is not being implemented as Jeb may feel it would open the door for cheating the game and allowing Nether resources to be renewable and easily obtainable without travelling far in the Nether, however something should be implemented where if the game detects your world was last loaded in a version before the upcoming Nether Update, then it offers a one time full Nether Reset upon loading the world into the Nether Update.
Another example is how Java and Console Legacy versions of the game offer partial or complete ways of going back to older versions of the game. I believe Notch understood this freedom and offered it with Java Edition with the older Amazon Launcher. It can be done on Console Legacy partially without modding by deleting the update file if you have a physical copy and playing offline (or with Modding if you can find the older Title Update File you want thrown onto a USB and playing offline). The Bedrock Edition of the game and the newer Java Launcher (As far as I am aware) do not offer the ability to go back to previous versions of the game at all, which sucks as any potentially negative impacts that come with an update are forced onto us under Jeb (Like how we will have to fish out at sea for treasure items per the new update due to cheaters using AFK Fish Farms and autoclickers), or a unique seed working on older versions may not generate in the same way on the current versions, locking it away.
I miss in the older versions of the game as well pouring 30 levels of XP into an enchantment on the enchantment table as well as enchantments changing everytime you put an item on the enchantment table versus now where it is 3 levels and 3 lapis lazuli and having an 'Enchantment Seed' where the enchantment for the item won't change until you enchant something on the enchantment table. With the older versions, this gave XP more meaning, the enchantment you put on an item more meaning, and allowed for grinding in a more positive way with a goal in mind of enchanting as well as not wasting lapis lazuli and having you create tasks you need to do to get XP, where as now you have to waste lapis to enchant and have to get unnecessary enchantments half the time until you get the right one on the enchantment table.
Even older terrain generation under Notch was better than compared to now with Jeb. With Notch, there was more unpredictable terrain generation, which led to more unique caves and landscapes generating, and on Console Legacy even crater caves that look like they were created by a meteor impact. Java Beta 1.7.3 showcased some of the best examples of this unpredictability on seeds gargamel and Glacier. Title Updates 1-13 on Console Legacy also had some unique and unpredictable terrain generation.
With Jeb and the current version of the game, you see the biome, you generally know what you're getting with terrain generation (I believe youtuber AntVenom discussed this in an older video of his). With the current version of the game and with the last update to Console Legacy (The Update Aquatic), you kind of have to hope the game glitches to get something unique and unpredictable, Like how on Console Legacy with the Update Aquatic how sometimes extremely cold biomes would spawn next to or even in the middle of extremely hot biomes (Like a Deep Frozen Ocean generating in a lake in the middle of a Mesa, or an 'Iceberg' Biome generating next to or even partially in a Desert).
I have noted that people speak of the removal of Minecart with Furnace on Bedrock as well as the questionable use of Minecart with TNT. Even though I never used the Minecart with Furnace, I never understood why the feature was removed as it was a functioning feature that was not broken. The only practical use I have seen Minecart with TNT be used for is instant explosions with the proper setup, which is a good workaround if you can't get your hands on Ender Crystals for instant explosions. This was shown on Hermitcraft Season Six with Grian devised a trap to demise DocM77 and it worked due to the instant explosion, though the amount of resources being used for that can be potentially wasteful.
Jeb is introducing many new ideas which is nice for Minecraft, however alot of the pre-existing functions that alot of players like are slowly being nerfed or outright removed in newer updates. It seems although we get something new, we are sometimes trading something or giving up something for it and being forced to keep that change on Bedrock. With Notch, we had more randomness and freedom (including the ability to go back to older versions of the game more openly) even if the game was more simplistic, which is why I say with the options given to us, Notch was in my opinion the better developer due to it.
That's ridiculous, he never put anything political in Minecraft to begin with. How is he going to put "redpill" type stuff into the game now? It's a little dramatic to say.
They both have their strong weak points. Jeb has removed and changed things in the past that are very controversial, while Notch would oversimplify some features and he sold Minecraft to Microsoft in which he is indirectly the reason for the microtransactions.
I think Jeb has alot to improve on, like his inability to tackle the most important things like Caves, Pet and general Mob AI, Tweaking Survival to feel more like, the word survival itself? But the fact he is working on the Combat shows he does want to make a compromise and make the game fun and interesting for everyone.
Notch isn't working on Minecraft anymore, and hes responsible for leading microsoft to grab their hands on the game and to overcomplicate this by creating "bedrock, java. etc" editions that felt like they were trying to force on us to integrate but couldn't outside of java. (Probably because of their microtransactions.)
Sooo.. My vote is for Jeb, since he also hasn't given up on Java Edition so far like what was originally proposed. Would Notch have cared enough at this point to do what Jeb does? Probably not.
Notch made the original and Jeb and his team made it what it is today
Gotta go with Jeb_
“Bees are the best addition to the game”
- TotallyNotThomas, 2021
Don't get me wrong, the emeralds you get for fighting raids is cool and all, but you can use villager trades to get emeralds so that doesn't matter. Can the raids be challenging? sometimes, if you're not wearing the appropriate armour then I'd say yes. But I rarely die from them, and people can use beds to respawn to a nearby location if they need to rush to get their items back, which obviously cannot be done on hardcore mode worlds, but I digress.
There's been some interesting updates and changes to the game, and other times, there's been some foul ups which people do not like. I don't like Notch or Jeb at this point, because they've both done some questionable things to the game design. I like the aquatic update which introduced dolphins, visible fish in the sea, seaweed, and drowned zombies as well as tridents, and the new enchantments like loyalty, but some people didn't, I don't know why exactly but I remember reading about complaints about it a long time ago.
Bedrock edition doesn't give you a whole lot of controls over the features being implemented, if you want to play online, you need the latest version, otherwise the Xbox Live system blocks your online access. So there's that to consider when we think of Jeb being representative of how Minecraft ought to be or him being involved in its future development.
Not true at all - after all, modding wouldn't even exist or would be far more limited if you couldn't play older versions and it is very much still alive as can be seen by a look at the modding section, where most recent threads are for older versions (many for 1.12.2, some for 1.7.10, even a couple for 1.6.4 and earlier) - I myself still play on and develop mods for 1.6.4:
(my custom versions are between 1.6.2 and 1.6.4 since they use a copy of the json for 1.6.4, which includes the release time)
Note that you have to create an new profile; the default "latest release" profile can't be edited which may make some people think that is the only version available. Also, the "historical versions" option only applies to versions older than release 1.0.0; all releases are listed by default.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I don't claim that. Mojang has terrible coding practice. The mantra of the group does it better than the individual really rings hollow here when you yourself can make way better content and more efficient. This is just corporate liabilities/meddling and team inefficiency at its finest.
Agree elsewise.
Everyone is deathly scared of alt-right anything.
What do you think about the game from between Adventure Update and Bountiful Update?
They still haven't made their bedrock server application compatible with Minecraft bedrock edition on game consoles over the internet yet, plus as far as I know you can only run 1 instance of the application, if you try to run multiple worlds on the same system even in separate folders and port numbers etc, it doesn't work.
Quality of life changes like this could improve the game drastically, in my opinion.
Paying for a 10 friends subscription on realms is expensive, and you don't get a generous render distance to go with it.
I find it very distasteful that they removed Notch due to his political standing. For me, Notch was best for minecraft.
The game hasn't gotten much better with Jeb in charge, and they've implemented changes that cause more time wasting, something people hate. If they truly thought villager trades were OP they should've thought about that before implementing it in the first place. Neither dev gets my respect at this point, I may as well go fish for my enchantment books, since I have more success with that than with the villager trades which apparently now have a cool down, introducing fake difficulty. When are people going to get it through their thick skulls that time wasting =/= balance?
https://www.reddit.com/r/Minecraft/comments/atvdrw/do_you_find_114_villager_trading_nerfs_too_harsh/
This. So much this.
Rarity =/= balance.
Grinding =/= balance.
Waiting =/= balance.
Balance is when the value of something matches the number of steps or the difficulty/strategy of a challenge or fight. It should have nothing to do with time, patience, or luck. To think otherwise is to be a poor game designer.
The villager trade nerf could be circumvented by breeding or adding more villagers by curing villager zombies, but if you have too many villagers it causes lag, so this isn't a good solution to the cooldown on trades I just mentioned either. To get the gear I want or even just aesthetics for builds using glass to stain when not next to a desert biome, something that has nothing to do with gameplay, but just changes the look of the block, I have to wait even more time no thanks to Jeb's poor game design decisions. I really don't like Jeb as a person, and he is probably a jerk in real life too.
What is the point in making large crops if the rewards gained aren't proportional to the effort? it's like working and being underpaid for your labour or being overtaxed. It makes no sense from a game design perspective or a moral one.
Also the other issue is if you have alot of villagers you cured and have them stationary, if you didn't set them up one at a time (Cure them one at a time) and leave them with a bed and workstation, you have to lock all their trades, then play a game of trial and error to get their beds and workstations to match. Otherwise they don't sleep and don't replenish their trades as they can't access what they feel is their bed and their workstation.
I feel Jeb is cracking the whip hard to nerf the game in the upcoming Nether Update, and I don't think Notch would've done this. This is kind of why I stick to my Console Legacy converted worlds from the Xbox 360 to Bedrock primarily as the work for good stuff was done when there was more balance as well as options that do not exist in Bedrock Edition (Such as Resetting the Nether and End) that were there on Console Legacy that made resource gathering easier. I am more fortunate to have my older worlds, as not many people do have theirs transferred from an older version to Bedrock or Java, and this shouldn't have to be one of the workarounds on Bedrock is transferring a world from Console Legacy over where you could do alot of things easier.