The new Minecraft Live game drops are cool, they praised the original minecraft trailer from 2011 and showing that even that was a community made part of the game, so the new updates are still trying to appeal to the old.
I like them. In particular, I liked the changes that 1.18 brought that it's basically the foundation I need now. I couldn't go back to pre-1.18 without it feeling like I've stepped into "classic" Minecraft.
Of course, there's always specific things I don't really care for. The mace comes to mind. Structures are way, way too common, and is shown yet again with the new trial chambers that just overlap ancient cities or strongholds. Talk about a mood kill to imagine seeing that.They need to address structure frequency, and add checks to prevent at least these larger ones from overlapping. Older versions of the game didn't generate villages if something prevented it (which is part of why there were fewer villages). The current versions are too lenient on structure spawning.
1.9 was fine, but then again I'm not a PVP player.
I like 1.14+ because of the QoL changes that I always mention, fast-swimming, suffocation-prevention crawling, and the crafting recipe book.
Otherwise, the game was simpler in versions before 1.7 and my sweet spot was 1.4-1.5.
Nowadays it's more interesting and feels story-like, but not as much a resource game.
The 1.22 creakings/pale gardens are a nice nod to fantasy golems of the weeping-angel and shared-core types, but not sure how fun the gameplay will be when you have a swarm of those on you or a swarm of normal mobs alongside just one of them. They are, after all, inverse endermen.
Okay apparently I need to get caught up because I've been noticing people mentioning "gardens" for the last couple days but not elaborating on anything, and I was getting confused, so apparently there's known content for the upcoming versions.
Of course, there are many, many differences between TMCW and the latest version and I didn't even add the main content, those huge caves, because of 1.18 (TMCW was created in early 2014 and even older mods added larger caves, with one even adding a deeper underground, up to 1.5 times that of 1.18; likewise, I've made comparisons between features, like my amethyst armor and tools and netehrite, which are quite similar in many ways but again I added amethyst many years before (hence the common complaint that modern Minecraft feels modded because it has added so many features from or similar to mods, 1.6 itself was criticized due to horses, which were even a direct port from a popular mod).
And in the end, I'm perfectly content with playing on my first world, at least with all the bugfixes, optimizations, and QoL features and other minor changes I've made (this includes many bugs still present as of the latest version, and avoiding many of their own issues); I simply find it fun to mod the game in the way I have with TMCW and this is the main expression of my creativity (as opposed to building things in-game like most players), as well as demonstrating how certain things could have been done (e.g. I have a "Mending" enchantment but it simply works like renaming an item did before 1.8 so you need anvils and resources to repair them; unlike 1.9's general cooldown (damage * 1.6 DPS) my "anti-spam-click" penalty system specifically punishes spam-clicking while allowing for (damage * 2 * opponents) DPS against multiple opponents, as long as you can retarget them fast enough; of course, there are all the differences in how biomes and underground features generate).
I don't hate it. There is always going people on the extremes that either love it so much and think it's the best thing ever, or terrible. Another update I'll probably pass over like tricky trials.
I believe that the game has become overly saturated in recent times. As one who has played Minecraft since 2012, I still enjoy version 1.16 and occasionally venture into 1.17. The Minecraft of old felt special; however, the drastic changes to terrain and caves have, in my view, undermined the core essence of the game.
Of course, opinions differ. I’ve seen players who prefer version 1.8, discontented with the new combat update, while others delight in the latest version
Admittedly I've followed the game significantly less since 1.19, so my last experience is in that version with limited understanding of newer features (Trial Chambers and the Minecon stuff). I do have a nostalgia for older "simpler" versions, although going back to 1.2.5 or 1.7.10 sometimes feels incomplete and unpolished by comparison.
In general I'm satisfied with the direction of new updates, especially reworking existing content like the underwater, Nether, villages and worldgen. I do wish they did more in this respect though. There's tons new content and a new bastion structure in the Nether, but Nether Fortresses, which seem like the most progression-gating part of the dimension (brewing and the End), are still as barren and grindy as before, the only change being that they're placed in the new biomes. The rest of it can ultimately be skipped, there's not much to do in the Basalt Remnants for example if you're not seeking basalt or magma blocks. The large underground of 1.18+ is a significant change (that I have somewhat mixed feelings about), but it still has all the same hostile mobs that you face on the surface and elsewhere in the Overworld.
Another issue I have are some of the balancing changes that made aspects of the survival game "easier", such as Elytra completely circumventing ground transportation (and giving even less of a reason to use horses and especially minecarts), Mending, shields being able to tank creeper explosions, and the fast health regen from full hunger. I'm not a big fan of the current "gameplay meta" seen around YouTube and the online MC community that often rely on quirks of game mechanics, although I'm not sure whether that has more to do more with the community rather than the changes in the game itself.
I am however a fan of the small QoL changes, as well as atmospheric changes such as significantly expanding the range of subtle sound effects, which I felt used to be barebones. If I decided to pick up the game again, these alone would lend me to play the new versions instead of older ones, and then revert or tweak balancing with the limited modding knowledge that I have (so opposite to TheMasterCaver's approach).
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They could be better. I feel like they just bloat things too much instead of bringing something more interesting to the game. At least for me the way I play.
Nether Fortresses, which seem like the most progression-gating part of the dimension (brewing and the End), are still as barren and grindy as before...
Another issue I have are some of the balancing changes that made aspects of the survival game "easier", such as Elytra completely circumventing ground transportation...
I used to think Elytra felt "too creative-like" in the abilities it granted, but over the years, I've changed my opinion on it. This is mostly because I realized overworld traversal isn't difficult, it's just time gated, or as you said above, "grindy". It makes late game exploration and travel less grindy, so I thought these two quotes somewhat contrasted one another.
Nether fortresses feel fine to me. I wouldn't complain if they received improvements, but they feel sufficient as-is (and other structures need improved more in my opinion).
I do agree that elytra could use some removal of power, and other transportation methods could use some addition of power.
Minecarts were made faster though, so we're partway though.
For elytra, I think they should be able to do exactly what they do for travel purposes, but they need some limitation to prevent them from being "flee from any risky combat situation". It's too much of a "get out of jail free" card even with the loss of armor from having it equipped. How you would achieve keeping it the same for travel for nerfing it for escaping combat, I don't know. Maybe the game tracks whether you're "in combat" like some other RPGs and only allows engaging elytra when out of combat? That might be too complicated. Maybe you need to glide for X amount of seconds before using a rocket to boost?
No matter what you do... players will complain.
Making minecarts (and horses) even faster is just power creeping the game and wouldn't even change the fact that elytra will always overshadow them.
...shields being able to tank creeper explosions, and the fast health regen from full hunger...
Totally agree with both of these.
I've been playing 1.6 lately and while I like/miss the shield, it shouldn't completely negate explosions. It should negate projectiles and melee attacks, but explosions should have a portion get through. Then again, I think creepers need rebalanced too (basically, explosion needs to be larger, and do more damage at the edges, but less near the center).
The slower health regeneration also feels more balanced than current versions, although still slightly off the ideal mark I'd want. I'd say it's maybe a hair too slow, especially feeling frustrating with damage over time. Cave spiders are a notable mention here, but that might also be because mobs like spiders and baby zombies are already more frustrating due to server/client sync issues, so you get hit by something that feels unfair (it hit me!?) and lose nearly half your health over time and have to retreat and wait for a minute, which feels more like "grind" (time wasting/waiting) as opposed to real difficulty. The faster health regeneration of recent versions thus feel better, but it also feels like a bandage fix of a bigger underlying thing.
I used to think Elytra felt "too creative-like" in the abilities it granted, but over the years, I've changed my opinion on it. This is mostly because I realized overworld traversal isn't difficult, it's just time gated, or as you said above, "grindy". It makes late game exploration and travel less grindy, so I thought these two quotes somewhat contrasted one another.
This would be far less of an issue if not for the changes to world generation since 1.6.4; back then you could find pretty much everything within a few hundred blocks of spawn; a look down at spawn in my first world (north is towards the bottom) shows 6 different biomes (out of the 7 main land biomes, extreme hills being the only one not visible and it is just on the other side of the desert); structures might be the main reason to explore but villages seen plenty common (besides the one at spawn there are two more villages a few hundred blocks to the south and east, a witch hut is in the swamp to the north, and a jungle temple to the south of the southern village; a desert temple is further away, about 1000 blocks to the north, but trivial compared to the distances in modern versions, though biomes are so vast you are pretty much guaranteed to find at least one, if not multiple, structures, and this is a very common complaint, but no doubt aggravated by faster travel methods):
This shows the staggering contrast between 1.6.4 and 1.18 world generation (or rather, what 1.18 might look like if it had the biome size and placement of 1.6.4), the "hot/desert" region off to the east extends well under the map of one of my worlds:
Seeing as I am maintaing a forum thread based around 1.3.2 to 1.13.2 or Beta 1.7.3 or other related Fabric/Ornithe projects you can tell I don't really care about modern Minecraft right?
I mean I dropped off at 1.17 not beacuse I hated the new world gen I just wasn't that fussed and I was busy with other things at the time.
But with trying out looking at mod content and installing 1.20.1 I was like so it added this and that and yeah not a lot to care about.
Never been a fan of Enderman outside of modded, in modded I don't mind getting around them but on like legacy console versions I go nah pass. Because enchants and waiting is just not worth the time and effort. Let alone some other things. Barely use potions (a me thing not a bad feature). Item transport is eh of droppers/hoppers or whatever it's like nowadays.
I'm too out of the loop of 1.17 and under and also still not fussed using what's added since. Too forum/wiki up keep focused to answer.
The mob votes I was like oh so the community says otherwise then the types I'd have cared for, pass, the crafting changes seem fine, the wind mob seems fine, otherwise..... not a lot I care for. The cherry biome is fine. Archaeology got finished finally. But otherwise I couldn't really care less even with for 3+ years not touching the game and only looking at bits and pieces of news as I still barely cared and just been on this forum basically just doing mod updates and wikis, if that shows how much not paying attention, not missing anything really means then yeah.
Like I hated 1.7.2 when it came out and wanted to stay on 1.6.4, I have used from 1.7.2 to 1.12.2 and yeah if it wasn't for mods in 1.8 to 1.12.2 the niche ones I'd have been bored. 1.13 same there mostly for modding with Rift/Fabric in 1.14+, but the swimming was cool I liked that.
Otherwise 1.14 blocks were kind of just a tad better but not worth me crafting when I could just do more furnaces and not care, same with mods with food only upgrades, didn't care that much. Other blocks did help to make things clear then all crafting table but even still.
1.15 was a fair bees/performance update, 1.16 nether was as annoying as 1.7.2 was for me.
1.17 I tried the snapshots before the 1.18 datapack/further world gen delay it was fine. The geodes/otherwise were fine from what I remember and mostly have let's play footage I go off of as had 2 snapshot LPs and a more lengthier 1.17 Pre-Rel 1-5 LP..
1.18+ has been what not great mob votes, ok biomes, systems changes I don't think much of. I"m not missing out. I should give a proper go of them but from the outside I don't see much I've missed out on.
I mean copper/lightning rods was showcased will wool roofs, for rust/other things sure, mods of course did copper tools like any tech mods of the past it's just like iron nuggets they were official then ore dictionary between mods.
Do you think I think Mojang thought up much intelligently or have past updates really at all let alone the community having particular mob vote choices that offered fair of more and they went the more dull options.
Same with 'no harming the player' cough 1.13 Phantoms exist, thunder is weather based/been in the game for years but Phantoms for not sleeping, yeah make that makes sense. XD
Let alone the EULA for Bedrock versus content on Java gets treated differently. Make that make sense of fan content rules.
This would be far less of an issue if not for the changes to world generation since 1.6.4...
It would be less of an issue only because there would be less of an incentive or need for exploration to begin with if the terrain was still like that.
That was sort of my underlying point. Originally, elytra felt like it would be too "creative-like" to belong in survival (and a key thing worth mentioning is that I was still playing in a world with 1.6 era terrain at the time I formed this opinion). Then I realized that it's really no different than things like enchantments (namely, mending, efficiency, and fortune). Those are all things that feel very disruptive insofar as survival balance, but they're still desired by most players because they reduce the late game grind in some aspect of the gameplay. Efficiency allows faster terrain manipulation, fortune allows faster resource accumulation, and elytra allows faster terrain traversal.
The "it wouldn't be an issue if something else was different instead" seems like an odd angle to me since you can say that about pretty much anything. Two examples could be "efficiency wouldn't be needed if we could instantly break blocks to begin with" or "fortune wouldn't be needed if ire was many times more common to begin with".
The actual broken part in my mind with elytra isn't in the travel aspect; it's how you can just get out of so many otherwise poor situations with it by just fly-fleeing away.
Hey everybody, Hooty here, so basically I was wondering if any of you guys enjoy the new Minecraft updates. (Update 1.14-Present)
A lot of people are playing older versions and 1.9 to now is considered "The Bronze Age" of Minecraft and I don't think it deserves that
title.
So I would like to see what you think!
hooty557
The new Minecraft Live game drops are cool, they praised the original minecraft trailer from 2011 and showing that even that was a community made part of the game, so the new updates are still trying to appeal to the old.
I like them. In particular, I liked the changes that 1.18 brought that it's basically the foundation I need now. I couldn't go back to pre-1.18 without it feeling like I've stepped into "classic" Minecraft.
Of course, there's always specific things I don't really care for. The mace comes to mind. Structures are way, way too common, and is shown yet again with the new trial chambers that just overlap ancient cities or strongholds. Talk about a mood kill to imagine seeing that.They need to address structure frequency, and add checks to prevent at least these larger ones from overlapping. Older versions of the game didn't generate villages if something prevented it (which is part of why there were fewer villages). The current versions are too lenient on structure spawning.
1.9 was fine, but then again I'm not a PVP player.
I like 1.14+ because of the QoL changes that I always mention, fast-swimming, suffocation-prevention crawling, and the crafting recipe book.
Otherwise, the game was simpler in versions before 1.7 and my sweet spot was 1.4-1.5.
Nowadays it's more interesting and feels story-like, but not as much a resource game.
The 1.22 creakings/pale gardens are a nice nod to fantasy golems of the weeping-angel and shared-core types, but not sure how fun the gameplay will be when you have a swarm of those on you or a swarm of normal mobs alongside just one of them. They are, after all, inverse endermen.
Okay apparently I need to get caught up because I've been noticing people mentioning "gardens" for the last couple days but not elaborating on anything, and I was getting confused, so apparently there's known content for the upcoming versions.
My opinion of newer updates seems pretty obvious; "why do I still play in 1.6.4"? Then again, what is this?
Some of these features were even added before they ever made it to a full release; "It looks like Mojang implemented one of my modifications", "I added granite, diorite and andesite in the same manner as the 1.8 snapshots", and more recently, bogged skeletons and wolf armor while they were still in snapshots (and some not even, like naturally spawning killer rabbits, though I added rabbits long after 1.8).
Of course, there are many, many differences between TMCW and the latest version and I didn't even add the main content, those huge caves, because of 1.18 (TMCW was created in early 2014 and even older mods added larger caves, with one even adding a deeper underground, up to 1.5 times that of 1.18; likewise, I've made comparisons between features, like my amethyst armor and tools and netehrite, which are quite similar in many ways but again I added amethyst many years before (hence the common complaint that modern Minecraft feels modded because it has added so many features from or similar to mods, 1.6 itself was criticized due to horses, which were even a direct port from a popular mod).
And in the end, I'm perfectly content with playing on my first world, at least with all the bugfixes, optimizations, and QoL features and other minor changes I've made (this includes many bugs still present as of the latest version, and avoiding many of their own issues); I simply find it fun to mod the game in the way I have with TMCW and this is the main expression of my creativity (as opposed to building things in-game like most players), as well as demonstrating how certain things could have been done (e.g. I have a "Mending" enchantment but it simply works like renaming an item did before 1.8 so you need anvils and resources to repair them; unlike 1.9's general cooldown (damage * 1.6 DPS) my "anti-spam-click" penalty system specifically punishes spam-clicking while allowing for (damage * 2 * opponents) DPS against multiple opponents, as long as you can retarget them fast enough; of course, there are all the differences in how biomes and underground features generate).
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?
I'm not too bothered. pretty mid update.
I don't hate it. There is always going people on the extremes that either love it so much and think it's the best thing ever, or terrible. Another update I'll probably pass over like tricky trials.
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I believe that the game has become overly saturated in recent times. As one who has played Minecraft since 2012, I still enjoy version 1.16 and occasionally venture into 1.17. The Minecraft of old felt special; however, the drastic changes to terrain and caves have, in my view, undermined the core essence of the game.
Of course, opinions differ. I’ve seen players who prefer version 1.8, discontented with the new combat update, while others delight in the latest version
Admittedly I've followed the game significantly less since 1.19, so my last experience is in that version with limited understanding of newer features (Trial Chambers and the Minecon stuff). I do have a nostalgia for older "simpler" versions, although going back to 1.2.5 or 1.7.10 sometimes feels incomplete and unpolished by comparison.
In general I'm satisfied with the direction of new updates, especially reworking existing content like the underwater, Nether, villages and worldgen. I do wish they did more in this respect though. There's tons new content and a new bastion structure in the Nether, but Nether Fortresses, which seem like the most progression-gating part of the dimension (brewing and the End), are still as barren and grindy as before, the only change being that they're placed in the new biomes. The rest of it can ultimately be skipped, there's not much to do in the Basalt Remnants for example if you're not seeking basalt or magma blocks. The large underground of 1.18+ is a significant change (that I have somewhat mixed feelings about), but it still has all the same hostile mobs that you face on the surface and elsewhere in the Overworld.
Another issue I have are some of the balancing changes that made aspects of the survival game "easier", such as Elytra completely circumventing ground transportation (and giving even less of a reason to use horses and especially minecarts), Mending, shields being able to tank creeper explosions, and the fast health regen from full hunger. I'm not a big fan of the current "gameplay meta" seen around YouTube and the online MC community that often rely on quirks of game mechanics, although I'm not sure whether that has more to do more with the community rather than the changes in the game itself.
I am however a fan of the small QoL changes, as well as atmospheric changes such as significantly expanding the range of subtle sound effects, which I felt used to be barebones. If I decided to pick up the game again, these alone would lend me to play the new versions instead of older ones, and then revert or tweak balancing with the limited modding knowledge that I have (so opposite to TheMasterCaver's approach).
They could be better. I feel like they just bloat things too much instead of bringing something more interesting to the game. At least for me the way I play.
My Minecraft Builds:
lindolasmcbuilds.blogspot.com
I used to think Elytra felt "too creative-like" in the abilities it granted, but over the years, I've changed my opinion on it. This is mostly because I realized overworld traversal isn't difficult, it's just time gated, or as you said above, "grindy". It makes late game exploration and travel less grindy, so I thought these two quotes somewhat contrasted one another.
Nether fortresses feel fine to me. I wouldn't complain if they received improvements, but they feel sufficient as-is (and other structures need improved more in my opinion).
I do agree that elytra could use some removal of power, and other transportation methods could use some addition of power.
Minecarts were made faster though, so we're partway though.
For elytra, I think they should be able to do exactly what they do for travel purposes, but they need some limitation to prevent them from being "flee from any risky combat situation". It's too much of a "get out of jail free" card even with the loss of armor from having it equipped. How you would achieve keeping it the same for travel for nerfing it for escaping combat, I don't know. Maybe the game tracks whether you're "in combat" like some other RPGs and only allows engaging elytra when out of combat? That might be too complicated. Maybe you need to glide for X amount of seconds before using a rocket to boost?
No matter what you do... players will complain.
Making minecarts (and horses) even faster is just power creeping the game and wouldn't even change the fact that elytra will always overshadow them.
Totally agree with both of these.
I've been playing 1.6 lately and while I like/miss the shield, it shouldn't completely negate explosions. It should negate projectiles and melee attacks, but explosions should have a portion get through. Then again, I think creepers need rebalanced too (basically, explosion needs to be larger, and do more damage at the edges, but less near the center).
The slower health regeneration also feels more balanced than current versions, although still slightly off the ideal mark I'd want. I'd say it's maybe a hair too slow, especially feeling frustrating with damage over time. Cave spiders are a notable mention here, but that might also be because mobs like spiders and baby zombies are already more frustrating due to server/client sync issues, so you get hit by something that feels unfair (it hit me!?) and lose nearly half your health over time and have to retreat and wait for a minute, which feels more like "grind" (time wasting/waiting) as opposed to real difficulty. The faster health regeneration of recent versions thus feel better, but it also feels like a bandage fix of a bigger underlying thing.
This would be far less of an issue if not for the changes to world generation since 1.6.4; back then you could find pretty much everything within a few hundred blocks of spawn; a look down at spawn in my first world (north is towards the bottom) shows 6 different biomes (out of the 7 main land biomes, extreme hills being the only one not visible and it is just on the other side of the desert); structures might be the main reason to explore but villages seen plenty common (besides the one at spawn there are two more villages a few hundred blocks to the south and east, a witch hut is in the swamp to the north, and a jungle temple to the south of the southern village; a desert temple is further away, about 1000 blocks to the north, but trivial compared to the distances in modern versions, though biomes are so vast you are pretty much guaranteed to find at least one, if not multiple, structures, and this is a very common complaint, but no doubt aggravated by faster travel methods):
This shows the staggering contrast between 1.6.4 and 1.18 world generation (or rather, what 1.18 might look like if it had the biome size and placement of 1.6.4), the "hot/desert" region off to the east extends well under the map of one of my worlds:
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?
Seeing as I am maintaing a forum thread based around 1.3.2 to 1.13.2 or Beta 1.7.3 or other related Fabric/Ornithe projects you can tell I don't really care about modern Minecraft right?
I mean I dropped off at 1.17 not beacuse I hated the new world gen I just wasn't that fussed and I was busy with other things at the time.
But with trying out looking at mod content and installing 1.20.1 I was like so it added this and that and yeah not a lot to care about.
Never been a fan of Enderman outside of modded, in modded I don't mind getting around them but on like legacy console versions I go nah pass. Because enchants and waiting is just not worth the time and effort. Let alone some other things. Barely use potions (a me thing not a bad feature). Item transport is eh of droppers/hoppers or whatever it's like nowadays.
I'm too out of the loop of 1.17 and under and also still not fussed using what's added since. Too forum/wiki up keep focused to answer.
The mob votes I was like oh so the community says otherwise then the types I'd have cared for, pass, the crafting changes seem fine, the wind mob seems fine, otherwise..... not a lot I care for. The cherry biome is fine. Archaeology got finished finally. But otherwise I couldn't really care less even with for 3+ years not touching the game and only looking at bits and pieces of news as I still barely cared and just been on this forum basically just doing mod updates and wikis, if that shows how much not paying attention, not missing anything really means then yeah.
Like I hated 1.7.2 when it came out and wanted to stay on 1.6.4, I have used from 1.7.2 to 1.12.2 and yeah if it wasn't for mods in 1.8 to 1.12.2 the niche ones I'd have been bored. 1.13 same there mostly for modding with Rift/Fabric in 1.14+, but the swimming was cool I liked that.
Otherwise 1.14 blocks were kind of just a tad better but not worth me crafting when I could just do more furnaces and not care, same with mods with food only upgrades, didn't care that much. Other blocks did help to make things clear then all crafting table but even still.
1.15 was a fair bees/performance update, 1.16 nether was as annoying as 1.7.2 was for me.
1.17 I tried the snapshots before the 1.18 datapack/further world gen delay it was fine. The geodes/otherwise were fine from what I remember and mostly have let's play footage I go off of as had 2 snapshot LPs and a more lengthier 1.17 Pre-Rel 1-5 LP..
1.18+ has been what not great mob votes, ok biomes, systems changes I don't think much of. I"m not missing out. I should give a proper go of them but from the outside I don't see much I've missed out on.
I mean copper/lightning rods was showcased will wool roofs, for rust/other things sure, mods of course did copper tools like any tech mods of the past it's just like iron nuggets they were official then ore dictionary between mods.
Do you think I think Mojang thought up much intelligently or have past updates really at all let alone the community having particular mob vote choices that offered fair of more and they went the more dull options.
Same with 'no harming the player' cough 1.13 Phantoms exist, thunder is weather based/been in the game for years but Phantoms for not sleeping, yeah make that makes sense. XD
Let alone the EULA for Bedrock versus content on Java gets treated differently. Make that make sense of fan content rules.
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It would be less of an issue only because there would be less of an incentive or need for exploration to begin with if the terrain was still like that.
That was sort of my underlying point. Originally, elytra felt like it would be too "creative-like" to belong in survival (and a key thing worth mentioning is that I was still playing in a world with 1.6 era terrain at the time I formed this opinion). Then I realized that it's really no different than things like enchantments (namely, mending, efficiency, and fortune). Those are all things that feel very disruptive insofar as survival balance, but they're still desired by most players because they reduce the late game grind in some aspect of the gameplay. Efficiency allows faster terrain manipulation, fortune allows faster resource accumulation, and elytra allows faster terrain traversal.
The "it wouldn't be an issue if something else was different instead" seems like an odd angle to me since you can say that about pretty much anything. Two examples could be "efficiency wouldn't be needed if we could instantly break blocks to begin with" or "fortune wouldn't be needed if ire was many times more common to begin with".
The actual broken part in my mind with elytra isn't in the travel aspect; it's how you can just get out of so many otherwise poor situations with it by just fly-fleeing away.