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Joined 2 years ago
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Cake day: June 16th, 2023

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  • I think this is the point of hard disagreement, I either make do with what villagers offer (by ignoring them entirely) or start exploiting, and neither feels satisfactory; I wouldn’t call it in-depth either, data miners and META pioneers dug all the depth out of the system.

    As for villager curing: the act of curing a villager is an intended mechanic, but what is not an intended mechanic is locking up a villager with a zombie, let the zombie eat the villager, cure the latter for a price reduction, rinse and repeat. Not required (like anything in the game, which is the point of it), but cuts some of the grind.


  • Thing is, at some point you get the endgame infinite-weapon perk by aggressively working against developer intent; the zombification exploit is an exploit (unless they fixed it? idk I haven’t played since before the update with the warden), setting up a farm with the desired villagers is an absolute chore AND Mojang made it worse by limiting Mending to swamp villagers (again, idk if that is still true).

    By having a repair XP cost increment, you basically make endgame-enchanted items impossible to repair at all, and they’re so tedious to create in the first place that you can’t just forget about having mending.

    You can live without them, but then you’re either speedrunning the game, playing creative mode with less perks, or never using powerful gear because of the “I’ll just keep it for when I need it” phenomenon.
    So, enchanted items are an afterthought to a niche of players, and an annoyance to the majority.

    Don’t get me wrong: my problem with the current(?) system is not with resource farms themselved, it’s with the gear progression being based on tedium and anti-tedium exploits.
    Just thinking about the fact that I’d have to spend way more time enchanting my stuff than using it, makes me not want to get back to it.