I feel like the pillager raids are going to be incredibly annoying for me, but oh well. My real bone to pick is how they're getting rid of the ability to turn VBOs off. My laptop HAS to have them off in order to not crash, and while my desktop CAN run it with them on, it's incredibly laggy. I don't really have the funds to get new stuff at the moment, so I guess I'm not playing any of the newer versions for quite a long time. ;(
we are in an unfortunate time where some things have to be removed in order for the game to advance, in this case fixing the rendering engine to not kill the mid-low end involves cutting out the lowest end
I love the pillagers, zombie seiges weren't much of a threat but these bandits on the hand. They're pretty deadly and it's up to the player build up the defense.
Their spawning is really great too. I've been working on a massive airship with a city on it and these pillagers can actually spawn ON it. Building defenses for these pillager raids is extremely fun.
I haven't played this game in a very long and to come back to this, it's honestly a breath of fresh air.
How do you build a defense against something that cannot be trapped, can spawn anywhere in the village, that walls literally are pointless against unless they don't spawn inside the village walls. That spawn in my base that isn't even near the village. I had to build sectioning walls INSIDE the village. The word "fun" extreme or otherwise doesn't describe it, unfun and ridiculous, however, does.
Implementing a mob that forces you to not be able to feel safe, ever, anywhere including your base because they can spawn anywhere in any light level. I don't believe forcing players to have to constantly look over their shoulder regardless of where they are makes for a fun play environment.
At this point all they are doing is throwing more and more hostile mobs at the player hoping to overwhelm them. Mobs like Pillagers should have been left to people making mods or put into a mod, not something that should have been forced into vanilla that everyone has to deal with because shoving Pillagers into vanilla just makes the game feel more like you're constantly having to defend yourself and less able to do anything else because you have to constantly deal with them at any time of day or night.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
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Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
More unnecessarily over-complicating the crafting system? Eventually we'll probably need 10 blocks to do what we should be able to do with one.
I think you're overreacting. All the new blocks so far except the Loom and the Cartography Table are completely optional. And the rationale for those two is pretty clear.
I like all the new features except for the pillagers. I hope an optional game mode is added that doesn’t have them at least for single player offline play. Or they only spawn under easily avoidable circumstances. Otherwise I will have to revert to 1.13 or just not leave peaceful mode ever.
EDIT: After playing with my 1.14 seed for quite a while now I can now give a more detailed opinion on the snapshot.
left
I have come to the conclusion that I really like the new items (e.g. composter, stonecutter, etc) and the look of the villages and villagers. I love that the occupations of the villagers are now more recognizable based on their attire.
left
I have still yet to experience a raid or the pillagers in my single-player game. I been afraid to leave peaceful mode because of reports by other people on the difficulty in protecting villages. My objections:
left
1. The villages I have found so far in hilly environments are more spread out and disconnected than the villages I am used to from previous versions of the game. From an aesthetic point of view, this doesn't bother me. As a matter of fact, it adds a welcome challenge to connect the different parts of the village and turn it into a beautiful entity. However, it makes the village more difficult to protect. This, coupled with reports that pillagers spawn within village boundaries, makes me too fearful for my villagers to risk their lives.
left
2. My playstyle is to create a natural-looking, beautiful environment for my farms and villages. A pretty wall or fence around a village/farm can be integrated into the design of an area, but I have seen people recommending major fortifications. I don't want to ruin the landscape with walls of cactus or lava trenches.
My wish for this game is still that at least for single player offline play, players like me can opt out of the pillage aspect of the game without having to go full-blown peaceful mode.
I like all the new features except for the pillagers. I hope an optional game mode is added that doesn’t have them at least for single player offline play. Or they only spawn under easily avoidable circumstances. Otherwise I will have to revert to 1.13 or just not leave peaceful mode ever.
Raids are easily avoidable, but as far as Pillagers in general, don't think you can avoid them unless you were to make a mod that makes them unable to spawn.
I think you're overreacting. All the new blocks so far except the Loom and the Cartography Table are completely optional. And the rationale for those two is pretty clear.
How are grindstones optional? I cannot use the 2x2 crafting box or 3x3 crafting table to combine two partially used items of the same type and quality anymore. Grindstones are not optional, they are mandatory. New blocks should add their own new functionality, not take the already existing functionality from another block and make it their own. That's what Grindstones do: they remove the previously existing functionality from the 2x2 and 3x3 crafting grids and make that their functionality instead. Grindstones should function as Cartography tables do: borrow existing functionality from the 2x2 and 3x3 crafting tables and make them more efficient or better in someway. I don't need a Cartography table to make maps, to enlarge maps, to copy maps etc, but it makes doing so require fewer resources and I think improves on altering maps, but it doesn't remove the ability to do the same from the normal crafting table. Grindstones do, and they shouldn't.
Looms offer functionality not present previously, that I am aware of. I never dealt with banners much.
In short, new blocks shouldn't remove existing functionality from the previously existing crafting table, but offer either new functionality that wasn't available previously and/or offer the same functionality as from the crafting table at a reduced cost and/or with improvements without actually removing it from the default crafting tables they previously were available on.
I'm exaggerating for effect, but consider this prior to the 1.14 snapshots there was the Anvil, Furnace and Crafting Table, and now we have the Anvil, Furnace, Blast Furnace, Smoker, Loom, Grindstone, Stonecutter, and Cartography Table with the Smithing Table and Fletching Table coming soon. Guess what, that's 10 blocks.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Sorry, I forgot the Grindstone. Though in all honesty, item repair via crafting grid was always pretty marginal - I've only ever really used it on stone tools. My main interest in the Grindstone is getting XP from enchantments, which is indeed a new feature.
The Smoker and Blast Furnace are, as I said, completely optional. You can continue using furnaces for all your smelting needs if you wish, you just have more options now.
(Personally I'm hoping to see a Kiln or the like that will double the speed of glass, bricks, terracotta, cactus green, and stone. In other words, everything that the Blast Furnace and Smoker don't.)
The Stonecutter is also optional - so far as I know, none of the block, slab, or wall recipes have been removed. It's just a (considerable) convenience.
And I can totally understand why they introduced the Loom - it is virtually impossible to craft banners of any complexity without referring constantly to the wiki. I don't blame them for wanting to get away from that.
The need for the Cartography Table isn't as clear, I grant. I think it boils down to the fact that the recipes for maps can't be represented easily in the recipe book. They're trying to make the game more self-contained.
Sorry, I forgot the Grindstone. Though in all honesty, item repair via crafting grid was always pretty marginal - I've only ever really used it on stone tools. My main interest in the Grindstone is getting XP from enchantments, which is indeed a new feature.
I was just listing out the crafting blocks themselves as examples of the proliferation of the number of crafting blocks that have been introduced. The way they were implemented was good in that they didn't remove any existing functionality from previously existing crafting blocks, and only implemented specific improvements to those processes. Even if item repair via the crafting grid was marginal, it was useful and shouldn't have been removed, and the grindstone should have followed the other new crafting blocks in that instead of wholeheartedly removing previously existing functionality from crafting blocks* it should have simply offered new functionality/better functionality. For example, if I'm fishing and pull up 10 bows I shouldn't have to run to a grindstone to combine them into bows with more durability, I should be able to do so as was previously possible.
The grindstone itself is more useful not for repairing items, rather it's best use is when trying to enchant items you cannot make a lot of like diamond armor and weapons, or bows if you are trying to get, say, an infinity bow or something: eventually you run out of resources to make them or you run out of books and/or you end up with chests of useless books/tools/weapons. For example, let's say you want to enchant a pair of diamond boots with Feather Falling. Without a grindstone you either enchant the boots and hope or enchant a ton of books and hope. With a grindstone you can just keep enchanting/disenchanting the boots until you get what you want.
*The loom kinda does, but it replaces it with something that makes it easier to apply patterns to banners at a much reduced cost while leaving the capability to make colored banners in the basic 3x3 crafting grid.
In short, the implementation of grindstones should have left the basic repair ability in the basic crafting grids, and not removed it wholesale just to require another block just for that one thing.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Oh, are the old banner recipes still in? I didn't realize that, I thought they'd been removed. In any case, though, as you say, they're just plain worse than the loom in any case.
Oh, are the old banner recipes still in? I didn't realize that, I thought they'd been removed. In any case, though, as you say, they're just plain worse than the loom in any case.
No, the patterns were moved to the loom.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
The old textures are going to be in a pack called "programmers art" already installed.
They really need to put the villagers back to what they were before the snapshots in the programmers art resource pack since they never had green hair.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
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A lot of people are complaining about the pillagers being annoying or broken i honestly think it's a great addition to make the game more difficult and challenging for players that want to try something new but for other people that don't like them or is to hard there should be an option to disable them or partially limit them
I've been playing for some time now and i think they are not that hard the ones i really hate are the vindicators but other than that i think they are pretty easy to deal with the ravanger beast does take a long time to kill and it's pretty annoying that it destroys crops but other than that i would actually like to see villagers do more than just hide maybe somewhat defend themselves in a way i've been playing hardcore for sometime now and i got really mad when i would get killed by vindicators until i figured out a better way to deal with them and as far as spawning goes i've never seen them spawn inside any village they actually come from outside borders except when you provoke raids
So, everything has changed it seems about villagers, but I absolutely love it! Trades are actually amazing now and so much more viable in casual play if done with some forethought. I also love the way a village is established now and how much control you have over design now because of it! Place the beds, work stations, and gathering point wherever you want, it's awesome!
And to top all this off, it now seems possible to establish a fully functional village even totally underground, so literally anywhere can be a village now, even in the nether due to not needing sky anymore! This is looking to be the coolest update I've been a part of so far since getting Minecraft!
It's like they hate players that want to actually do end-game level setups. Supply and demand is a massive mistake, and villagers only being able to restock twice per day is an even more massive one.
Might as well never bother with any non-librarian villagers again with these horrible changes. They're gutting trading into the ground. Those of us with big auto-farms and villager trading centers are going to be emptying out our stocks as quickly as we can before all of these systems become effectively useless. Then there's the iron golem farms being decimated, the villagers having to be next to their workbenches to restock, and no other changes to trades or new good trades (except the globe pattern and everything the Mason and Wanderer sell). All of the trades that were garbage before will still be garbage, the prices haven't been changed, and certain villagers will continue to be completely and utterly worthless (leatherworker, butcher, fletcher).
Is Mojang actually aware of what the real problems with trading are that need updating? From the way things have been going so far, it certainly seems like they aren't. The structure changes to villages are great, but aside from that, the focal point of the entire update is looking quite terrible, it's just a nerftrain smashing all of our farms and trade systems into paste.
It's like they hate players that want to actually do end-game level setups. Supply and demand is a massive mistake, and villagers only being able to restock twice per day is an even more massive one.
Might as well never bother with any non-librarian villagers again with these horrible changes. They're gutting trading into the ground. Those of us with big auto-farms and villager trading centers are going to be emptying out our stocks as quickly as we can before all of these systems become effectively useless. Then there's the iron golem farms being decimated, the villagers having to be next to their workbenches to restock, and no other changes to trades or new good trades (except the globe pattern and everything the Mason and Wanderer sell). All of the trades that were garbage before will still be garbage, the prices haven't been changed, and certain villagers will continue to be completely and utterly worthless (leatherworker, butcher, fletcher).
Is Mojang actually aware of what the real problems with trading are that need updating? From the way things have been going so far, it certainly seems like they aren't. The structure changes to villages are great, but aside from that, the focal point of the entire update is looking quite terrible, it's just a nerftrain smashing all of our farms and trade systems into paste.
I strongly suspect this update was aimed at more casual and lite consumption players like myself and my friends on small servers, I suppose I could see why this would be an issue on bigger servers or large to immense scale projects but I think what they were trying to do was somehow make it so villagers are more useful for average players but on the other paw not put out an insane amount of easy resources either via mass farming etc. Maybe that will need tweaking to make everyone happy but I have not done such testing yet, but so far it's a big boost for my needs, also I like that I have control over the types of villagers that get introduced into villages over time as well.
Also there's the option of, just make more villages with the villagers you need which is easier now, especially in places you couldn't quickly setup villages before. And seriously, getting iron armor sets for less than it used to cost for a single piece is HUGE for me, I'm going to love my armor smith's, and it's nice that no villager can ever be locked out of all trades forever.
Edit: Also I don't see why your prices wouldn't change, if you build up your rep, discounts are huge.
Edit2: As someone who likes iron golem farms, I also like the changes, I think my designs can become simpler now too, yeah having to change something you've already done can be annoying, but I think it'll be quite rewarding long run.
we are in an unfortunate time where some things have to be removed in order for the game to advance, in this case fixing the rendering engine to not kill the mid-low end involves cutting out the lowest end
How do you build a defense against something that cannot be trapped, can spawn anywhere in the village, that walls literally are pointless against unless they don't spawn inside the village walls. That spawn in my base that isn't even near the village. I had to build sectioning walls INSIDE the village. The word "fun" extreme or otherwise doesn't describe it, unfun and ridiculous, however, does.
Implementing a mob that forces you to not be able to feel safe, ever, anywhere including your base because they can spawn anywhere in any light level. I don't believe forcing players to have to constantly look over their shoulder regardless of where they are makes for a fun play environment.
At this point all they are doing is throwing more and more hostile mobs at the player hoping to overwhelm them. Mobs like Pillagers should have been left to people making mods or put into a mod, not something that should have been forced into vanilla that everyone has to deal with because shoving Pillagers into vanilla just makes the game feel more like you're constantly having to defend yourself and less able to do anything else because you have to constantly deal with them at any time of day or night.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Also concrete. Alas - we can only hope that eventually is a part #2, with these two types and some of the other missing ones.
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I don't use note blocks much, but new sounds are always welcome.
But what's up with the Smithing and Fletching Tables?
I hope they will use a loading bar when loading a world than this one below.
Yuck!
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More unnecessarily over-complicating the crafting system? Eventually we'll probably need 10 blocks to do what we should be able to do with one.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
I think you're overreacting. All the new blocks so far except the Loom and the Cartography Table are completely optional. And the rationale for those two is pretty clear.
I like all the new features except for the pillagers. I hope an optional game mode is added that doesn’t have them at least for single player offline play. Or they only spawn under easily avoidable circumstances. Otherwise I will have to revert to 1.13 or just not leave peaceful mode ever.
EDIT: After playing with my 1.14 seed for quite a while now I can now give a more detailed opinion on the snapshot.
I have come to the conclusion that I really like the new items (e.g. composter, stonecutter, etc) and the look of the villages and villagers. I love that the occupations of the villagers are now more recognizable based on their attire.
I have still yet to experience a raid or the pillagers in my single-player game. I been afraid to leave peaceful mode because of reports by other people on the difficulty in protecting villages. My objections:
1. The villages I have found so far in hilly environments are more spread out and disconnected than the villages I am used to from previous versions of the game. From an aesthetic point of view, this doesn't bother me. As a matter of fact, it adds a welcome challenge to connect the different parts of the village and turn it into a beautiful entity. However, it makes the village more difficult to protect. This, coupled with reports that pillagers spawn within village boundaries, makes me too fearful for my villagers to risk their lives.
2. My playstyle is to create a natural-looking, beautiful environment for my farms and villages. A pretty wall or fence around a village/farm can be integrated into the design of an area, but I have seen people recommending major fortifications. I don't want to ruin the landscape with walls of cactus or lava trenches.
My wish for this game is still that at least for single player offline play, players like me can opt out of the pillage aspect of the game without having to go full-blown peaceful mode.
Raids are easily avoidable, but as far as Pillagers in general, don't think you can avoid them unless you were to make a mod that makes them unable to spawn.
How are grindstones optional? I cannot use the 2x2 crafting box or 3x3 crafting table to combine two partially used items of the same type and quality anymore. Grindstones are not optional, they are mandatory. New blocks should add their own new functionality, not take the already existing functionality from another block and make it their own. That's what Grindstones do: they remove the previously existing functionality from the 2x2 and 3x3 crafting grids and make that their functionality instead. Grindstones should function as Cartography tables do: borrow existing functionality from the 2x2 and 3x3 crafting tables and make them more efficient or better in someway. I don't need a Cartography table to make maps, to enlarge maps, to copy maps etc, but it makes doing so require fewer resources and I think improves on altering maps, but it doesn't remove the ability to do the same from the normal crafting table. Grindstones do, and they shouldn't.
Looms offer functionality not present previously, that I am aware of. I never dealt with banners much.
In short, new blocks shouldn't remove existing functionality from the previously existing crafting table, but offer either new functionality that wasn't available previously and/or offer the same functionality as from the crafting table at a reduced cost and/or with improvements without actually removing it from the default crafting tables they previously were available on.
I'm exaggerating for effect, but consider this prior to the 1.14 snapshots there was the Anvil, Furnace and Crafting Table, and now we have the Anvil, Furnace, Blast Furnace, Smoker, Loom, Grindstone, Stonecutter, and Cartography Table with the Smithing Table and Fletching Table coming soon. Guess what, that's 10 blocks.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Sorry, I forgot the Grindstone. Though in all honesty, item repair via crafting grid was always pretty marginal - I've only ever really used it on stone tools. My main interest in the Grindstone is getting XP from enchantments, which is indeed a new feature.
The Smoker and Blast Furnace are, as I said, completely optional. You can continue using furnaces for all your smelting needs if you wish, you just have more options now.
(Personally I'm hoping to see a Kiln or the like that will double the speed of glass, bricks, terracotta, cactus green, and stone. In other words, everything that the Blast Furnace and Smoker don't.)
The Stonecutter is also optional - so far as I know, none of the block, slab, or wall recipes have been removed. It's just a (considerable) convenience.
And I can totally understand why they introduced the Loom - it is virtually impossible to craft banners of any complexity without referring constantly to the wiki. I don't blame them for wanting to get away from that.
The need for the Cartography Table isn't as clear, I grant. I think it boils down to the fact that the recipes for maps can't be represented easily in the recipe book. They're trying to make the game more self-contained.
I was just listing out the crafting blocks themselves as examples of the proliferation of the number of crafting blocks that have been introduced. The way they were implemented was good in that they didn't remove any existing functionality from previously existing crafting blocks, and only implemented specific improvements to those processes. Even if item repair via the crafting grid was marginal, it was useful and shouldn't have been removed, and the grindstone should have followed the other new crafting blocks in that instead of wholeheartedly removing previously existing functionality from crafting blocks* it should have simply offered new functionality/better functionality. For example, if I'm fishing and pull up 10 bows I shouldn't have to run to a grindstone to combine them into bows with more durability, I should be able to do so as was previously possible.
The grindstone itself is more useful not for repairing items, rather it's best use is when trying to enchant items you cannot make a lot of like diamond armor and weapons, or bows if you are trying to get, say, an infinity bow or something: eventually you run out of resources to make them or you run out of books and/or you end up with chests of useless books/tools/weapons. For example, let's say you want to enchant a pair of diamond boots with Feather Falling. Without a grindstone you either enchant the boots and hope or enchant a ton of books and hope. With a grindstone you can just keep enchanting/disenchanting the boots until you get what you want.
*The loom kinda does, but it replaces it with something that makes it easier to apply patterns to banners at a much reduced cost while leaving the capability to make colored banners in the basic 3x3 crafting grid.
In short, the implementation of grindstones should have left the basic repair ability in the basic crafting grids, and not removed it wholesale just to require another block just for that one thing.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Oh, are the old banner recipes still in? I didn't realize that, I thought they'd been removed. In any case, though, as you say, they're just plain worse than the loom in any case.
No, the patterns were moved to the loom.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
I'm glad to see Minecraft is being worked on.
My kid likes to come into his favorite game and find new abilities.
When he gets tired of Minecraft... we go play Miniworld (which is giving you guys some competition)...
BUT he comes back to Minecraft because BUILDING is much better in Minecraft.
(Miniworld is not "smooth", and it is NOT obvious how to do things. But they have a rather slick way of letting users create new items...)
++++
Anyways 19w09a... needs more work. Obviously a bit rough still.
AND THE TEXTURES... please, Please, PLEASE put the old ones back as DEFAULTS!
They really need to put the villagers back to what they were before the snapshots in the programmers art resource pack since they never had green hair.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
A lot of people are complaining about the pillagers being annoying or broken i honestly think it's a great addition to make the game more difficult and challenging for players that want to try something new but for other people that don't like them or is to hard there should be an option to disable them or partially limit them
I've been playing for some time now and i think they are not that hard the ones i really hate are the vindicators but other than that i think they are pretty easy to deal with the ravanger beast does take a long time to kill and it's pretty annoying that it destroys crops but other than that i would actually like to see villagers do more than just hide maybe somewhat defend themselves in a way i've been playing hardcore for sometime now and i got really mad when i would get killed by vindicators until i figured out a better way to deal with them and as far as spawning goes i've never seen them spawn inside any village they actually come from outside borders except when you provoke raids
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So, everything has changed it seems about villagers, but I absolutely love it! Trades are actually amazing now and so much more viable in casual play if done with some forethought. I also love the way a village is established now and how much control you have over design now because of it! Place the beds, work stations, and gathering point wherever you want, it's awesome!
And to top all this off, it now seems possible to establish a fully functional village even totally underground, so literally anywhere can be a village now, even in the nether due to not needing sky anymore! This is looking to be the coolest update I've been a part of so far since getting Minecraft!
It's like they hate players that want to actually do end-game level setups. Supply and demand is a massive mistake, and villagers only being able to restock twice per day is an even more massive one.
Might as well never bother with any non-librarian villagers again with these horrible changes. They're gutting trading into the ground. Those of us with big auto-farms and villager trading centers are going to be emptying out our stocks as quickly as we can before all of these systems become effectively useless. Then there's the iron golem farms being decimated, the villagers having to be next to their workbenches to restock, and no other changes to trades or new good trades (except the globe pattern and everything the Mason and Wanderer sell). All of the trades that were garbage before will still be garbage, the prices haven't been changed, and certain villagers will continue to be completely and utterly worthless (leatherworker, butcher, fletcher).
Is Mojang actually aware of what the real problems with trading are that need updating? From the way things have been going so far, it certainly seems like they aren't. The structure changes to villages are great, but aside from that, the focal point of the entire update is looking quite terrible, it's just a nerftrain smashing all of our farms and trade systems into paste.
I strongly suspect this update was aimed at more casual and lite consumption players like myself and my friends on small servers, I suppose I could see why this would be an issue on bigger servers or large to immense scale projects but I think what they were trying to do was somehow make it so villagers are more useful for average players but on the other paw not put out an insane amount of easy resources either via mass farming etc. Maybe that will need tweaking to make everyone happy but I have not done such testing yet, but so far it's a big boost for my needs, also I like that I have control over the types of villagers that get introduced into villages over time as well.
Also there's the option of, just make more villages with the villagers you need which is easier now, especially in places you couldn't quickly setup villages before. And seriously, getting iron armor sets for less than it used to cost for a single piece is HUGE for me, I'm going to love my armor smith's, and it's nice that no villager can ever be locked out of all trades forever.
Edit: Also I don't see why your prices wouldn't change, if you build up your rep, discounts are huge.
Edit2: As someone who likes iron golem farms, I also like the changes, I think my designs can become simpler now too, yeah having to change something you've already done can be annoying, but I think it'll be quite rewarding long run.