Also, I wanted to add that since Minecraft exists, building farms and exploiting mechanics has been a core part. A mob dropper was one of the first things I've built, basically giving me vast amounts of XP, bone meal and arrows. Automating resource generation is part of Minecraft.
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It is definitely super strong and kinda puts you into a semi-creative state. However, personally, I wouldn't enjoy Minecraft as much as I do if I we'd go back to the old system, with no villager trading, no mending, etc. since that'd turn Minecraft back into an endless grind. I enjoy the current way since it basically just gives you more opportunities and ability to bring your ideas come to life.
Ah, thank you for responding and the insight.
I guess it's how you look at the game. For me the main aspect is survival, so having "mending" or effortlessly replacing all your tools and gear means that at that part the game is too easy for me, because I focus on survival mechanics, so usually around this time it's easy for me to get bored and I have to find ways to keep myself entertained.
If you're more of a builder-style it's probably annoying having to replace your pick several times while trying to make a big building. It disrupts your game having to go mining again. Right?
Yeah exactly! I myself am a builder so I "hate" the early game where I don't yet have my full enchanted netherite tools to quickly farm resources with ^^
But obtaining the tools is very rewarding to me c:
I will always oppose removing optional mechanisms from the game. It is overpowered, but I like to play in the endgame and it removes a lot of barriers that would just be grinding at this point.
In general, I try to be very conscious against saying "I wish other people were blocked from utilizing a mechanism I am not forced to use." That means you draw a line and expect everyone to respect it...the problem is everyone can draw arbitrary lines. "Strip mining is cheating, all tunnels should have bedrock 1 block outside the walls." "Farming is duping, the only mechanism to get materials should be exploration and collection of items generated with the world." It never ends. Ultimately, this is a game with a mechanism for end game players, the ability to reset for early game players, and everything in between. That diversity of styles is the magic.
I wish that villagers were never implemented on first place. If all development time poured into villagers was spent in other gameplay systems, the game would be considerably better.
But it seems to me that Mojang has a tendency to implement RPG features in Minecraft, without good reasons to do so. XP and levels were like this, too. And RPGs have NPCs trading with you, so Minecraft "gotta have NPCs", no further reason.
Why did people think this was a good idea?
Because they were outright useless before trading.
I understand that trading is broken, but its almost necessary to get maxed out gear. I personally think the problem lies with the anvil. Having a cap on how many levels I need to repair/enchant an item makes me paranoid that I'll get close to the end and find the last crucial enchantment is locked behind the "Too Expensive!." So I just enchant my gear once and eventually I'll upgrade it when I have librarians. I too am a relatively new player and recognize the brokenness of villagers but in a multiplayer context they sometimes make sense. They provide a renewable source for many items that quickly become depleted on a large multiplayer server like quartz. Also I play with my two younger siblings and having renewable gear gives them the peace of mind that if they screw up and loose everything its not the end of the world.
Im a bit late, but there is a neat modpack that is designed to rebalance the game around the early to midgame. It nerfs villagers, changes how mending works, disables iron farms, buffs minecarts, and has several other rebalances. Musketeer Modpack
oh, that is awesome! I am definitely going to try that, thanks!
The changes I want for villagers are
- No healing (or healing gives a temporary status similar to Hero of the village. No permanent price reduction)
- No diamond tools
- Nerf iron deals
- For librarians, remove some enchantments from their loot table and put them in structures (Mending in End cities, Protection IV in Ancient Cities, Unbreaking in Bastions)
I feel the same as /u/mentrix (is this how you mention someone on lemmy?). Villagers take a lot of work to get set up properly and are an optional task to do. If you put in the time and effort, you are well rewarded for it. I hate mining and grinding and much prefer to build and be creative. Villagers allow me this aspect of Minecraft.
I feel like that's exactly the point. If you're an advanced player do you actually enjoy having to mine your Redstone so you can build whatever cool thing you have in mind?
Villager trading is a shortcut if you know what you're doing so you can focus on the more advanced gameplay.
Villager trading actually used to be much much worse- it's been buffed repeatedly. They used to have set random trades that were pretty poor, but they got upgraded heavily with specialized professions and trading tiers in 1.8, and upgraded again with 1.14 and the raid buff system. I almost never touched trading because I started in the before-1.8 era when it was incredibly simplistic and nigh-on useless.
Thing is, without any sort of these "automations", Minecraft would be an incredibly grindy game. Really, at it's core, survival Minecraft is built around grinding. Now, I play Minecraft to build cool stuff. Grinding for materials is a natural part of that- I'd rather grind for those than spend an additional 10-20 hours just trying to get usable enchants on my tools to continue said grind.
The neat part is- Nobody is forcing you to take part in that game mechanic. Everything they provide is available through "normal", albeit annoying, means.