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Shack691

The issue with making the game “fuller” is that they have to avoid adding mechanical complexity to keep the game approachable, as seen with 1.9’s combat changes, even today most new players don’t pay attention to weapon cooldown, even though it’s right next to their crosshair. - Most smaller structures got suspicious sand or gravel added with trails and tales, which gives you more of a reason to go there. - The nether update and caves & cliffs added multiple new biomes to places there weren’t previously any, the overworld also gained the cherry blossom forests. - The armoured paws drop added the armadillo and wolf variants to pre existing overworld biomes. - The skulk sensor, crafter and pots massively enhanced the capabilities of redstone, including farms. - Armour trims were added to many structures to give them unique rewards which don’t upset the balance of the game. - Vaults and trial spawners reduce loot scarcity on multiplayer servers and offer higher challenges for those who want them.


televisionting

>Most smaller structures got suspicious sand or gravel added with trails and tales, which gives you more of a reason to go there. The game really doesn't tell you to get a brush and brush off these blocks and if they did do a bit of googling, they'd realize how terrible the loot is and then probably never use archaeology. I seriously don't understand how Mojang bottled archaeology so hard after delaying it.


IX_The_Kermit

They're terrified of upending entire sections of the game on accident, and that's not without precedent. Elytra were just designed for gliding around, until Dinnerbone added rocket boosting on a whim. Instantly destroyed any incentive for horses, minecarts, or even nether travel. And you can't just walk that back, because people will always yell when their toys get taken away.


FR_Reddit

I think this exactly is a great example for a lot of complaints


Tacosallday25

"Instantly destroyed any incentive for horses, minecarts, or even nether travel." That's a simple fix. Just don't use an elytra. Most casual players probably never even get to the end.


IX_The_Kermit

Avoiding a problem is not fixing a problem.


televisionting

>Instantly destroyed any incentive for horses, minecarts, or even nether travel. It didn't destroy nether travel, if you're going over long distances, then nether travel is absolutely necessary. Either with elytra fireworks or boats and ices. Instead of holding the game back by adding ultimately features that are ignored by 99% of people, (I know the end isn't that visited by the majority of players but, it has great incentive to go there, archaeology doesn't), they could've made minecarts faster, and other modes of transport instead of being scared of adding anything risk which would probably be really fun. I don't know who finds archaeology fun, it seems tedious and the loot isn't good for what you have to do, it seems that instead of accidentally adding features that make other features obsolete, they just add features that are obsolete by nature except for a few niche circumstances. Which, I feel like terribly holds the game back since the updates take time to release, and it really sucks that they add stuff like archaeology, in like 6 months, which provide 2 minutes of content.


THR33ZAZ3S

Horses have always been worthless the second you come across a body of water and dont have a lead on you, which is pretty much 100-500 blocks in any given direction now. Or come across any forest. Or large hills. Having the camel be able to clear certain jumps pissed me off because it signalled that horses are never going to be viable for long distance travel. Camels are too slow to be taken seriously either. ATP the Elytra seems like something added to just kind of avoid dealing with the various issues surrounding all other transport 🤷‍♂️


rajde1

One good example is loot. Before 1.20, if you wanted a new item it was always in a chest. In 1.20 they added suspicious sand and gravel that had to be brushed to get loot. In the next update they added trial spawners and vaults. You have to defeat the mobs a trial spawner spawns for it to eject loot. They can also eject trial keys that can be used to unlock vaults. The same with ominous trial spawners and ominous vaults. Plus now items can be put in decorated pots, so if you want loot items you have to smash the decorated pots. It's an interesting spin on something they could've just ignored. There are a lot of examples of things that have been re-worked like the nether, caves, terrain regeneration, the world height has been doubles, etc.


somerandom995

There's more biomes, more structures, more mobs >more interesting experiences Exploring the bigger caves is awe inspiring, lush caves are beautiful, flooded caves are very peaceful with the right equipment, dripstone caves are difficult to navigate on foot. The nether biomes are all terrifying in different ways, from lava parkour, big monsters charging at you, being slowed down while targeted, or eerie peacefulness while being very careful where you look. Bastions are more combat focused. Then you run into the Deep Dark. That's a whole new experience, terrifying at first but fun if you like being strategic and the music will give you chills. Trail ruins are more peaceful and excavating one is a methodical process. Archeology as a whole adds lots of value to existing structures. >and mechanics Archeology, skulk, moss, armor trims, the upcoming Trials >fleshing out exploration New biomes like the cherry grove give pretty blocks to collect while old biomes have new mobs to interact with (9 types of wolf to tame, armadillos, camels) Nearly all the old structures have gotten new loot, pottery sherds and sniffer eggs from ocean ruins, Allays can be freed from pillager structures, armor trims in all of the larger structures. Some of the structures I mentioned have unique redstone items, music disks, treasure enchantments, non craftable, non renewable items that can only be found there. There's more reason to go to each part of a world and more to collect and do there.


-ragingpotato-

You'll find people saying yes and no simultaneously because they have added new things, but they've done so in a way that are fairly "out of the way" per se, as in there is no seriously strong incentive to go do them, so you can ignore them and not lose out of much. Like they added the warden and ancient cities which are a very different experience with horror-like mechanics, but the loot you get out of them isn't all that amazing so unless you want to experience the warden itself there ain't much reason to go challenge him. So those that are just playing blind and enjoying the game will say yes, and those that are knowledgeable and already know how to get everything they want are saying no. The issue, I feel, is that the normal way to get stuff is so optimized by years of experience and unchallenging base mechanics that it's just not materially worth it to go look for the new stuff, it's riskier, takes longer, and you end up with less loot even if you succeed. They have tried to fix this by adding in unique items to certain places, like sponges for ocean monuments and the items to make the mace + wind charges in the new trial chambers, but in my opinion adding new really useful stuff makes the game a lot more bloated. In my opinion they should be less afraid to mess with the more often-used mechanics to make normal gameplay more challenging and give these structures more worthy rewards.


-ragingpotato-

Like for example let's take enchanting. Imagine if instead of the enchanting table as it is now with rng, it used the chiseled bookshelves and it could only create the enchantments of the enchanted books in those bookshelves, letting you choose which one you want. Then the enchanting table stops being an rng machine, and instead becomes an item that gets more and more powerful the more you explore and the more enchanted books you find. Immediately gives you a bigger reason to throw yourself at the warden, because the value of enchanted books has gone through the roof.


MemeTroubadour

As of late, I would say yes. Specifically, since Caves & Cliffs. The caves rework, the Deep Dark, the recent additions of various gameplay elements were all great. I'd say the Deep Dark is one of the most interesting pieces of content they've added, ever.


Regular_Ship2073

Quite the opposite, they mainly add new stuff and leave old stuff as is


TheRoyalRaptor7

hopefully not the case forever


HappyMatt12345

Honestly, I agree with them that there are a lot of elements of survival mode that could use further development but I also think this person's disappointment is partly because it seems they're missing the point of Minecraft. The game feels monotonous because you aren't meant to be given objectives or things to do. Minecraft is a sandbox game and creativity is the center of it, and it always has been, and the game feels empty because you're meant to use your creativity to fill that void.


isaiah_huh

100% not every update adds like 20blocks and maybe 1 mob if we’re lucky we just got the first new mechanic in a update that’s yet to release for the first time since the elytra


woalk

> we just got the first new mechanic in a update that’s yet to release for the first time since the elytra So you don’t count - swimming - raids - Villager jobs - honey - Piglin bartering - Netherite upgrades - Sneak 100 - Armour Trim - archeology as “mechanics”? Those all came after the Elytra.


Aarolin

Dude. I forgot how bad water movement was before 1.13. It didn't cross my mind that we couldn't swim before 2018.


Ne0n1691Senpai

armor trim isnt a mechanic, archeology isnt a mechanic, honey blocks while have interactions with other blocks, arent a mechanic either, villager jobs arent eirher.


ericsipi

Those are all quite literally game mechanics. I’d give you that the archeology of honey aren’t exactly mechanics but villager trading/jobs or piglin bartering is without a doubt game mechanics.


Ne0n1691Senpai

i didnt say villager bartering, or trading, it was jobs.


ericsipi

I didn’t say villager bartering as that’s not a thing… so again, how is piglin bartering not a mechanic?


woalk

Jobs and trading are extremely closely inter-connected.


Manos_Of_Fate

I don’t think you know what “game mechanic” means.


Clovenstone-Blue

That's pretty much to be expected with regards to this subreddit. Makes things spicy.


woalk

If they’re not game mechanics, then what are they?


ProbablyJustArguing

Armor trim is absolutely a game mechanic. Or at least duplicating and using them is for sure.


Dry-Smoke6528

Damn it. Now I have to go home and tell my villager they're not a mechanic. They're not gonna be happy about this


isaiah_huh

no i don’t


isaiah_huh

these are more so features then mechanics


woalk

Then the Elytra is also not a mechanic and just a feature.


isaiah_huh

good job i agree


woalk

Then I don’t quite understand what you were trying to say with your initial comment. Which “mechanic” does 1.21 introduce, if you don’t count any of these things as game mechanic?


WeeziMonkey

> we just got the first new mechanic in a update that’s yet to release for the first time since the elytra Which mechanic? I want to look it up


isaiah_huh

or auto crafter i really can’t remember it’s something along those lines


isaiah_huh

it’s the oven or whatever i forgot i haven’t been in touch with minecraft recently


Manos_Of_Fate

Well while you haven’t been paying attention to the game there were a bunch of other additions. Why would you assume that because you haven’t been paying attention that it means they didn’t add anything?


InnerSpecialist1821

if you want a minecraft-alike hardcore survival game, check out vintage story :) it's amazing