I'm going to be honest, and this probably will never see the light of day, but I'm going to write this anyway. I feel that in the past year or two, Minecraft has definitely taken a turn for the worse. I feel that the only update that has recently actually improved the game in the way that it should be improved, is 1.14. I'm going to talk about every update after 1.8, and say why they added value and challenge to the game, and then why I think 1.15, 1.16, and then when it releases, 1.17, are not, in my opinion, good for the game, and definitely not adding value. So, from the top: 1.9 added many things, most primarily the Combat Update. While somewhat controversial, I think that if not more fun, it made combat better. It also added end cities, shulkers, elytras, paths, Dragons Breath/Lingering Potions, tipped/spectral arrows, and Sheilds. This overhauled and improved Combat and the End, making combat more tactile and skilled, and it made it so you could do a lot more after the dragon. 1.10: This didn't add much, but what it did add, such as bone blocks, magma blocks, polar bears, husks, and strays. This just added a few nice features to things we already had. 1.11: This is the Exploration Update, which added the ability to place Shulkers, Woodland Mansions, Totems of Undying, and the mobs Illager, Vindicator, Evoker, Vex, and Llamas, and this made it so you could go on a quest to find a mansion which is hard to find, far away, and present a decent combat challenge. This rewards the player with a Totem of Undying, which is not overpowered, just helps if you hold it if you were to fall or the like. 1.12: This added Concrete, Concrete Powder, Parrots, and colored beds, which just helped builders and made the world look a lot prettier. 1.13: This is Update Aquatic, which added Blue Ice, Bubble columns, the coral set of blocks, kelp, prismarine, a few other aquatic blocks, stripped woods, conduits, buckets of fish, slow falling potions/arrows, tridents, and turtle eggs. It also added a lot of mobs, the dolphins, drowned, fish, phantoms, and turtles. This also added a lot of structures, like the buried treasures, coral reefs, ocean ruins, icebergs, and shipwrecks. And it also completely changed the way you moved in water, adding the ability to swim. It added a lot. It completely overhauled water, added a lot of blocks, added a lot of water mobs, added coral, as well as a bunch of structures in the water. I feel this greatly improved the experience of doing things with the water. 1.14: Village and Pillage update. This added lots of things, such as the Bells, Barrels, Bamboo, a lot of workstations, Campfires, Lanterns, Lecterns, different types of Signs, many types of slabs/stairs, sweet berries, foxes, suspicious stew, pandas, wandering traders, Pillagers, Ravagers, and Crossbows. This also added the ability to do Raids for rewards and discounts. This essentially added a new aspect to the game, the Pillagers, who were new mobs, and raids, which were challenging multi-level combat engagements. This also added the Crossbow, which had new, unique enchantments, and better velocity, and less bullet drop than the regular bow, even if it took longer to load. You could enchant these to load quicker, shoot multiple projectiles, or shoot through multiple mobs. You could also craft expensive fireworks, which did more damage than the regular arrows, if held in the offhand and loaded into the crossbow. This added an interesting new weapon to use. I feel that after this, the additions to the game just don't improve the overall challenge, experience, and complication of the game. So, what the 1.15, 1.16, and 1.17 versions of the game added, and why I really do not like them. 1.15: This added Bees and Honey. This itself was decent, and not an issue. What I really feel, however, is wrong with this update, is the Honey Block. Before this, there only used to be slime blocks, so you could move large, massive things, it would just be complicated and a pain to do so. Now, with the addition of the Honey block, which are essentially the same as Slime blocks, accept that they don't stick to them like Slime blocks would if you put them side by side. This made it so that you could build a massive door with a bunch of side-by-side flying machines, alternating Slime Blocks and Honey Blocks, instead of having to make one that was quite complicated due to the properties of Slime blocks. In my opinion, this makes it way too easy to build up what used to be incredibly complicated and elaborate Redstone machines. TL;DR for this update, this makes things that were and should be complicated, much easier than they should be. Now, for 1.16: This added many things, including Basalt, Blackstone, Chains, more variations of Nether Bricks, Crimson and Warped fungi, nylium, and wood, gilded blackstone, crying obsidian, lodestone, respawn anchor, shroomlight, a blue variation of all fires, a target block, the mobs Hoglins, Piglins, Striders, and Zoglins. It also added the Bastion Remnant, a building with lots of Piglins, with gold blocks and other loot inside. It added 4 new biomes as well. Basalt Deltas, Crimson Forests, Warped Forests, and Soul Sand valleys. Here is what I find so incredibly wrong about this, starting with this and moving to 1.17. To start off, I feel some of the new mobs and textures look a bit un-Minecrafty, but that's not the main issue. A lot of features, the biomes in particular, as well as the ability to trade with Piglins, feel almost modded to me. But that's not even the worst part for me. There are two larger issues. The first is converting Zombie Pigmen into Zombified Piglins. This just changes so much of one of the dimensions, one of the key functions of the game, into simply a weird looking version of a new mob. This disrupts the mystery of the nether, the intrigue. And now, for my least favorite part of this update, the Netherite. This is, by far, the worst change, in my opinion, they have ever made. This takes out a large part of the challenge of the game. To start, you don't take as much knockback, making it so that it's easier to win, and not to be knocked off of ledges, in PvP. Then, there's the fact that it makes it basically impossible to die when you are fighting any mob in the game, because of how incredibly well it protects you. The tools make doing anything basically like mining it in creative mode as well. And, it doesn't burn in lava or fire, which while frustrating, was a major part of the Minecraft game. TL;DR for this update, it takes away a large intrigue of the game, while simultaneously making it much easier and not as difficult to deal with, making it too easy. Now. For by far the worst update they will ever add to the game, 1.17. There are three features of this update, as it is at the time of writing this, that I actually feel improve the gameplay experience. I am also talking from the perspective of the current snapshot, 20w49a, as well as the reveal trailer. The three things I do like: 1. Taller, more generated mountains. 2. The ability to path any subtype of dirt block and 3. The ability to waterlog minecarts/minecart rails. Other than that, the textures, the features, all of that, just looks and performs like they went to about 10 mod pages, picked a random feature, and threw it into the game. Stalagmites/Stalagtites, where and why? Also, they are the least Minecraft-like texture. The game is looking less and less like itself with every update, and I feel this bodes poorly for the future. The fossils are just odd, and again, oddly textured for a game like this. Axolotls seem a bit op, as well as looking weird. Lush caves look like you took a bunch of normal blocks, painted them green, and then also took some weirdly 3d vines. The flower things, not even sure what they're called, that you fall through if you stand on them for too long, again, just weird. And the candles look legitimately almost the same as if they were a mod. The Warden is a cool concept but looks like it never should've been considered a serious texture, and last but not least. Skulk sensors. Wireless Redstone. That's it.
TL;DR for everyone who didn't want to read that. The last three updates have carried in features and looks so different from everything that makes this game Minecraft. They make Redstone, Survival, and Combat easy, completely deter from a lot of the original concepts that the game has developed on, and a lot of them look like a jumble of a bunch of massive mods. Thank you for reading this, and consider what I said.
thanks for the thoughts. i have nevr been beyond the nether or whatever it is. i just do regular survival in hard mode. right now trying to figure out the bees. have done some traveling playing with the maps for a while also. dont know how 1.17 will affect me. chas.
And now, for my least favorite part of this update, the Netherite. This is, by far, the worst change, in my opinion, they have ever made. This takes out a large part of the challenge of the game. To start, you don't take as much knockback, making it so that it's easier to win, and not to be knocked off of ledges, in PvP. Then, there's the fact that it makes it basically impossible to die when you are fighting any mob in the game, because of how incredibly well it protects you. The tools make doing anything basically like mining it in creative mode as well.
Netherite armor is actually worse than diamond armor was before 1.9 - back then there was no "armor penetration" for general damage sources (only poison, drowning, falling, etc, which completely ignore armor) so it always reduced damage by 80%, now you lose one armor point for every 4 points of damage taken in full diamond and 5 damage in full netherite (calculation is (toughness / 4 + 2), full diamond has a total of 8 toughness and full netherite has 12 toughness) - against a point-blank creeper explosion on Normal (49 damage) you effectively have only 10.2 armor points in full netherite - worse than gold (11 points) prior to 1.9 and a guaranteed death (10.2 armor points reduces damage by 40.8%; 59.2% of 49 is 29). The only real advantage is knockback resistance.
Also, the tools are barely better than diamond, and certainly not enough to instantly break most blocks that already couldn't be broken instantly with diamond, even with Efficiency; in fact, in most cases there is little or no difference at all (the time needed to mine a block is its hardness times 1.5; for stone this is 1.5 * 1.5 = 2.25 seconds; the mining speed of diamond is 8 and netherite is 9, which respectively give 0.3 and 0.25 seconds (rounded up to the next multiple of 0.05 seconds), plus another 0.25 seconds between consecutive blocks, totaling 0.55 and 0.5 seconds - so netherite is only 10% faster. If you add Efficiency V, which adds (level * level + 1), this increases the mining speeds to 34 and 35 respectively for a mining time of 0.1 seconds in both cases. In fact, even wood with Efficiency V mines stone in 0.1 seconds, as does gold).
As for the rest, there have always been complaints that updates feel modded; in fact, some features were intentionally taken from mods, like horses, ender chests, and pistons, all of which were added years ago. That said, stalagmite/stalactites should take on the texture of the block they are on so they blend in (I haven't actually even seen them, much less any videos, and a few images of 1.17, which shows how disinterested I am in vanilla updates, even a "cave update"), which is how I've implemented them myself (there are 7 main variants, each with small and large sizes, with stone all being a single variant which defaults to the stone texture, using granite/diorite/andesite on those blocks; hardened clay is also a single variant which defaults to unstained hardened clay and takes on the color of the clay it is on. Whether they render as a stalagmite or stalactite depends on the block above them. In all, there are 104 variants, including netherrack (not shown) of a single block. As you may guess, my version is not exclusive to specific caves, they generate everywhere, with "underground biomes" (based on the surface biome) using blocks like sandstone in place of stone).
Netherite armor is actually worse than diamond armor was before 1.9 - back then there was no "armor penetration" for general damage sources (only poison, drowning, falling, etc, which completely ignore armor) so it always reduced damage by 80%, now you lose one armor point for every 4 points of damage taken in full diamond and 5 damage in full netherite (calculation is (toughness / 4 + 2), full diamond has a total of 8 toughness and full netherite has 12 toughness) - against a point-blank creeper explosion on Normal (49 damage) you effectively have only 10.2 armor points in full netherite - worse than gold (11 points) prior to 1.9 and a guaranteed death (10.2 armor points reduces damage by 40.8%; 59.2% of 49 is 29). The only real advantage is knockback resistance.
Also, the tools are barely better than diamond, and certainly not enough to instantly break most blocks that already couldn't be broken instantly with diamond, even with Efficiency; in fact, in most cases there is little or no difference at all (the time needed to mine a block is its hardness times 1.5; for stone this is 1.5 * 1.5 = 2.25 seconds; the mining speed of diamond is 8 and netherite is 9, which respectively give 0.3 and 0.25 seconds (rounded up to the next multiple of 0.05 seconds), plus another 0.25 seconds between consecutive blocks, totaling 0.55 and 0.5 seconds - so netherite is only 10% faster. If you add Efficiency V, which adds (level * level + 1), this increases the mining speeds to 34 and 35 respectively for a mining time of 0.1 seconds in both cases. In fact, even wood with Efficiency V mines stone in 0.1 seconds, as does gold).
As for the rest, there have always been complaints that updates feel modded; in fact, some features were intentionally taken from mods, like horses, ender chests, and pistons, all of which were added years ago. That said, stalagmite/stalactites should take on the texture of the block they are on so they blend in (I haven't actually even seen them, much less any videos, and a few images of 1.17, which shows how disinterested I am in vanilla updates, even a "cave update"), which is how I've implemented them myself (there are 7 main variants, each with small and large sizes, with stone all being a single variant which defaults to the stone texture, using granite/diorite/andesite on those blocks; hardened clay is also a single variant which defaults to unstained hardened clay and takes on the color of the clay it is on. Whether they render as a stalagmite or stalactite depends on the block above them. In all, there are 104 variants, including netherrack (not shown) of a single block. As you may guess, my version is not exclusive to specific caves, they generate everywhere, with "underground biomes" (based on the surface biome) using blocks like sandstone in place of stone).
Plus there's the thing known as "You don't need to use Netherite, if you don't want to", in the end, it's just slight durability upgrade over diamond, and it's totally optional. Like said, if you don't like it, don't use it. Simple, as that.
And what goes to the snapshot textures of the new stuff: OP, you know, that they did say, that most of the textures seen in announcement and on snapshots are just placeholders, as in developer textures, and they are likely to be changed. How much they will change, no one knows yet. But they will change. The thing is, that there really isn't anything, that Mojang could add to the game anymore, that wouldn't feel modded. As let's face it: some modder probably have already added (modded) the stuff in the game already.
Fortunately, you do have the option of playing older versions of Minecraft and/or selectively not using features in the current version. If you don't like Honey Blocks because they make your 'incredibly complicated and elaborate Redstone machines' easier to build, then, but all means, keep your builds as complicated as you like. Just to give an example of how easy it is to not use something new; I have tried the new Soul Speed boots and don't really like them. Soul Speed III is actually annoyingly fast, and the change up from fast on soul sand to normal on other terrain can actually be hazardous around lava and cliff edges if you're not careful. Sooooo, I don't use Soul Speed boots. Simple! >whew< that's a relief because otherwise I've found the Nether updates to make the Nether a much more interesting place; interesting enough to now actually spend time there. Hopefully the Nether will get even MORE updates, particularly more biome diversity. Imagine if the Nether were as diverse as the Overworld? Double the worlds to explore. And even then; if you don't like it then simply stay out of the Nether. It's what I typically did before 1.16.
I agree, that some aspects of updates aren't great but then again I've enjoyed the quality of life features like 1.13's swimming, for example, or needing Gold armour for Piglins is also a good feature I think, instead of just going into the Nether for Blazes and Quartz (not always Nether Wart for potions) I'll go for Gold more often now. I only uncommonly explore for loot chests, use a smoker/blast furnace, enjoy the Nether features. I don't use everything in every update, I only use a small handful.
I didn't care for Netherite either, I do play with mods so my use of said features depends on if I really use the blocks earlier on, throughout or for required modded recipes but even still I can see what their going for to expand in areas for each community (redstone, command, map making, datapack, building, survival, etc.). Bees in 1.15 was just to add something besides it being a major bug fix update, even if it's good to have another food source, it wasn't supposed to be amazing. Many updates like 1.5 I enjoyed for Hoppers and storage of Redstone blocks, not Comparators or Quartz as much. And small ones like 1.10/1.11 are kind of forgettable but Iron Nuggets (beneficial for Mods more so I think then anything) and Magma blocks, Shulker Boxes and more have had benefits even if I don't use them, once they were expanded upon in future updates like 1.13 with Bubble columns made a difference. It depends on what they come up with really and what gets more expansion or just left as a single feature I find, they make things have uses on repeat playthroughs but not something too drastic like a dungeon, raids kind of break that a bit but even still they are just Villages with an event after all compared to a Bastion which can be good at first then you sort of give up on finding them and only so much do you care about the resources in the update. Which is the case for Heart of the Sea, an Underwater Beacon is cool but Conduits just aren't usable or worth it to me and the range for them compared to using enchantments or mods approaches on a different scale just becomes dropped in enthusiasm.
1.14 with raids/changed trade and villagers role, and a handful of blocks that makes doing some recipes in a crafting table more easier was a good idea and everything else I've forgotten now. XD But 1.16 yeah I won't deny I don't care for Netherite even when I did get it and otherwise the rest fine, I was skeptical about it like I was with 1.7 and I hate 1.7 biomes still 5 years later. 1.17 I'm not excited for the changes but they could surprise me.
I do find some features that are QOL to be the features I use besides a few blocks, not the exploration, potion effect, enchantment, redstone, commands and more. I may use a few blocks for building ideas but otherwise not really, I still stick with the same in newer worlds and just go with what mods or other ideas I have at the time that may suit the update but I never use new features long unless I find them really being useful or accessible in the world like with Kelp as a food source (I don't use it for fuel as I prefer Coal's 8 per and it working in with the 64 per stack).
The small things make the game more fun to me, not an dramatic change every update and making big updates, so many bugs to fix and more 1.15 style updates every so often.
I, for one, have really enjoyed the last few updates and look forward to the future 1.17 and beyond. I see you made the argument that 1.16 looks "un-minecrafty" and I'll tell you that many people said the same about 1.13 and 1.14. There are so many mods that have been made that pretty much any update Mojang puts out is going to cross a similar path to a previous mod. I still feel as though these updates fit with Minecraft as the features added in 1.13-1.16 are all very much simpler than what you find in mods but also creative in their own ways that I have not seen done in mods with similar features. Not only that but all of the textures are now under a single pixel artist which makes the art style much more consistent. This actually means that all of the textures should fit right in with each other and in many people's opinions (including my own) agree with this.
These kinds of arguments are old and tiresome. It does not make sense to me that you see the Nether and Cave updates as bad and the Aquatic and Village updates as good when both sets made huge additions to their focus. Your argument against the honey block is weak. There is nothing wrong with accessibility and simplification. Honey blocks made large piston doors much more compact and pleasant. They can actually be fit inside something that's not a giant wall. It's not overly simple, but not stupidly complex either.
Unrelated:
1.6 is the second to worst Minecraft version only being above 1.3.
1.6 is the second to worst Minecraft version only being above 1.3.
I'm pretty sure you intentionally wrote that to get me riled up but the main reason why I still play in 1.6 and use mods to essentially create my own game (TMCW is as different from 1.6 as the current version) is because of how bad newer versions are due to the hideous world generation in 1.7 with no attempts ever made to let you easily fix it without mods (I consider 1.8 to be one of the the worst updates due to the failure of its world customization with the newer system being no better. Also, 1.2 added a hidden world type that retained the old 1.1 world generation, which works all the way up to 1.6). True, 1.6 only added horses and a few new blocks and items (I absolutely can't live without coal blocks now though, try mining 2,000 coal every day and storing 1.5+ million coal), and apparently, a lot of players were upset with the nerfs to regeneration potions and golden apples (which are useless to me, aside from curing a couple zombie villagers once when I start a new world, so I couldn't care less, same for 1.9 nerfing enchanted golden apples), though you have to realize the game was being updated far more often back then so updates were naturally smaller.
Fun fact: I replaced the texture of lapis blocks with the 1.5 texture in my own mods because I think it looks better and I removed/changed "regional difficulty" because it is a pointless feature that does the opposite of what its name suggests (1.5 behaved like it was always at the maximum; 1.8 made it even worse by making it have to reach at least 2 before any effects occur). Some of the bugs that I've fixed are also specific to 1.6, or much more apparent in that version, like zombies causing server lag when they can't reach you (because of this, I've recommended 1.5 and not 1.6 as the best "pre-1.7" version to use, assuming you aren't using mods since Forge also fixed it).
I'm going to be honest, and this probably will never see the light of day, but I'm going to write this anyway. I feel that in the past year or two, Minecraft has definitely taken a turn for the worse. I feel that the only update that has recently actually improved the game in the way that it should be improved, is 1.14. I'm going to talk about every update after 1.8, and say why they added value and challenge to the game, and then why I think 1.15, 1.16, and then when it releases, 1.17, are not, in my opinion, good for the game, and definitely not adding value.
So, what you're saying is that the three latest updates are completely pointless and don't do anything good for the game? If they even add one good thing, they must be adding value.
So, what the 1.15, 1.16, and 1.17 versions of the game added, and why I really do not like them.
1.15: This added Bees and Honey. This itself was decent, and not an issue. What I really feel, however, is wrong with this update, is the Honey Block. Before this, there only used to be slime blocks, so you could move large, massive things, it would just be complicated and a pain to do so. Now, with the addition of the Honey block, which are essentially the same as Slime blocks, accept that they don't stick to them like Slime blocks would if you put them side by side. This made it so that you could build a massive door with a bunch of side-by-side flying machines, alternating Slime Blocks and Honey Blocks, instead of having to make one that was quite complicated due to the properties of Slime blocks. In my opinion, this makes it way too easy to build up what used to be incredibly complicated and elaborate Redstone machines. TL;DR for this update, this makes things that were and should be complicated, much easier than they should be.
You said yourself that building giant redstone machines was a pain, so why would you intentionally advocate for that pain to remain where it is? What about a pointless challenge like this is so appealing? 1.15 was also mostly a bug fixing update, so the game was improved because it performed better.
Now, for 1.16: This added many things, including Basalt, Blackstone, Chains, more variations of Nether Bricks, Crimson and Warped fungi, nylium, and wood, gilded blackstone, crying obsidian, lodestone, respawn anchor, shroomlight, a blue variation of all fires, a target block, the mobs Hoglins, Piglins, Striders, and Zoglins. It also added the Bastion Remnant, a building with lots of Piglins, with gold blocks and other loot inside. It added 4 new biomes as well. Basalt Deltas, Crimson Forests, Warped Forests, and Soul Sand valleys. Here is what I find so incredibly wrong about this, starting with this and moving to 1.17. To start off, I feel some of the new mobs and textures look a bit un-Minecrafty, but that's not the main issue. A lot of features, the biomes in particular, as well as the ability to trade with Piglins, feel almost modded to me.
You know what else felt "modded"? Pretty much every single thing that was added to the game since the modding community started up. This argument is just an irrational fear of change, and it stands in the way of evolution. They've already overhauled almost all the textures, making the game look and feel much different than before. Why can't the game change any more?
But that's not even the worst part for me. There are two larger issues. The first is converting Zombie Pigmen into Zombified Piglins. This just changes so much of one of the dimensions, one of the key functions of the game, into simply a weird looking version of a new mob. This disrupts the mystery of the nether, the intrigue.
The zombie pigman has ONLY changed aesthetically, and it pretty much looked like a weird piglin in the first place. If the model hadn't changed, it would have just looked like a slightly weirder piglin, but it still would have looked like one. Otherwise, nothing changed.
And now, for my least favorite part of this update, the Netherite. This is, by far, the worst change, in my opinion, they have ever made. This takes out a large part of the challenge of the game. To start, you don't take as much knockback, making it so that it's easier to win, and not to be knocked off of ledges, in PvP. Then, there's the fact that it makes it basically impossible to die when you are fighting any mob in the game, because of how incredibly well it protects you.
Netherite has the exact same protection level as diamond armor, and the knockback resistance doesn't work every time. It's not much better than diamond itself.
The tools make doing anything basically like mining it in creative mode as well.
Efficiency is also only barely changed, and instamining is still just as possible as it was before.
Now. For by far the worst update they will ever add to the game, 1.17. There are three features of this update, as it is at the time of writing this, that I actually feel improve the gameplay experience. I am also talking from the perspective of the current snapshot, 20w49a, as well as the reveal trailer. The three things I do like: 1. Taller, more generated mountains. 2. The ability to path any subtype of dirt block and 3. The ability to waterlog minecarts/minecart rails. Other than that, the textures, the features, all of that, just looks and performs like they went to about 10 mod pages, picked a random feature, and threw it into the game.
What is with this fear of evolution? Why is change so bad for Minecraft?
Stalagmites/Stalagtites, where and why? Also, they are the least Minecraft-like texture. The game is looking less and less like itself with every update, and I feel this bodes poorly for the future. The fossils are just odd, and again, oddly textured for a game like this.
It's literally the exact same as a regular block, just with a snow animation. The game is all about exploring and reaping resources from the blocks, so archaeology fits perfectly into the theme.
The Warden is a cool concept but looks like it never should've been considered a serious texture, and last but not least. Skulk sensors. Wireless Redstone. That's it.
The Warden is part of a brand new part of the lore that was never seen at all before the announcement. How are you already going to claim that it doesn't fit when you haven't even seen what it would fit into?
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'm pretty sure you intentionally wrote that to get me riled up but the main reason why I still play in 1.6 and use mods to essentially create my own game (TMCW is as different from 1.6 as the current version) is because of how bad newer versions are due to the hideous world generation in 1.7 with no attempts ever made to let you easily fix it without mods (I consider 1.8 to be one of the the worst updates due to the failure of its world customization with the newer system being no better. Also, 1.2 added a hidden world type that retained the old 1.1 world generation, which works all the way up to 1.6). True, 1.6 only added horses and a few new blocks and items (I absolutely can't live without coal blocks now though, try mining 2,000 coal every day and storing 1.5+ million coal), and apparently, a lot of players were upset with the nerfs to regeneration potions and golden apples (which are useless to me, aside from curing a couple zombie villagers once when I start a new world, so I couldn't care less, same for 1.9 nerfing enchanted golden apples), though you have to realize the game was being updated far more often back then so updates were naturally smaller.
Fun fact: I replaced the texture of lapis blocks with the 1.5 texture in my own mods because I think it looks better and I removed/changed "regional difficulty" because it is a pointless feature that does the opposite of what its name suggests (1.5 behaved like it was always at the maximum; 1.8 made it even worse by making it have to reach at least 2 before any effects occur). Some of the bugs that I've fixed are also specific to 1.6, or much more apparent in that version, like zombies causing server lag when they can't reach you (because of this, I've recommended 1.5 and not 1.6 as the best "pre-1.7" version to use, assuming you aren't using mods since Forge also fixed it).
To be honest I was mostly curious on how your reaction would be. So you got me there. Looks like your mod removes most of the terrible problems 1.6 had. Primarily the zombies. They made the game almost unplayable because every zombie in existence was always trying to path find a way to you even if they couldn't. I don't mind the regeneration nerfs as much anymore as they were overpowered.
We can all agree that 1.3 was the worst version performance wise right? It's barely functional.
Seriously, you're telling me the cave update, which is by far the most wanted update ever, the update that the community desperately wanted for years, is by far the worst? Simply because there are stuff that feels "too modded". Okay then at least tell me this.
What would you add or change if you had control over 1.17?
And here's another question: How can Mojang add features that don't feel modded? What does that even mean? To this day I still don't understand that. I mean don't people want better systems, improved features, and more content?
I mean look at Hytale it has TONS of content in it both for adventure and for building, at least from the looks of it. Why can't Minecraft have the same?
I don't mean to be harsh with this comment. I respect that it's your opinion, but I want to understand why that's your opinion.
I really hope you reply to all these questions and give me answers.
And here's another question: How can Mojang add features that don't feel modded? What does that even mean? To this day I still don't understand that. I mean don't people want better systems, improved features, and more content?
I've never been able to understand this complaint either. Minecraft has been a mishmash of disparate elements from day one, and there's mods for everything under the sun. If something "feels modded" to someone, I think that says more about them than the game.
I could understand the complaint if Mojang came out with an update that suddenly switched the whole game to, say, a Lord of the Rings theme or whatever. But we all know that's not going to happen.
I'm going to be honest, and this probably will never see the light of day, but I'm going to write this anyway. I feel that in the past year or two, Minecraft has definitely taken a turn for the worse. I feel that the only update that has recently actually improved the game in the way that it should be improved, is 1.14. I'm going to talk about every update after 1.8, and say why they added value and challenge to the game, and then why I think 1.15, 1.16, and then when it releases, 1.17, are not, in my opinion, good for the game, and definitely not adding value. So, from the top: 1.9 added many things, most primarily the Combat Update. While somewhat controversial, I think that if not more fun, it made combat better. It also added end cities, shulkers, elytras, paths, Dragons Breath/Lingering Potions, tipped/spectral arrows, and Sheilds. This overhauled and improved Combat and the End, making combat more tactile and skilled, and it made it so you could do a lot more after the dragon. 1.10: This didn't add much, but what it did add, such as bone blocks, magma blocks, polar bears, husks, and strays. This just added a few nice features to things we already had. 1.11: This is the Exploration Update, which added the ability to place Shulkers, Woodland Mansions, Totems of Undying, and the mobs Illager, Vindicator, Evoker, Vex, and Llamas, and this made it so you could go on a quest to find a mansion which is hard to find, far away, and present a decent combat challenge. This rewards the player with a Totem of Undying, which is not overpowered, just helps if you hold it if you were to fall or the like. 1.12: This added Concrete, Concrete Powder, Parrots, and colored beds, which just helped builders and made the world look a lot prettier. 1.13: This is Update Aquatic, which added Blue Ice, Bubble columns, the coral set of blocks, kelp, prismarine, a few other aquatic blocks, stripped woods, conduits, buckets of fish, slow falling potions/arrows, tridents, and turtle eggs. It also added a lot of mobs, the dolphins, drowned, fish, phantoms, and turtles. This also added a lot of structures, like the buried treasures, coral reefs, ocean ruins, icebergs, and shipwrecks. And it also completely changed the way you moved in water, adding the ability to swim. It added a lot. It completely overhauled water, added a lot of blocks, added a lot of water mobs, added coral, as well as a bunch of structures in the water. I feel this greatly improved the experience of doing things with the water. 1.14: Village and Pillage update. This added lots of things, such as the Bells, Barrels, Bamboo, a lot of workstations, Campfires, Lanterns, Lecterns, different types of Signs, many types of slabs/stairs, sweet berries, foxes, suspicious stew, pandas, wandering traders, Pillagers, Ravagers, and Crossbows. This also added the ability to do Raids for rewards and discounts. This essentially added a new aspect to the game, the Pillagers, who were new mobs, and raids, which were challenging multi-level combat engagements. This also added the Crossbow, which had new, unique enchantments, and better velocity, and less bullet drop than the regular bow, even if it took longer to load. You could enchant these to load quicker, shoot multiple projectiles, or shoot through multiple mobs. You could also craft expensive fireworks, which did more damage than the regular arrows, if held in the offhand and loaded into the crossbow. This added an interesting new weapon to use. I feel that after this, the additions to the game just don't improve the overall challenge, experience, and complication of the game. So, what the 1.15, 1.16, and 1.17 versions of the game added, and why I really do not like them. 1.15: This added Bees and Honey. This itself was decent, and not an issue. What I really feel, however, is wrong with this update, is the Honey Block. Before this, there only used to be slime blocks, so you could move large, massive things, it would just be complicated and a pain to do so. Now, with the addition of the Honey block, which are essentially the same as Slime blocks, accept that they don't stick to them like Slime blocks would if you put them side by side. This made it so that you could build a massive door with a bunch of side-by-side flying machines, alternating Slime Blocks and Honey Blocks, instead of having to make one that was quite complicated due to the properties of Slime blocks. In my opinion, this makes it way too easy to build up what used to be incredibly complicated and elaborate Redstone machines. TL;DR for this update, this makes things that were and should be complicated, much easier than they should be. Now, for 1.16: This added many things, including Basalt, Blackstone, Chains, more variations of Nether Bricks, Crimson and Warped fungi, nylium, and wood, gilded blackstone, crying obsidian, lodestone, respawn anchor, shroomlight, a blue variation of all fires, a target block, the mobs Hoglins, Piglins, Striders, and Zoglins. It also added the Bastion Remnant, a building with lots of Piglins, with gold blocks and other loot inside. It added 4 new biomes as well. Basalt Deltas, Crimson Forests, Warped Forests, and Soul Sand valleys. Here is what I find so incredibly wrong about this, starting with this and moving to 1.17. To start off, I feel some of the new mobs and textures look a bit un-Minecrafty, but that's not the main issue. A lot of features, the biomes in particular, as well as the ability to trade with Piglins, feel almost modded to me. But that's not even the worst part for me. There are two larger issues. The first is converting Zombie Pigmen into Zombified Piglins. This just changes so much of one of the dimensions, one of the key functions of the game, into simply a weird looking version of a new mob. This disrupts the mystery of the nether, the intrigue. And now, for my least favorite part of this update, the Netherite. This is, by far, the worst change, in my opinion, they have ever made. This takes out a large part of the challenge of the game. To start, you don't take as much knockback, making it so that it's easier to win, and not to be knocked off of ledges, in PvP. Then, there's the fact that it makes it basically impossible to die when you are fighting any mob in the game, because of how incredibly well it protects you. The tools make doing anything basically like mining it in creative mode as well. And, it doesn't burn in lava or fire, which while frustrating, was a major part of the Minecraft game. TL;DR for this update, it takes away a large intrigue of the game, while simultaneously making it much easier and not as difficult to deal with, making it too easy. Now. For by far the worst update they will ever add to the game, 1.17. There are three features of this update, as it is at the time of writing this, that I actually feel improve the gameplay experience. I am also talking from the perspective of the current snapshot, 20w49a, as well as the reveal trailer. The three things I do like: 1. Taller, more generated mountains. 2. The ability to path any subtype of dirt block and 3. The ability to waterlog minecarts/minecart rails. Other than that, the textures, the features, all of that, just looks and performs like they went to about 10 mod pages, picked a random feature, and threw it into the game. Stalagmites/Stalagtites, where and why? Also, they are the least Minecraft-like texture. The game is looking less and less like itself with every update, and I feel this bodes poorly for the future. The fossils are just odd, and again, oddly textured for a game like this. Axolotls seem a bit op, as well as looking weird. Lush caves look like you took a bunch of normal blocks, painted them green, and then also took some weirdly 3d vines. The flower things, not even sure what they're called, that you fall through if you stand on them for too long, again, just weird. And the candles look legitimately almost the same as if they were a mod. The Warden is a cool concept but looks like it never should've been considered a serious texture, and last but not least. Skulk sensors. Wireless Redstone. That's it.
TL;DR for everyone who didn't want to read that. The last three updates have carried in features and looks so different from everything that makes this game Minecraft. They make Redstone, Survival, and Combat easy, completely deter from a lot of the original concepts that the game has developed on, and a lot of them look like a jumble of a bunch of massive mods. Thank you for reading this, and consider what I said.
thanks for the thoughts. i have nevr been beyond the nether or whatever it is. i just do regular survival in hard mode. right now trying to figure out the bees. have done some traveling playing with the maps for a while also. dont know how 1.17 will affect me. chas.
Netherite armor is actually worse than diamond armor was before 1.9 - back then there was no "armor penetration" for general damage sources (only poison, drowning, falling, etc, which completely ignore armor) so it always reduced damage by 80%, now you lose one armor point for every 4 points of damage taken in full diamond and 5 damage in full netherite (calculation is (toughness / 4 + 2), full diamond has a total of 8 toughness and full netherite has 12 toughness) - against a point-blank creeper explosion on Normal (49 damage) you effectively have only 10.2 armor points in full netherite - worse than gold (11 points) prior to 1.9 and a guaranteed death (10.2 armor points reduces damage by 40.8%; 59.2% of 49 is 29). The only real advantage is knockback resistance.
Also, the tools are barely better than diamond, and certainly not enough to instantly break most blocks that already couldn't be broken instantly with diamond, even with Efficiency; in fact, in most cases there is little or no difference at all (the time needed to mine a block is its hardness times 1.5; for stone this is 1.5 * 1.5 = 2.25 seconds; the mining speed of diamond is 8 and netherite is 9, which respectively give 0.3 and 0.25 seconds (rounded up to the next multiple of 0.05 seconds), plus another 0.25 seconds between consecutive blocks, totaling 0.55 and 0.5 seconds - so netherite is only 10% faster. If you add Efficiency V, which adds (level * level + 1), this increases the mining speeds to 34 and 35 respectively for a mining time of 0.1 seconds in both cases. In fact, even wood with Efficiency V mines stone in 0.1 seconds, as does gold).
As for the rest, there have always been complaints that updates feel modded; in fact, some features were intentionally taken from mods, like horses, ender chests, and pistons, all of which were added years ago. That said, stalagmite/stalactites should take on the texture of the block they are on so they blend in (I haven't actually even seen them, much less any videos, and a few images of 1.17, which shows how disinterested I am in vanilla updates, even a "cave update"), which is how I've implemented them myself (there are 7 main variants, each with small and large sizes, with stone all being a single variant which defaults to the stone texture, using granite/diorite/andesite on those blocks; hardened clay is also a single variant which defaults to unstained hardened clay and takes on the color of the clay it is on. Whether they render as a stalagmite or stalactite depends on the block above them. In all, there are 104 variants, including netherrack (not shown) of a single block. As you may guess, my version is not exclusive to specific caves, they generate everywhere, with "underground biomes" (based on the surface biome) using blocks like sandstone in place of stone).
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?
Plus there's the thing known as "You don't need to use Netherite, if you don't want to", in the end, it's just slight durability upgrade over diamond, and it's totally optional. Like said, if you don't like it, don't use it. Simple, as that.
And what goes to the snapshot textures of the new stuff: OP, you know, that they did say, that most of the textures seen in announcement and on snapshots are just placeholders, as in developer textures, and they are likely to be changed. How much they will change, no one knows yet. But they will change. The thing is, that there really isn't anything, that Mojang could add to the game anymore, that wouldn't feel modded. As let's face it: some modder probably have already added (modded) the stuff in the game already.
Hey Hey!!!, it worked! Congratulations on making your first post.
Fortunately, you do have the option of playing older versions of Minecraft and/or selectively not using features in the current version. If you don't like Honey Blocks because they make your 'incredibly complicated and elaborate Redstone machines' easier to build, then, but all means, keep your builds as complicated as you like. Just to give an example of how easy it is to not use something new; I have tried the new Soul Speed boots and don't really like them. Soul Speed III is actually annoyingly fast, and the change up from fast on soul sand to normal on other terrain can actually be hazardous around lava and cliff edges if you're not careful. Sooooo, I don't use Soul Speed boots. Simple! >whew< that's a relief because otherwise I've found the Nether updates to make the Nether a much more interesting place; interesting enough to now actually spend time there. Hopefully the Nether will get even MORE updates, particularly more biome diversity. Imagine if the Nether were as diverse as the Overworld? Double the worlds to explore. And even then; if you don't like it then simply stay out of the Nether. It's what I typically did before 1.16.
I agree, that some aspects of updates aren't great but then again I've enjoyed the quality of life features like 1.13's swimming, for example, or needing Gold armour for Piglins is also a good feature I think, instead of just going into the Nether for Blazes and Quartz (not always Nether Wart for potions) I'll go for Gold more often now. I only uncommonly explore for loot chests, use a smoker/blast furnace, enjoy the Nether features. I don't use everything in every update, I only use a small handful.
I didn't care for Netherite either, I do play with mods so my use of said features depends on if I really use the blocks earlier on, throughout or for required modded recipes but even still I can see what their going for to expand in areas for each community (redstone, command, map making, datapack, building, survival, etc.). Bees in 1.15 was just to add something besides it being a major bug fix update, even if it's good to have another food source, it wasn't supposed to be amazing. Many updates like 1.5 I enjoyed for Hoppers and storage of Redstone blocks, not Comparators or Quartz as much. And small ones like 1.10/1.11 are kind of forgettable but Iron Nuggets (beneficial for Mods more so I think then anything) and Magma blocks, Shulker Boxes and more have had benefits even if I don't use them, once they were expanded upon in future updates like 1.13 with Bubble columns made a difference. It depends on what they come up with really and what gets more expansion or just left as a single feature I find, they make things have uses on repeat playthroughs but not something too drastic like a dungeon, raids kind of break that a bit but even still they are just Villages with an event after all compared to a Bastion which can be good at first then you sort of give up on finding them and only so much do you care about the resources in the update. Which is the case for Heart of the Sea, an Underwater Beacon is cool but Conduits just aren't usable or worth it to me and the range for them compared to using enchantments or mods approaches on a different scale just becomes dropped in enthusiasm.
1.14 with raids/changed trade and villagers role, and a handful of blocks that makes doing some recipes in a crafting table more easier was a good idea and everything else I've forgotten now. XD But 1.16 yeah I won't deny I don't care for Netherite even when I did get it and otherwise the rest fine, I was skeptical about it like I was with 1.7 and I hate 1.7 biomes still 5 years later. 1.17 I'm not excited for the changes but they could surprise me.
I do find some features that are QOL to be the features I use besides a few blocks, not the exploration, potion effect, enchantment, redstone, commands and more. I may use a few blocks for building ideas but otherwise not really, I still stick with the same in newer worlds and just go with what mods or other ideas I have at the time that may suit the update but I never use new features long unless I find them really being useful or accessible in the world like with Kelp as a food source (I don't use it for fuel as I prefer Coal's 8 per and it working in with the 64 per stack).
The small things make the game more fun to me, not an dramatic change every update and making big updates, so many bugs to fix and more 1.15 style updates every so often.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
I, for one, have really enjoyed the last few updates and look forward to the future 1.17 and beyond. I see you made the argument that 1.16 looks "un-minecrafty" and I'll tell you that many people said the same about 1.13 and 1.14. There are so many mods that have been made that pretty much any update Mojang puts out is going to cross a similar path to a previous mod. I still feel as though these updates fit with Minecraft as the features added in 1.13-1.16 are all very much simpler than what you find in mods but also creative in their own ways that I have not seen done in mods with similar features. Not only that but all of the textures are now under a single pixel artist which makes the art style much more consistent. This actually means that all of the textures should fit right in with each other and in many people's opinions (including my own) agree with this.
These kinds of arguments are old and tiresome. It does not make sense to me that you see the Nether and Cave updates as bad and the Aquatic and Village updates as good when both sets made huge additions to their focus. Your argument against the honey block is weak. There is nothing wrong with accessibility and simplification. Honey blocks made large piston doors much more compact and pleasant. They can actually be fit inside something that's not a giant wall. It's not overly simple, but not stupidly complex either.
Unrelated:
1.6 is the second to worst Minecraft version only being above 1.3.
Praise be to Spode.
I'm pretty sure you intentionally wrote that to get me riled up but the main reason why I still play in 1.6 and use mods to essentially create my own game (TMCW is as different from 1.6 as the current version) is because of how bad newer versions are due to the hideous world generation in 1.7 with no attempts ever made to let you easily fix it without mods (I consider 1.8 to be one of the the worst updates due to the failure of its world customization with the newer system being no better. Also, 1.2 added a hidden world type that retained the old 1.1 world generation, which works all the way up to 1.6). True, 1.6 only added horses and a few new blocks and items (I absolutely can't live without coal blocks now though, try mining 2,000 coal every day and storing 1.5+ million coal), and apparently, a lot of players were upset with the nerfs to regeneration potions and golden apples (which are useless to me, aside from curing a couple zombie villagers once when I start a new world, so I couldn't care less, same for 1.9 nerfing enchanted golden apples), though you have to realize the game was being updated far more often back then so updates were naturally smaller.
Fun fact: I replaced the texture of lapis blocks with the 1.5 texture in my own mods because I think it looks better and I removed/changed "regional difficulty" because it is a pointless feature that does the opposite of what its name suggests (1.5 behaved like it was always at the maximum; 1.8 made it even worse by making it have to reach at least 2 before any effects occur). Some of the bugs that I've fixed are also specific to 1.6, or much more apparent in that version, like zombies causing server lag when they can't reach you (because of this, I've recommended 1.5 and not 1.6 as the best "pre-1.7" version to use, assuming you aren't using mods since Forge also fixed it).
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?
So, what you're saying is that the three latest updates are completely pointless and don't do anything good for the game? If they even add one good thing, they must be adding value.
You said yourself that building giant redstone machines was a pain, so why would you intentionally advocate for that pain to remain where it is? What about a pointless challenge like this is so appealing? 1.15 was also mostly a bug fixing update, so the game was improved because it performed better.
You know what else felt "modded"? Pretty much every single thing that was added to the game since the modding community started up. This argument is just an irrational fear of change, and it stands in the way of evolution. They've already overhauled almost all the textures, making the game look and feel much different than before. Why can't the game change any more?
The zombie pigman has ONLY changed aesthetically, and it pretty much looked like a weird piglin in the first place. If the model hadn't changed, it would have just looked like a slightly weirder piglin, but it still would have looked like one. Otherwise, nothing changed.
Netherite has the exact same protection level as diamond armor, and the knockback resistance doesn't work every time. It's not much better than diamond itself.
Efficiency is also only barely changed, and instamining is still just as possible as it was before.
What is with this fear of evolution? Why is change so bad for Minecraft?
It's literally the exact same as a regular block, just with a snow animation. The game is all about exploring and reaping resources from the blocks, so archaeology fits perfectly into the theme.
The Warden is part of a brand new part of the lore that was never seen at all before the announcement. How are you already going to claim that it doesn't fit when you haven't even seen what it would fit into?
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
To be honest I was mostly curious on how your reaction would be. So you got me there. Looks like your mod removes most of the terrible problems 1.6 had. Primarily the zombies. They made the game almost unplayable because every zombie in existence was always trying to path find a way to you even if they couldn't. I don't mind the regeneration nerfs as much anymore as they were overpowered.
We can all agree that 1.3 was the worst version performance wise right? It's barely functional.
Praise be to Spode.
Seriously, you're telling me the cave update, which is by far the most wanted update ever, the update that the community desperately wanted for years, is by far the worst? Simply because there are stuff that feels "too modded". Okay then at least tell me this.
What would you add or change if you had control over 1.17?
And here's another question: How can Mojang add features that don't feel modded? What does that even mean? To this day I still don't understand that. I mean don't people want better systems, improved features, and more content?
I mean look at Hytale it has TONS of content in it both for adventure and for building, at least from the looks of it. Why can't Minecraft have the same?
I don't mean to be harsh with this comment. I respect that it's your opinion, but I want to understand why that's your opinion.
I really hope you reply to all these questions and give me answers.
I've never been able to understand this complaint either. Minecraft has been a mishmash of disparate elements from day one, and there's mods for everything under the sun. If something "feels modded" to someone, I think that says more about them than the game.
I could understand the complaint if Mojang came out with an update that suddenly switched the whole game to, say, a Lord of the Rings theme or whatever. But we all know that's not going to happen.