I find that 1.14's raids are unbalanced and not safe.
What? If you can place a two block walk around a village, you’re invulnerable. If you know how to left-click, the same goes. You can literally just place blocks in the doorways of villagers houses to keep them safe if you want. How is that not safe?
What? If you can place a two block walk around a village, you’re invulnerable. If you know how to left-click, the same goes. You can literally just place blocks in the doorways of villagers houses to keep them safe if you want. How is that not safe?
Vexes can go through walls and attack both you and your villagers, so one little lapse of attention can cause you to lose highly valuable villagers.
Vexes can go through walls and attack both you and your villagers, so one little lapse of attention can cause you to lose highly valuable villagers.
But raids are really easy to avoid. Just don't go in a village you need when you have Bad Omen. If you live in a village you'll know in advance to either build it in such a way that your villagers are safe, avoid patrols, or carry milk with you.
Who builds a base in a village? Lol. Also the dynamic villages I suggest would allow villagers to defend themselves.
I do (the first is a naturally generated village while my other worlds have a village I built inside - even when I didn't even trade with them; in my first world I only started trading after I'd been playing for nearly two years, to buy diamond gear for repairs (even though I have stacks and stacks of diamond blocks. The only other world where I actually traded, TMCWv4, the second world, I made a villager breeder to get a librarian trading Mending, as I made it required in place of renaming an item to stop the penalty from increasing. Otherwise, the village as shown is purely decorative as I have not traded with them since then):
Many of my secondary bases in my first world are also in villages I found, which double as a place to collect the emeralds I need for trading; most of my playtime is spent caving hundreds of blocks away so crops and the like will only grow when I'm at my base to store resources and collect more food and wood for my next caving trip. Not all of my bases have villages, only if I find one and I'm about to make a new base anyway; I've also stolen a villager from a village so I can trade with it at a base.
Not that I personally care about pillagers or whatever since I will never play on a newer version - I even deleted the zombie siege code (which was broken anyway in 1.6.4, I removed it to eliminate wasteful attempts at spawning one every tick, and otherwise you need at least 20 villagers for one to even occur, which is never the case for naturally generated villages and I don't breed that many in my own villages) and I can decide exactly what goes into my own highly customized version of the game (including my own take on how Mojang could have updated the game, including combat, Mending, biome generation, or underground generation).
Even without pillagers/raids or sieges villagers are doomed just from normal zombie spawns unless they are lit up and walled in; I see this outside of the villages I wall in and my bases with villagers every night, and while caving I always come up to check if any suspicious spots I see in the map I carry are villages (one time I did miss a village as it didn't show up, luckily there were two villagers still alive. It also helps that I reduced the spawn/despawn radius for hostile mobs to 96 blocks, while maps show up to 128, so there is a 32 block zone where I can spot them before they come into danger):
But raids are really easy to avoid. Just don't go in a village you need when you have Bad Omen. If you live in a village you'll know in advance to either build it in such a way that your villagers are safe, avoid patrols, or carry milk with you.
Easier said than done when you have a base that is in the village and you were already there at the time, such as in TMC's case.
When you're already at the village there is zero time left for the milk to take effect, which means the Bad Omen cannot be cancelled out.
So in that sense it is unbalanced (there isn't even a cooldown), seeing as the raid could be triggered by just about anyone on your server and the pillagers would be hostile to everyone, at that point you're left with no choice but to either defend the village or run away.
If you run away but the other person who triggered the raid fails to defend the village, all the villagers you worked to have trades unlocked with would've been destroyed by the time you got back. Now you are punished for somebody else's failure.
If there was time left for the bad omen to be cancelled at the village, this wouldn't have been a problem.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/31/2015
Posts:
59
Member Details
The issue I'm having with this thread is that it's incredibly one-sided against the fact that Minecraft's greatest strength is replay value and variety. Not saying you are wrong, but it feels more like whining "I've reached fully enchanted Netherite equipment, 15 Totems of Undying, and a massive home base. Why am I able to kill everything so easily?"
As part of catering to more variety and replay value, Minecraft also opts for a more casual experience. It's not too hard to play at any given moment, unless you ask for it. If you want a challenge, go play on Hardcore and don't use armor or don't use anything better than Iron, etc. Make the challenge yourself.
The issue I'm having with this thread is that it's incredibly one-sided against the fact that Minecraft's greatest strength is replay value and variety. Not saying you are wrong, but it feels more like whining "I've reached fully enchanted Netherite equipment, 15 Totems of Undying, and a massive home base. Why am I able to kill everything so easily?"
As part of catering to more variety and replay value, Minecraft also opts for a more casual experience. It's not too hard to play at any given moment, unless you ask for it. If you want a challenge, go play on Hardcore and don't use armor or don't use anything better than Iron, etc. Make the challenge yourself.
Play on legacy consoleworld types for more restriction on resources even, not using enchantments or limiting them to a maximum grade of 3.
That said I have full diamond armour but I don't have mending on it yet in the current world I'm playing on with AwayZombie444 on Xbox One, we're using an infinite world type because we're not really that fussed about extra challenges, we just want to get our projects done and have something to show for it at the end, while having some hostile mobs to fight when we're in the mood for it or when we venture out in the wilderness/where there is no civilization.
But I'm still having to watch my back at night though because diamond armour doesn't grant immunity to poison, still has limited durability points and unless I'm traveling long distances I'd rather not use up an extra inventory slot for milk buckets (especially seeing as they don't stack). However I am usually able to get to safe shelter in time before the poison from a Witch brings me down to half a heart of health, giving me time to regenerate after the poison wears off. There's more than 1 solution to the poison problem in the game, even hiding in a 1x1x2 dirt hole would save you.
Easier said than done when you have a base that is in the village and you were already there at the time, such as in TMC's case.
When you're already at the village there is zero time left for the milk to take effect, which means the Bad Omen cannot be cancelled out.
So in that sense it is unbalanced (there isn't even a cooldown), seeing as the raid could be triggered by just about anyone on your server and the pillagers would be hostile to everyone, at that point you're left with no choice but to either defend the village or run away.
If you run away but the other person who triggered the raid fails to defend the village, all the villagers you worked to have trades unlocked with would've been destroyed by the time you got back. Now you are punished for somebody else's failure.
If there was time left for the bad omen to be cancelled at the village, this wouldn't have been a problem.
But there is none, not on easy, normal or hard.
Ah, I hadn't considered servers as I've only ever played in my own worlds.
What? If you can place a two block walk around a village, you’re invulnerable. If you know how to left-click, the same goes. You can literally just place blocks in the doorways of villagers houses to keep them safe if you want. How is that not safe?
In the past I played 1.14 snapshots and patrols could come into your village day one and annihilate everything if you weren't careful.
In the past I played 1.14 snapshots and patrols could come into your village day one and annihilate everything if you weren't careful.
I don’t think that happens on day one with newer versions, thank goodness. Patrols are not really dangerous in a thriving village because of the golems. In my worlds the patrols seem to always appear in the same general areas. I always care for and fortify several villages and I only ever experienced a patrol in one of them (twice). That was a 1.14 world that was updated to 1.15. I had another village in that world where patrols frequently spawned nearby, but never in the fortified village itself, so that was harmless. In my 1.16 world patrols have appeared at my base (far from any village) around 13 times, but I haven’t seen one in a village or near a village yet. That’s fine with me.
I’m much more concerned with zombie sieges, because all of the villages I oversee are susceptible. That is why I still always try to remember to sleep at night in villages.
I don’t think that happens on day one with newer versions, thank goodness. Patrols are not really dangerous in a thriving village because of the golems. In my worlds the patrols seem to always appear in the same general areas. I always care for and fortify several villages and I only ever experienced a patrol in one of them (twice). That was a 1.14 world that was updated to 1.15. I had another village in that world where patrols frequently spawned nearby, but never in the fortified village itself, so that was harmless. In my 1.16 world patrols have appeared at my base (far from any village) around 13 times, but I haven’t seen one in a village or near a village yet. That’s fine with me.
I’m much more concerned with zombie sieges, because all of the villages I oversee are susceptible. That is why I still always try to remember to sleep at night in villages.
1.14.4 made it so patrols never spawn near villages. Until then, a village on day one was both a blessing and a curse.
Once the combat tests Jeb has been putting out finalizes and everyone is more or less happy with it and it gets added into an official version, i think we'll start to see more interesting mobs to fight, The reason they're redoing combat is so Java and Bedrock are the same and they can focus on what works in the game experience instead of what works on Java and what works on Bedrock. They've been pushing hard on parity the last little bit.
Also i don't get the problem with adding more biomes and items, it makes the game look nicer. I'm not sure i completely follow with what OP wants out of minecraft.
They've been focused on quality of life and making the game look nice which has been overdue for a long time, and now since they're back on a regular schedule with some fresh devs (several from the modding community). many updates pre-1.13 felt random and would take a LONG time to release, 1.13 and beyond have real meat to the content, 1 major and 1 minor update seems to be the pattern every year. i think soon we'll start to see how these themed updates stack and compliment each other.
Personally i want more bosses, not mini-bosses like elder guardians or ravagers. but like wither-type bosses. 1.13 and 1.16 i felt could have added some cool big boi bosses. but as i said, maybe once combat is figured out they'll add some more progression type mobs/bosses.
Mojang is in the difficult position where they can't make dramatic changes to the core gameplay loops of the game as it would no longer feel 'minecrafty'. Minecraft and its community has been around for so long and I am sure most players (including myself) would not be too happy to see a major change to the core gameplay loop of minecraft and for it to become a different game. Mojang also need to continuously update the game to keep Minecraft somewhat relevant. As we saw, after Mojang was bought by Microsoft and they stopped updating the game for over a year, the popularity and relevancy of Minecraft greatly declined. Minecraft needs these seemingly pointless updates to keep hold of its community by adding new and interesting aspects to Minecraft without transforming it into completely new game. This is necessary for them to keep Minecraft relevant and for us to not get bored and forget about the game.
What? If you can place a two block walk around a village, you’re invulnerable. If you know how to left-click, the same goes. You can literally just place blocks in the doorways of villagers houses to keep them safe if you want. How is that not safe?
Vexes can go through walls and attack both you and your villagers, so one little lapse of attention can cause you to lose highly valuable villagers.
But raids are really easy to avoid. Just don't go in a village you need when you have Bad Omen. If you live in a village you'll know in advance to either build it in such a way that your villagers are safe, avoid patrols, or carry milk with you.
Who builds a base in a village? Lol. Also the dynamic villages I suggest would allow villagers to defend themselves.
Go to #suggestion. And minecraft cant update like add 1000 mobs in one update so be patient
I do (the first is a naturally generated village while my other worlds have a village I built inside - even when I didn't even trade with them; in my first world I only started trading after I'd been playing for nearly two years, to buy diamond gear for repairs (even though I have stacks and stacks of diamond blocks. The only other world where I actually traded, TMCWv4, the second world, I made a villager breeder to get a librarian trading Mending, as I made it required in place of renaming an item to stop the penalty from increasing. Otherwise, the village as shown is purely decorative as I have not traded with them since then):
Many of my secondary bases in my first world are also in villages I found, which double as a place to collect the emeralds I need for trading; most of my playtime is spent caving hundreds of blocks away so crops and the like will only grow when I'm at my base to store resources and collect more food and wood for my next caving trip. Not all of my bases have villages, only if I find one and I'm about to make a new base anyway; I've also stolen a villager from a village so I can trade with it at a base.
Not that I personally care about pillagers or whatever since I will never play on a newer version - I even deleted the zombie siege code (which was broken anyway in 1.6.4, I removed it to eliminate wasteful attempts at spawning one every tick, and otherwise you need at least 20 villagers for one to even occur, which is never the case for naturally generated villages and I don't breed that many in my own villages) and I can decide exactly what goes into my own highly customized version of the game (including my own take on how Mojang could have updated the game, including combat, Mending, biome generation, or underground generation).
Even without pillagers/raids or sieges villagers are doomed just from normal zombie spawns unless they are lit up and walled in; I see this outside of the villages I wall in and my bases with villagers every night, and while caving I always come up to check if any suspicious spots I see in the map I carry are villages (one time I did miss a village as it didn't show up, luckily there were two villagers still alive. It also helps that I reduced the spawn/despawn radius for hostile mobs to 96 blocks, while maps show up to 128, so there is a 32 block zone where I can spot them before they come into danger):
An Imgur album somebody uploaded of zombies in 1.6.1 (1.6 was basically the "zombie apocalypse" update; I've seen just as many when caving, with later updates nerfing them).
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?
Mojang isn’t doing anything that makes it more interesting to play or changing the core gameplay loops, they’re just adding funny nether trees. Stop.
Easier said than done when you have a base that is in the village and you were already there at the time, such as in TMC's case.
When you're already at the village there is zero time left for the milk to take effect, which means the Bad Omen cannot be cancelled out.
So in that sense it is unbalanced (there isn't even a cooldown), seeing as the raid could be triggered by just about anyone on your server and the pillagers would be hostile to everyone, at that point you're left with no choice but to either defend the village or run away.
If you run away but the other person who triggered the raid fails to defend the village, all the villagers you worked to have trades unlocked with would've been destroyed by the time you got back. Now you are punished for somebody else's failure.
If there was time left for the bad omen to be cancelled at the village, this wouldn't have been a problem.
But there is none, not on easy, normal or hard.
The issue I'm having with this thread is that it's incredibly one-sided against the fact that Minecraft's greatest strength is replay value and variety. Not saying you are wrong, but it feels more like whining "I've reached fully enchanted Netherite equipment, 15 Totems of Undying, and a massive home base. Why am I able to kill everything so easily?"
As part of catering to more variety and replay value, Minecraft also opts for a more casual experience. It's not too hard to play at any given moment, unless you ask for it. If you want a challenge, go play on Hardcore and don't use armor or don't use anything better than Iron, etc. Make the challenge yourself.
Play on legacy consoleworld types for more restriction on resources even, not using enchantments or limiting them to a maximum grade of 3.
That said I have full diamond armour but I don't have mending on it yet in the current world I'm playing on with AwayZombie444 on Xbox One, we're using an infinite world type because we're not really that fussed about extra challenges, we just want to get our projects done and have something to show for it at the end, while having some hostile mobs to fight when we're in the mood for it or when we venture out in the wilderness/where there is no civilization.
But I'm still having to watch my back at night though because diamond armour doesn't grant immunity to poison, still has limited durability points and unless I'm traveling long distances I'd rather not use up an extra inventory slot for milk buckets (especially seeing as they don't stack). However I am usually able to get to safe shelter in time before the poison from a Witch brings me down to half a heart of health, giving me time to regenerate after the poison wears off. There's more than 1 solution to the poison problem in the game, even hiding in a 1x1x2 dirt hole would save you.
Ah, I hadn't considered servers as I've only ever played in my own worlds.
In single player some aspects are harder, some are easier.
You do have more control over when raids start in single player for obvious reasons.
and it is impossible to get griefed by other people in single player unless your account gets hacked somehow.
But with nobody else in your world you're dealing with the hostile mobs yourself, and if you die, you have to pick up the items yourself.
What is easier in single player though is organizing your loot and your villages.
Unless your friends know what they're doing having an organized multiplayer session can be a royal pain.
Doesn't matter on an anarchy server though.
In the past I played 1.14 snapshots and patrols could come into your village day one and annihilate everything if you weren't careful.
Lots of folks. Derisive laughter is uncalled for.
I don’t think that happens on day one with newer versions, thank goodness. Patrols are not really dangerous in a thriving village because of the golems. In my worlds the patrols seem to always appear in the same general areas. I always care for and fortify several villages and I only ever experienced a patrol in one of them (twice). That was a 1.14 world that was updated to 1.15. I had another village in that world where patrols frequently spawned nearby, but never in the fortified village itself, so that was harmless. In my 1.16 world patrols have appeared at my base (far from any village) around 13 times, but I haven’t seen one in a village or near a village yet. That’s fine with me.
I’m much more concerned with zombie sieges, because all of the villages I oversee are susceptible. That is why I still always try to remember to sleep at night in villages.
1.14.4 made it so patrols never spawn near villages. Until then, a village on day one was both a blessing and a curse.
I build bases in villages. I'm also tickled pink that raids can now be disabled in game options.
Why do you assume everyone plays minecraft as you do? LOL indeed.
Once the combat tests Jeb has been putting out finalizes and everyone is more or less happy with it and it gets added into an official version, i think we'll start to see more interesting mobs to fight, The reason they're redoing combat is so Java and Bedrock are the same and they can focus on what works in the game experience instead of what works on Java and what works on Bedrock. They've been pushing hard on parity the last little bit.
Also i don't get the problem with adding more biomes and items, it makes the game look nicer. I'm not sure i completely follow with what OP wants out of minecraft.
They've been focused on quality of life and making the game look nice which has been overdue for a long time, and now since they're back on a regular schedule with some fresh devs (several from the modding community). many updates pre-1.13 felt random and would take a LONG time to release, 1.13 and beyond have real meat to the content, 1 major and 1 minor update seems to be the pattern every year. i think soon we'll start to see how these themed updates stack and compliment each other.
Personally i want more bosses, not mini-bosses like elder guardians or ravagers. but like wither-type bosses. 1.13 and 1.16 i felt could have added some cool big boi bosses. but as i said, maybe once combat is figured out they'll add some more progression type mobs/bosses.
.__. What I’m suggesting is a new, more challenging, RPG-like gamemode. I’m well aware that other people see the game differently.
Mojang is in the difficult position where they can't make dramatic changes to the core gameplay loops of the game as it would no longer feel 'minecrafty'. Minecraft and its community has been around for so long and I am sure most players (including myself) would not be too happy to see a major change to the core gameplay loop of minecraft and for it to become a different game. Mojang also need to continuously update the game to keep Minecraft somewhat relevant. As we saw, after Mojang was bought by Microsoft and they stopped updating the game for over a year, the popularity and relevancy of Minecraft greatly declined. Minecraft needs these seemingly pointless updates to keep hold of its community by adding new and interesting aspects to Minecraft without transforming it into completely new game. This is necessary for them to keep Minecraft relevant and for us to not get bored and forget about the game.