Minecraft's Exploration Problem



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22 thoughts on “Minecraft's Exploration Problem”

  1. Not only he made a video with lamest ass toddler ideas to "improve" exploration that DEFINITELY have not been thought through by mojang multiple times, but he even has the audacity to sell this shitmod, which by itself violates Minecraft's TOS. Such an imbecile.

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  2. First off, WOW, great video, love it, don't take what I'm about to say as a diss to your videomaking or, script writing, or narration skills. I am just voicing my thoughts on this

    I feel like a lot of these ideas are quite good but it unfortunately doesn't seem to take into account a few things which are very problematic in modern minecraft, such as… Power creep is arguably one of the things making minecraft too "easy" more than the exploration side of things. I am definitely biased by being someone who played in Beta, but it is INSANE to look at the power creep from that perspective. The game has gotten orders of magnitude easier over time, even with the new challenges added. I am going to list all of my gripes with these suggestions because I'm in That kind of mood.

    1. XP Vials, this is a great idea, however it has remained as a modded feature for a reason. This nullifies the last "late game" consequence to dying where you can chuck all of your stuff in an enderchest and die to teleport to wherever your spawn is. Probably great in hardcore or modded/cheats enabled worlds, but too overpowered in a vanilla experience.

    2. Ancient cities are currently the ONLY way to get swift sneak, this is a great incentive for late game builders, especially ones who don't know how to speedbridge, allowing a skill or progression option for either player. This is a large reward especially when you're talking about post-enderdragon where you have all the XP in the world to get max enchants on all of your armor. Does the reward need to be diversified to help more than just builders? Yes, but the reward is real and is there and fits ancient cities quite well. Adding other diamond armor is not needed as diamonds are already piss easy to find. No more diamond buffs needed.

    If you want my thoughts on this, players need sustainable XP post-enderdragon, this is EXACTLY what ancient cities should be for, provide some kind of way to get copious XP through them for raiding them once, whether that be through buffing the warden XP drop or making bottle o' enchantings SUPER common, or maybe some other item. Whenever you need more xp then you have a choice, do you go on 1 ancient city raid and get enough XP for 15 enchants all at once, or do you AFK at your farm for 4 hours while you save up your XP for those enchants.

    3. Ore distribution, this one is mostly good, if you clarify one caveat. Does the increase in the buffed ore necessitate a decrease in the others? If so, sure, this might be a good change but I would argue to make the balanced biomes be the rarest ones. This prevents people from basing wherever they spawn and are incentivized to go explore to find a balanced biome so they can base elsewhere. Maybe nerf oregen in the suggested balanced biomes (forest and plains) instead? Dunno, no one likes nerfs. And DIAMONDS, diamonds are practically worthless already, providing more buffs to it is the last thing the game needs right now. Maybe buff the spawn chances of those massive granite/diorite iron/copper deposits in specific biomes too, would love to see that feature get some more attention. Also this feature would be practically impossible to implement (me thinks) in the current state because surface biomes are not the same as underground biomes.

    4. Enchant books. BOY does this grind my gears, this one pisses me off and rightfully so. "If you can't find a savannah you CANT get sharpness" WHAT?????? How do you get enchanted books?? ENCHANTMENT TABLES!!! Villagers are SUPPOSED to be 2nd to that, in their current state they are broken and, although, yes, needing to use the wiki is a bad thing. The only people who are doing this lectern breaking/replacing thing are people who are not exploring, forcing them to either just stick with the enchantments they get from tables, or think about and realize the correlation between the savannah villages and plains villages having different trades. If you were to actually explore and find new villages, you would notice "oh hey, the plains village always has the same trades for this" and same with all the others, which naturally begs the question, "what about the other biomes". Yes this system should be more clear but there's no necessity to use it to begin with, villagers should have a place in minecraft (i kinda wish we didn't have them but that's just me being an MC boomer), but not the place they currently have as being a crutch to get all of your gear. This also meshes well with making ancient cities better for XP so people are encouraged to go back to enchanting rather than making trading halls to get god-gear without any risk. I could get into this more but I will spare the details.

    5. Movement changes. Love these for the most part actually, especially melting ice in the nether, perfect solution to iceboat highways. Horses will be tricky to balance the way you suggested, but it's still great. And yeah Elytra does need its own video because it should be removed from the game entirely but that's just MEEE :3. Also you didn't mention mules but I would love to see them get a buff in speed but not as much as horses so they're more viable to bring on exploration for the extra inventory.

    6. Mandatory exploration. Yep, definitely need to change this somehow, I'd say, make upgrade templates a rare drop from brutes as well? Something like that? Unsure on this, haven't thought about this problem much as I don't play on large multiplayer servers and haven't encountered it myself.

    Overall, fantastic video, great pacing, great editing, great bits, solid 9.5/10 for production quality. Love to see where your content goes, definitely deserved sub.

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  3. This is why i love valheim (anyone reading this should give it a chance)
    The progression is very natural, only being able to get certain ores from certain biomes, weapons and loot are generally also very balanced and well thought out.

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  4. I’d still argue that the ancient cities are a bit between mid and late game. Even earlier, because the main challenge OF an ancient city is just sneaking. A skilled player could loot an ancient city with nothing but a stack of wool and a stone hoe. The warden can be avoided in a multitude of ways, even when he is spawned.

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  5. I think the horses should have sprinting which would make them go at the normal speed with a stamina bar but if you don't sprint it will go faster than the out of stamina horse but slower than a horse sprinting

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