Make a portal with a lava bucket in some water, walk around, find bastion, swipe ENCHANTED Netherite Gear (and ingots) - Fish out some Mending books - You now have the best tier gear in the game without even mining for diamonds, and it'll never break.
(Do you see the problem here?)
Long version:
Netherite is now the best gear in the game, and it is easily found in the new Bastions in the Nether.
Not only that but they're commonly found enchanted as well.
You could say that you have to find diamonds to get to the Nether first, so the grind is still there, but I think almost everyone by this point knows you can easily create a Nether portal with a bucket of lava and some water source blocks.
So technically speaking, you don't even need to bother finding diamonds at all, you need only find iron, make a bucket, get some lava and make a Nether portal underwater.
Once you're in the Nether all you need to do now is get lucky whilst exploring and you'll have Netherite.
I feel like Netherite should be earned, this is where I also would like to bring up the function of the Smithing Table, and how redundant it makes rarity of Ruined Debris.
Once again, after freshly stepping foot in the Nether and coming across a Bastion, you could just swipe a Netherite Ingot very easily, and go turn a random tool or armour piece into the best thing in the game with just ONE ingot.
I think it would be a lot better if Netherite was something to be proud of obtaining, crafting each and every ingot for the armour and tools, it takes dedication and time, the pay off is having the strongest gear in Minecraft.
The Netherite gear is barely better than diamond anyway. Ilmango did speed testing with the tools and it was basically identical to diamond. They should be far better than they currently are, but if not, at least they'll be obtainable without a giant headache from the bastions.
The Meaning of Life, the Universe, and Everything.
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I think the idea behind the netherite being in bastions is that the chests will be guarded by piglins, who will immediately get angry at you once you open the chest. If you just waltz in and take the gear, you'll have a fight comparable to a raid on your hands. There is a problem with this, which is that hoppers can be used to cheat the items out without consequences, but I've already made a suggestion to fix this. I would consider the water/lava bucket thing cheating, but a patch likely isn't going to come due to community division on subjects like these.
Despite this, I would generally agree that enchanted netherite tools shouldn't be in the chests. IMO, chests should hold a maximum of 2 ancient debris, and maybe a netherite shovel/hoe (unenchanted). Also, bastions should be rarer.
I will argue against your argument that it makes ancient debris rarity redundant. You still need 5 ancient debris and 5 gold in order to make one ingot, and netherite can only spawn in veins of up to 3 (it's 2 in most of the nether). Going into a bastion is a risk, assuming you don't do the hopper thing, so netherite is still quite hard to obtain.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
I haven't personally experienced a Bastion yet, first I need to dig up my giant stone bridge I made in the Nether and then regenerate the whole dimension, and I'm waiting until I know for a fact there won't be any new Nether biomes/structures to muck up the Nether worldgen any more before doing that. But based on my understanding I agree that it is probably a bad idea to have them in any high amount. I would think there should be a decent chance for Ancient Debris, a smaller chance for Netherite Ingots, and then a miniscule chance for an unenchanted piece of Netherite gear.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
Looks like Mojang thought things through better - the netherite gear has been replaced with diamond gear! And the ancient debris and netherite scrap has been made rarer.
That may sound easy and all, but there is probably a level of difficulty to conquering a bastion. Early game bastion hunting may be more difficult than expected, especially on harder difficulties.
If anything, I think the late game suffers a bit more with netherite gear spawning within bastions. On the other hand, It does remove some of the tedium from the original method of getting netherite. The balance issue here is how do you make late game items fun, but difficult to get?
I'd say another approach to this issue would be if there were locked chests with some means of getting a key, then the implementation of netherite gear as loot would be more balanced. Maybe it'd be cool for them to implement another boss, the Pig Kinglin, that resides in the bastions and that is how you obtain access to locked chests.
You're right! Instead of having a challenging fortress to get our netherite, we should all click on netherrack blocks for excessive amounts of time until we get some netherite, because that's a more skilled option!
A new recent snapshot has made it so you cannot find netherite gear in bastions anymore
even when netherite gear was still obtainable, ibxtoycat made a video showing him following the steps that everyone says break the game. Well technically its possible to obtain netherite before doing anything significant, (not anymore) its extremely difficult on a non-set seed.
and that was BEFORE the nerf. Think about how difficult its gonna be now!
Frankly, diamonds are ludicrously easy as they are. Punch down to Y 11, branch mine for a bit, you will hit a bunch of diamonds zero risk. And if you find a village nearby, even easier - plant tons of crops, pump farmers for emerads, take a toolsmith/weaponsmith/armorsmith to high enough level, and you can have infinite renewable sulpply of diamond weapons/tools/armor. Getting librarians with needed enchants is also trivial.
Especially once you get hold of some melon seeds (jungle/savanna village/wandering trader/treasure chest), you can have emeralds by the stack.
Make netherite stuff real tedious to get, and chances are players will not bother with it at all, especially if it is barely better than dirt-easy diamond stuff.
Make netherite stuff real tedious to get, and chances are players will not bother with it at all, especially if it is barely better than dirt-easy diamond stuff.
This is what some people don't seem to be understanding. IlMango did a thorough breakdown of how much better Netherite gear is in terms of durability and mining time, and the answer is...barely. It's actually one of the sour points of the update for me. They went to the trouble of making a new tier of gear, and they made it exceptionally long and annoying to get (who actually enjoys mining netherrack?), it's only a tiny fraction better than diamond, with the main gimmick of it (not being burnable) being useless to anyone skilled enough to obtain it in the first place, and it still can't even be dyed. I don't know why Mojang continues to allow only the most useless armor to be dyed, but this was their chance to add another incentive to the massively tedious grind for this new armor and tools, and they haven't done so.
The Meaning of Life, the Universe, and Everything.
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11/25/2019
Posts:
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Member Details
I strongly feel Mojang should apply a slightly different approach to loot generation and its rarity. Endgame in Minecraft is far too easy to reach, and far too easy to obtain massive amounts of diamonds, elytra, shulker shells, etc. while village loot, buried treasure loot, etc. quickly lose their draw because there is an absolute certainty they do not contain the rarest items in the game.
I think that all of the game’s “rare” items (diamond, netherite, elytra, shulker shells, etc) currently generate far too frequently, which diminishes their value, yet at the same time I also feel that ALL of these items should be able to spawn in any naturally generated chest in the game, to give the game more unexpected reward and spontaneity. But the spawn rate for the ultra rarest items should be INSANELY, INSANELY rare. Call it the “lottery” principle.
For example, an enchanted Netherite chestplate should spawn in literally only 1 out of 10,000 Bastion chests, and 1 in 1,000,000 village chests. The spawn rate for Netherite scraps should be 1 in 1,000 in a Bastion chest, and 1 in 100,000 in a village chest. (These spawn rates may sound too rare, but when you consider the fact that there are so many rare items in the game that each one multiplies the likelihood that you will eventually stumble across one at some point, so occasionally finding a super rare item would be frequent enough to inject a little spontaneity into the gameplay.) This would give every chest in the game the tantalizing possibility of discovery, but the immense rarity would keep the game very, very well balanced. The game would have far more spontaneity, far more emotional reward, yet at the same time be more challenging.
Keep in mind, the primary method of finding diamond and netherite should always be mining, so the rate by which you can find them by mining should always far exceed the rate by which you can find them as treasure loot. I personally feel that diamonds ore should spawn at only about 1/4 or 1/3 its current rate (it’s just too abundant currently), and netherite ore should only spawn at about 1/20th the rate of diamond or so. Elytra treasure loot should only spawn about 1/5th its current rate, and shulker shells should only spawn from a much more rare shulker boss rather than from the frequent normal shulkers.
And for the sake of spontaneity I would also love to see the game generate “rando” chests in completely random locations, containing random items, as if other players or villagers left random stuff lying around. But when I say random, I mean RANDOM, not in specific buildings or rooms or biomes, but anywhere on the surface. Minecraft needs a more persistent element of spontaneity, and broader possibility, while it also needs to be more challenging.
I disagree entirely on shulker shells and elytra spawning too frequently. They're non-renewable and it shouldn't take literally hours of flying in black void to get them. There's no skill in it, it's just a giant boring time-sink.
As for diamonds, you can make a village that gives you all diamond things, the frequency of them in the End really doesn't matter.
If you think it's too easy to get things from the End, then just don't do it and see how much worse your game experience becomes.
I disagree entirely on shulker shells and elytra spawning too frequently. They're non-renewable and it shouldn't take literally hours of flying in black void to get them. There's no skill in it, it's just a giant boring time-sink.
As for diamonds, you can make a village that gives you all diamond things, the frequency of them in the End really doesn't matter.
If you think it's too easy to get things from the End, then just don't do it and see how much worse your game experience becomes.
That’s like saying “If you think the game balance is broke, don’t play it.” Gonna have to disagree with you on that one.
Diamond gear is way too easy to obtain hoards of, especially considering villager trades which are easy to manipulate in mass. Only a couple hours flying around the End, diamond gear and elytra and shulker shells are virtually limitless in abundance. An argument can be made for shulker shells to be relatively frequent, because they are useful in mass projects. But overly abundant diamond gear serves no rewarding game purpose and greatly devalues diamonds as an item. Especially since individual diamonds then cease to be used to craft armor, weapons, tools, etc. and just sit around. 1/3 of the current diamond ore spawn rate is not that much lower, you would still find them fairly frequently, but infrequently enough for them to retain some value. I also think diamond speed and power should be nerfed just a touch, and netherite buffed just a touch.
Why do you want the game to be more tedious to play? If you want challenge, this is not the game you should be playing. This game is about building and mining. If you want to challenge yourself, I'll say it again, enforce your own rules. Don't desire for the game to be made substantially worse for everyone else because you don't like that this game doesn't challenge you. Building a village would be completely pointless if you couldn't get good stuff out of it.
Hytale is in development and it's a far more combat-driven game with far better mod support and sandbox game-screation elements. You'll probably be jumping ship to that when it launches. I probably will be too.
Why do you want the game to be more tedious to play? If you want challenge, this is not the game you should be playing. This game is about building and mining. If you want to challenge yourself, I'll say it again, enforce your own rules. Don't desire for the game to be made substantially worse for everyone else because you don't like that this game doesn't challenge you. Building a village would be completely pointless if you couldn't get good stuff out of it.
Hytale is in development and it's a far more combat-driven game with far better mod support and sandbox game-screation elements. You'll probably be jumping ship to that when it launches. I probably will be too.
Your “don’t ruin the game for me” argument is relative, and goes both ways. By arguing to keep the current absurd overabundance of diamond generation, you’re “ruining” the game for the competent players in here who very quickly accumulate a hoard of diamond ore and gear, which is the reason so many players quickly become bored with a single world. The long term reward disappears after only a day or two accumulating diamonds and gear. Secondly, Minecraft is not merely a “building and creative game”, you yourself in fact value the challenge aspect of the survival mode, otherwise you would be playing in Creative mode and have no opinion about survival mechanics.
You and I are ultimately arguing about the extent to which we find the work-reward balance appropriate. I and many others would argue that an item called “diamond” should not be so easily obtained that you can accumulate far more than a full 64 stack within a couple hours of play. And in a game which is based on building, where players wind up playing on a single world for years upon years, over a decade sometimes, I would argue that it is important to preserve reward in the long term. You can beat the game in a single day and fly around the End accumulating numerable enchanted armor sets that would supply you for years. I’d argue that’s quite broken, or at the very least catered far too much to players who have little interest in the reward aspects of Survival mode and would be better off sticking to Creative.
I’d argue that instead of packing End and Bastion chests with an over abundance of enchanted diamond and netherite gear, they should contain new specialty items which can only be obtained in large quantities in those End / Bastion chests. And I’d say that there should be far more “raid” / “boss” events and mobs that offer items you can get almost nowhere else (except as extremely rare “lottery” discoveries), which would incentivize a more prolonged adventure / fighting gameplay. Players would have a reason to venture out, searching for a fight, tracking down and fighting a particular boss or raid, or explore new territory. Diamonds incentivize mining, other new specialty items should incentivize exploring, and others should incentivize raid / boss fights.
Villager trading is currently immensely overpowered and could receive a tenfold nerf and still be more than worthwhile to build. Though it should be said, creating a big goofy exploity villager trading machine which can supply you with endless emeralds and diamond gear and Mending books isn’t exactly a natural extension of the intended villager mechanic. Nor was AFK fishing, or automatic mob grinders and iron farms which generate unlimited resources. And while I totally support many of these mechanics being kept to facilitate a more industrialized tier of the game, which is super rewarding, I think certain precious items like diamond gear or netherite should be strictly finite and rare, and kept away from being exploited into unlimited supply.
And I think Mojang needs to figure out an adventure gameplay dynamic, like raids or dragon fights, which can facilitate perpetual rewarding adventure gameplay long past the industrialization tier of the game. And I think making these sort of fighting, exploring, adventuring scenarios the only viable means by which you can obtain some new specialty items and blocks, I think that would be the way to extend rewarding adventure gameplay in perpetuity.
TL;DR:
Make a portal with a lava bucket in some water, walk around, find bastion, swipe ENCHANTED Netherite Gear (and ingots) - Fish out some Mending books - You now have the best tier gear in the game without even mining for diamonds, and it'll never break.
(Do you see the problem here?)
Long version:
Netherite is now the best gear in the game, and it is easily found in the new Bastions in the Nether.
Not only that but they're commonly found enchanted as well.
You could say that you have to find diamonds to get to the Nether first, so the grind is still there, but I think almost everyone by this point knows you can easily create a Nether portal with a bucket of lava and some water source blocks.
So technically speaking, you don't even need to bother finding diamonds at all, you need only find iron, make a bucket, get some lava and make a Nether portal underwater.
Once you're in the Nether all you need to do now is get lucky whilst exploring and you'll have Netherite.
I feel like Netherite should be earned, this is where I also would like to bring up the function of the Smithing Table, and how redundant it makes rarity of Ruined Debris.
Once again, after freshly stepping foot in the Nether and coming across a Bastion, you could just swipe a Netherite Ingot very easily, and go turn a random tool or armour piece into the best thing in the game with just ONE ingot.
I think it would be a lot better if Netherite was something to be proud of obtaining, crafting each and every ingot for the armour and tools, it takes dedication and time, the pay off is having the strongest gear in Minecraft.
~ WØ ~
They should just put diamonds in the chests so that there is a method to get diamonds in the Nether.
Praise be to Spode.
The Netherite gear is barely better than diamond anyway. Ilmango did speed testing with the tools and it was basically identical to diamond. They should be far better than they currently are, but if not, at least they'll be obtainable without a giant headache from the bastions.
I think the idea behind the netherite being in bastions is that the chests will be guarded by piglins, who will immediately get angry at you once you open the chest. If you just waltz in and take the gear, you'll have a fight comparable to a raid on your hands. There is a problem with this, which is that hoppers can be used to cheat the items out without consequences, but I've already made a suggestion to fix this. I would consider the water/lava bucket thing cheating, but a patch likely isn't going to come due to community division on subjects like these.
Despite this, I would generally agree that enchanted netherite tools shouldn't be in the chests. IMO, chests should hold a maximum of 2 ancient debris, and maybe a netherite shovel/hoe (unenchanted). Also, bastions should be rarer.
I will argue against your argument that it makes ancient debris rarity redundant. You still need 5 ancient debris and 5 gold in order to make one ingot, and netherite can only spawn in veins of up to 3 (it's 2 in most of the nether). Going into a bastion is a risk, assuming you don't do the hopper thing, so netherite is still quite hard to obtain.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
I haven't personally experienced a Bastion yet, first I need to dig up my giant stone bridge I made in the Nether and then regenerate the whole dimension, and I'm waiting until I know for a fact there won't be any new Nether biomes/structures to muck up the Nether worldgen any more before doing that. But based on my understanding I agree that it is probably a bad idea to have them in any high amount. I would think there should be a decent chance for Ancient Debris, a smaller chance for Netherite Ingots, and then a miniscule chance for an unenchanted piece of Netherite gear.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
This is the right way to do it. If the goal is to make the Nether a place to live, diamonds are needed - you can't make netherite without it!
I'm fairly sure that diamonds can spawn in nether fortress chests...
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
Looks like Mojang thought things through better - the netherite gear has been replaced with diamond gear! And the ancient debris and netherite scrap has been made rarer.
It's a very nice change indeed.
Praise be to Spode.
That may sound easy and all, but there is probably a level of difficulty to conquering a bastion. Early game bastion hunting may be more difficult than expected, especially on harder difficulties.
If anything, I think the late game suffers a bit more with netherite gear spawning within bastions. On the other hand, It does remove some of the tedium from the original method of getting netherite. The balance issue here is how do you make late game items fun, but difficult to get?
I'd say another approach to this issue would be if there were locked chests with some means of getting a key, then the implementation of netherite gear as loot would be more balanced. Maybe it'd be cool for them to implement another boss, the Pig Kinglin, that resides in the bastions and that is how you obtain access to locked chests.
You're right! Instead of having a challenging fortress to get our netherite, we should all click on netherrack blocks for excessive amounts of time until we get some netherite, because that's a more skilled option!
A new recent snapshot has made it so you cannot find netherite gear in bastions anymore
even when netherite gear was still obtainable, ibxtoycat made a video showing him following the steps that everyone says break the game. Well technically its possible to obtain netherite before doing anything significant, (not anymore) its extremely difficult on a non-set seed.
and that was BEFORE the nerf. Think about how difficult its gonna be now!
Frankly, diamonds are ludicrously easy as they are. Punch down to Y 11, branch mine for a bit, you will hit a bunch of diamonds zero risk. And if you find a village nearby, even easier - plant tons of crops, pump farmers for emerads, take a toolsmith/weaponsmith/armorsmith to high enough level, and you can have infinite renewable sulpply of diamond weapons/tools/armor. Getting librarians with needed enchants is also trivial.
Especially once you get hold of some melon seeds (jungle/savanna village/wandering trader/treasure chest), you can have emeralds by the stack.
Make netherite stuff real tedious to get, and chances are players will not bother with it at all, especially if it is barely better than dirt-easy diamond stuff.
This is what some people don't seem to be understanding. IlMango did a thorough breakdown of how much better Netherite gear is in terms of durability and mining time, and the answer is...barely. It's actually one of the sour points of the update for me. They went to the trouble of making a new tier of gear, and they made it exceptionally long and annoying to get (who actually enjoys mining netherrack?), it's only a tiny fraction better than diamond, with the main gimmick of it (not being burnable) being useless to anyone skilled enough to obtain it in the first place, and it still can't even be dyed. I don't know why Mojang continues to allow only the most useless armor to be dyed, but this was their chance to add another incentive to the massively tedious grind for this new armor and tools, and they haven't done so.
I strongly feel Mojang should apply a slightly different approach to loot generation and its rarity. Endgame in Minecraft is far too easy to reach, and far too easy to obtain massive amounts of diamonds, elytra, shulker shells, etc. while village loot, buried treasure loot, etc. quickly lose their draw because there is an absolute certainty they do not contain the rarest items in the game.
I think that all of the game’s “rare” items (diamond, netherite, elytra, shulker shells, etc) currently generate far too frequently, which diminishes their value, yet at the same time I also feel that ALL of these items should be able to spawn in any naturally generated chest in the game, to give the game more unexpected reward and spontaneity. But the spawn rate for the ultra rarest items should be INSANELY, INSANELY rare. Call it the “lottery” principle.
For example, an enchanted Netherite chestplate should spawn in literally only 1 out of 10,000 Bastion chests, and 1 in 1,000,000 village chests. The spawn rate for Netherite scraps should be 1 in 1,000 in a Bastion chest, and 1 in 100,000 in a village chest. (These spawn rates may sound too rare, but when you consider the fact that there are so many rare items in the game that each one multiplies the likelihood that you will eventually stumble across one at some point, so occasionally finding a super rare item would be frequent enough to inject a little spontaneity into the gameplay.) This would give every chest in the game the tantalizing possibility of discovery, but the immense rarity would keep the game very, very well balanced. The game would have far more spontaneity, far more emotional reward, yet at the same time be more challenging.
Keep in mind, the primary method of finding diamond and netherite should always be mining, so the rate by which you can find them by mining should always far exceed the rate by which you can find them as treasure loot. I personally feel that diamonds ore should spawn at only about 1/4 or 1/3 its current rate (it’s just too abundant currently), and netherite ore should only spawn at about 1/20th the rate of diamond or so. Elytra treasure loot should only spawn about 1/5th its current rate, and shulker shells should only spawn from a much more rare shulker boss rather than from the frequent normal shulkers.
And for the sake of spontaneity I would also love to see the game generate “rando” chests in completely random locations, containing random items, as if other players or villagers left random stuff lying around. But when I say random, I mean RANDOM, not in specific buildings or rooms or biomes, but anywhere on the surface. Minecraft needs a more persistent element of spontaneity, and broader possibility, while it also needs to be more challenging.
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
I also think diamond armor / tool / weapon loot in the End should be like 1/10th it’s current rate. It’s game breakingly frequent.
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
I disagree entirely on shulker shells and elytra spawning too frequently. They're non-renewable and it shouldn't take literally hours of flying in black void to get them. There's no skill in it, it's just a giant boring time-sink.
As for diamonds, you can make a village that gives you all diamond things, the frequency of them in the End really doesn't matter.
If you think it's too easy to get things from the End, then just don't do it and see how much worse your game experience becomes.
That’s like saying “If you think the game balance is broke, don’t play it.” Gonna have to disagree with you on that one.
Diamond gear is way too easy to obtain hoards of, especially considering villager trades which are easy to manipulate in mass. Only a couple hours flying around the End, diamond gear and elytra and shulker shells are virtually limitless in abundance. An argument can be made for shulker shells to be relatively frequent, because they are useful in mass projects. But overly abundant diamond gear serves no rewarding game purpose and greatly devalues diamonds as an item. Especially since individual diamonds then cease to be used to craft armor, weapons, tools, etc. and just sit around. 1/3 of the current diamond ore spawn rate is not that much lower, you would still find them fairly frequently, but infrequently enough for them to retain some value. I also think diamond speed and power should be nerfed just a touch, and netherite buffed just a touch.
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
Why do you want the game to be more tedious to play? If you want challenge, this is not the game you should be playing. This game is about building and mining. If you want to challenge yourself, I'll say it again, enforce your own rules. Don't desire for the game to be made substantially worse for everyone else because you don't like that this game doesn't challenge you. Building a village would be completely pointless if you couldn't get good stuff out of it.
Hytale is in development and it's a far more combat-driven game with far better mod support and sandbox game-screation elements. You'll probably be jumping ship to that when it launches. I probably will be too.
Your “don’t ruin the game for me” argument is relative, and goes both ways. By arguing to keep the current absurd overabundance of diamond generation, you’re “ruining” the game for the competent players in here who very quickly accumulate a hoard of diamond ore and gear, which is the reason so many players quickly become bored with a single world. The long term reward disappears after only a day or two accumulating diamonds and gear. Secondly, Minecraft is not merely a “building and creative game”, you yourself in fact value the challenge aspect of the survival mode, otherwise you would be playing in Creative mode and have no opinion about survival mechanics.
You and I are ultimately arguing about the extent to which we find the work-reward balance appropriate. I and many others would argue that an item called “diamond” should not be so easily obtained that you can accumulate far more than a full 64 stack within a couple hours of play. And in a game which is based on building, where players wind up playing on a single world for years upon years, over a decade sometimes, I would argue that it is important to preserve reward in the long term. You can beat the game in a single day and fly around the End accumulating numerable enchanted armor sets that would supply you for years. I’d argue that’s quite broken, or at the very least catered far too much to players who have little interest in the reward aspects of Survival mode and would be better off sticking to Creative.
I’d argue that instead of packing End and Bastion chests with an over abundance of enchanted diamond and netherite gear, they should contain new specialty items which can only be obtained in large quantities in those End / Bastion chests. And I’d say that there should be far more “raid” / “boss” events and mobs that offer items you can get almost nowhere else (except as extremely rare “lottery” discoveries), which would incentivize a more prolonged adventure / fighting gameplay. Players would have a reason to venture out, searching for a fight, tracking down and fighting a particular boss or raid, or explore new territory. Diamonds incentivize mining, other new specialty items should incentivize exploring, and others should incentivize raid / boss fights.
Villager trading is currently immensely overpowered and could receive a tenfold nerf and still be more than worthwhile to build. Though it should be said, creating a big goofy exploity villager trading machine which can supply you with endless emeralds and diamond gear and Mending books isn’t exactly a natural extension of the intended villager mechanic. Nor was AFK fishing, or automatic mob grinders and iron farms which generate unlimited resources. And while I totally support many of these mechanics being kept to facilitate a more industrialized tier of the game, which is super rewarding, I think certain precious items like diamond gear or netherite should be strictly finite and rare, and kept away from being exploited into unlimited supply.
And I think Mojang needs to figure out an adventure gameplay dynamic, like raids or dragon fights, which can facilitate perpetual rewarding adventure gameplay long past the industrialization tier of the game. And I think making these sort of fighting, exploring, adventuring scenarios the only viable means by which you can obtain some new specialty items and blocks, I think that would be the way to extend rewarding adventure gameplay in perpetuity.
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]