It being family friendly is one of the biggest reasons I love it. They don’t go for shock value through cursing or being lewd, it’s just wholesome people goofing around. It’s such a good series because of the people in it. I know getting attached to celebrities can be a slippery slope nowadays but I genuinely think most if not all the hermits are good people. And that’s what makes it so good.
I once watched a video of some bloke saying “It’s not fun to just continually reset a villagers trades to get mending, or to build big farms that give you unlimited iron,” and through the whole video, all I could think was “JUST DON’T DO THAT THEN”. People really dig themselves into a hole then complain that it’s too deep to escape from.
honestly in my opinion this video falls flat most of the criticisms are faulty at best and straight up incorrect and misleading at worst i dont think these people you talk about are completely correct if you like the newer versions of minecraft thats fine and good but that as someone who has a heavy preference for older versions (not to sound pretentious or full of myself) alot of whats been done with minecraft overall is dissatisfying for a lack of better terms and i think alot of whats been shot down was not necessarily a bad idea and would even benefit the game alot but yeah
I disagree lokey, I feel like the lack of random building blocks actually forces you to get more creative with builds, hundreds of thousands of people still play beta minecraft just because it was designed better
Largely I agree, but i think the game does need to address it’s lack of meaningful extrinsic content and traditional progression in some sort of capacity. I don’t want 3k bosses and armor tiers, I just want a little something extra to shoot for and some extra challenge when playing the main progression. Minecraft is not a game about progression and dungeon crawling, but the small parts that are about that are really fun and I’d love to see it expanded in some capacity.
I started to not like jet as much after his most recent video was "hey guys exploration is bad because... uhh... you can fix it by giving me $8 for my patreon for a mod!"
People just need to play Terraria, it's an amazing game that would fit everything they want. Idk why people want to change Minecraft, the relaxing building game, when Terraria fits exactly what they're asking for and more
As someone who exclusively plays modded (to the point I’m about 5 years late with the updates), I recently stopped playing heavy modpacks in exchange for a vanilla+ cozy building pack because I realized, that’s what makes it fun. So many of these videos don’t seem to enhance that cozy, exciting feel of playing Minecraft for the first time. They just introduce GIMMICKS, and gimmicks can’t replace mechanics
The problem with people is that they consider themselves normal, the center of the universe. And that also applies to this video. Sure, the "normal players" ignore us, the builders, engineers, etc... but you're doing the same to them. Minecraft is a sandbox game, if an update announces tons of building and redstone features, that doesn't make it good because there is still a large portion of disappointed players. They can't call it horrible because it's not focused on them, but you can't call it good because it's focused on players like you. 1.17 was a good update, but it was split into 3 updates! You also say throughout the video that winning the game is not the goal, that is correct, but then you say that the goal is “thing” and “thing”. This is extremely wrong. The objective of the game is whatever you want (sandbox, remember?). This video is as wrong and right as those it criticizes (minus the jokes). The game has to balance the community, making almost everyone happy, like 1.16 and 1.21. which added blocks, challenges, new mobs, redstone mechanics and more.
7:55 I think the fact the hermits seem to be such genuine friends is why it’s so much better than other smps like Dream SMP. It never feels like there’s any actual animosity or problems between anyone. They all clearly respect each other and the effort everyone puts in and they never make overly destructive pranks like on other smps. It’s refreshing to see a group of friends that just genuinely are just having fun together and not necessarily trying to make any grand storylines.
The blood is actually ketchup apparently. Like, Sans gets the last laugh. Also, the sparing part is a drawback to Papyrus sparing you in the Genocide run. Papyrus spares you, and what do you do? You kill him. So Sans asks you to spare him, you spare him, and what does he do? He kills you. An eye for an eye. In addition of him pretty much saying to you "You spare me? Then Reset."
I still, still have the “Mumbo Jumbo for Mayor!” song stuck in my head. Season Seven will forever and always been my favorite season of Hermit. It’s the season I just remember almost everything from, and loved every minute of it.
AHHH THANK YOU IVE BEEN TRYING TO TELL MINECRAFT PLAEYRS THEYRE MISSING THE POINT OF A SANDBOX GAME!!! I dont think people realize that Minecraft is supposed to appeal to everyone so that feeling of easiness comes from you already learning the gameplay loop years ago. if someone born yesterday were to play it they would have a harder time with the game. Minecraft is good because you can do so many different things but people dont realize that it will always have builders and creative players as the forefront, combat is secondary to Minecraft.
Life Series could be up there with hermitcraft too but every "season" is relatively short and ends without a warning, which makes the viewer feel disappointed and taken for granted, especially if they have just got invested. Also, the overarching "twists" in each season feel like scraping the barrel. And if the twist is actually good, the creators don't seem to fully utilize it. Lastly, it's clear that most of the RU-vidrs involved in Life Series aren't passionate about what they do. It really shows in some incredibly lazy choices, especially when it comes to the endings. Even though I'm not really a Hermitcraft fan, it has always felt safe. And Life series could learn from it - more "structured" approach, with clear goals and timeframe in mind would make LS feel less of a waste of time.
The life series is improv, that limits how structured it can be because the creators don't know what will happen during the sessions. As for it ending abruptly, does it? Maybe the first season because no one knew what to expect, but as soon as the first person is out, you know it's going to end soon. And the short seasons are a positive in my eyes, it's short and sweet.
The way you snicker at the plot of battle of lake Chongjin and almost LAUGH at the idea that people defendijg their country from the united states could be heroic reveals all your biases very quickly and nullifies most of your other, already weak points.
Hmm, I think I'm in between your and JetStarFish's opinions on this topic. I do agree that building is a large part of Minecraft, but I feel like over time Mojang has to start appreciating the growing audience of mostly fighters and explorers that Minecraft has attracted. What I am most divided on is improving the difficulty of mobs. On the one hand, I get the drive to feel accomplished after killing the dragon to have a peaceful post-game full of building and redstone. But, on the other hand, I feel like more difficult mobs will not be as much of a nuisance as you suggest. Especially when exploring, facing more difficult mobs will feel like an additional challenge, rather than a nuisance, which is an important distinction to make. As for the multiplayer/power creep aspect, I have faith Mojang is smart enough to implement these features without disrupting two parts of the main selling point of Minecraft. Hermitcraft is also probably my favourite SMP in this moment, but I don't think adding slightly more steps of progression would ruin that series as a whole. Xisuma's favourite episode of his, is the season 1 episode "Professional Minecrafters" in which they just beat the dragon. And it still holds up to this day! For Hermitcraft, I would argue that not even the building/redstone is the main selling point, it's the interactions between creators! These interactions can also be fueled by extra steps in the progression ladder (which is why I'm excited for what 1.21 will bring). And besides, the other most recognizable (love it or hate it) SMP of all time was probably the DreamSMP, which had even more of a focus on the combat aspect of Minecraft (the builds mostly are lacking). And whether you liked DreamSMP or not, you have to agree that the way they play Minecraft also overlaps with a significant portion of the playerbase. To conclude, I think this discourse can be summarized with 2 issues within the fandom. 1. What is the point of Minecraft (This does not have to be a problem, Minecraft prides itself on not having a "point", but having "not having a point" as a mantra still alienates users who want to put their own meaning of the game into exploration/combat) 2. Should there be an "post-endgame" in Minecraft? (Does Minecraft need to offer additional challenges after the dragon, or should the dragon be the final challenge? This issue intertwines deeply with the first issue.) Nevertheless, I really enjoyed both of you guys ' videos (I haven't watched MewZe admittedly), and I think you both are very underrated MCYT'ers. You're killing it!
The only thing I respect more than a high quality RU-vidr, is a YTer that doesn't buy into the YT-friendly "agree with arguments, respect other opinions, make friends, don't yap and cause drama" mentality. Thank you for having the confidence and the reasoning to pummel the two into the ground. You are great.
This video has some good arguments, but I feel like it falls apart when you realise that everybody plays differently. Not everybody is a builder. I want to explore. I want to get stronger but have it in a rewarding way. I want my explorations to be of value and not just... oh more blocks. I don't want new dungeons with the same old loot. I don't need 30 saddles when I have an elytra.
Mojang can’t win lol they add the mace and people don’t like it being stronger than other weapons. I agree the enchants need some nerfs and caps. However, the mace would be the most boring and useless thing in the game if it was just an offbrand diamond axe and not a solid amount better for the amount of time that you spend acquiring it.
The only thing I don’t like about modern Minecraft is the music. I feel like I never hear it while playing. I wish they would have it play on shuffle like the legacy console additions.
Been getting back into minecraft. First video I watched was your two week minecraft phase sucks and never even heard of that term but couldn't agree more. Saw a lot of why it sucks videos but had gut feelings that it doesn't seem right based on how I was playing minecraft now but couldn't put it into words. Your video sums it up very well why I felt this feeling off. Why am I having more enjoyment than they are!
I agree so much. I was wondering why I feel a bit disconnected from recent fans who got into minecraft primarily for speedruns and pvp, which I won't knock those definitely have their place, but seeing this video definitely put it into words. So many people talk about how the mobs added through the mob vote are "useless" and do nothing to to help progression, when pure utility was never the purpose of minecraft. It's a sandbox. Anything is possible in minecraft and that's why its so fun. I have so many memories of joining creative servers, or survival servers, and minigame servers. And all the updates honestly have me playing normal minecraft more now. Its still very fun for me 💛
wow. I’ve seen two videos by this guy and I haven’t watched past a few minutes because he has the wrong opinions. Ghost fight stands on its own merits, serves a purpose dummy! doesn’t, and ooo is the best song in the game (up there with long elevator). Legitimately if you aren’t going to rank ghost fight that is PURE laziness. By that logic why are you ranking spider dance? or 90% of the other songs in this game. You have wrong opinions.
I feel like after the Jet portion this is my understanding the opinions are coming from different perspectives. I personally agree with jet the game rushes by too fast but I am mainly combat focused and don’t really like building all that much. I feel like Jet has a similar perspective. I think that due to your more building perspective you keep a more open mind to about decoration. Also if you know what you’re doing especially with knowing ore generation just by looking online you can basically get stacked in minutes and move on since now that you’re fully geared but haven’t done a lot of exploration because you’re not interested too much in building that’s where the game gets boring and where I think progression should be added. In short I’m trying to say that because of different perspectives you think of progression differently and I think Minecraft needs more progression resource wise because that’s the part of the game I like to focus on since I don’t like building and in my head I don’t need to explore since I can’t get new and different resources. To sum it once again it’s just you and jet have different perspectives on progression.
11:37 who else is gonna tell him he has a skill issue I'd only beaten true pacifist in both UT and UTY when I beat sans, and on switch too Took 2 hours but still-
This is a great video, and I do agree a lot of Minecraft doomerism is very silly... _But,_ here's a wall of text anyway lmao While I agree Minecraft is intrinsically fun, I think there's a valid argument that *the game could be better at drawing that intrinsic fun out of its players.* For people who have already found it, people who know the rules of Redstone, play on Hardcore often or consider killing the Dragon a chore on MP servers more than a quest, it's not a problem at all. But like you say at 17:00, the Hermitcraft dream happens in a post-dragon world, and I would argue a large portion of the people who have never killed the dragon aren't in that boat because _they're just having so much fun without doing it,_ but because they're dropping off before that point. They fell in lava with all their good gear and got demotivated, or they got too caught up in making a trading hall and got bored, or ecetera. As an example of what I mean about drawing intrinsic fun out, I actually think the original Nether did a good job of it. While the dimension itself was awful compared to its modern glowup, I think people forget just how cool the new blocks were. Netherrack opened the door to decorative fire. Glowstone was the first light emitting block, and better than torches. Those two simple blocks easily inspired new building possibilities, and the way you reached them was even better, the portal became a permanent fixture of your base from then on and how you incorporated it was up to you. Compare that to Archaeology/Sniffer rewards or Froglights, and I think you can see a clear shift in design that has lost a lot of people along the way. Torchflowers _could have_ inspired new building possibilities if they emitted light, but they don't. I'm sure for expert builders, with an eye for colour theory and texturing, these blocks are super cool and they can think up practical build uses. And I'm sure for expert players, the process of getting these blocks doesn't give them a headache just thinking about it. But for me, I'm not so lucky on either count. It's even more pronounced with Redstone contraptions. Each new one makes Redstone more complex interesting _in theory_ but I think in practice, the % of people experimenting with Redstone just gets lower, and the % who just copy guides (and therefore lose the intrinsic fun with the feature) gets higher the more complex Redstone gets. I'm sure Skulk is revolutionary, but goodness knows I can't think of a use of it, Pistons are still pretty much the peak of my Redstone understanding haha. Ok, but that's enough negativity, I think it's time for me to quickly suggest what I think could change to improve this, which I will keep to my one pet issue: *The road to fully enchanted gear should be straightforward.* There is no reason for Anvil mechanics/enchanting to be as complex as it is, it's unnecessarily convoluted and IMO causes a lot of people to lose motivation in Minecraft's midgame because they feel like they're failing to progress, they need a trading hall, they need Mending before they even think about an Elytra, etc. I absolutely believe getting optimal gear, Mending included, should be easy for any new player with an Enchanting Table and enough XP, and stuff like villager trading halls should be shortcuts, not the main, most viable path. I think far more players will feel confident in Nether trips, village raids, killing the Ender Dragon, exploring the Deep Dark, and other ventures outside their comfort zone when they have some Protection levels on their armor. I also think players will feel more encouraged to do that if incorporating the enchanted books they find into their gear is straightforward, too. And by extension, they'll feel more inclined to construct ambitious bases once they have enchanted tools capable of harvesting blocks faster than before. Getting players over that hurdle will have a cascading effect on how many other areas of the game they will experience and enjoy. I really do think that easing out Enchanting will make the escape from Minecraft's midgame into the more convenient postgame a lot easier for a variety of players.
the thing i love about hermitcraft is that every hermit has their own unique episodes, and when you switch perspectives it isnt repetitive. im watching 7 different hermits rn and i am just never bored, ive never found that with other series.
Thank you for making this video. Anyone who wants this to be an RPG, or something not like Minecraft was intended can simply download mods for their game, or a modpack. I've thoroughly enjoyed both vanilla and modded.
loved this video, its well made and very entertaining. personally(again, this is my own personal feelings about how i like to play games) i agreed with a lot of their points. not in an objective way, but the overall idea they had. the games i like are usually a different style than vanilla mc, and you know what i do? i slap on a modpack that adds all of the things i want, and proceed to put in about 60-100 hours in a week beating it. people forget that thats something you can do. you can just make the game how you like it, not in the theoretical way like these essays, but literally. you can do anything with this type of game, and i promise there is a mod/modpack for everyone. and if there isnt, go play another game. the point is to have fun. side note, ill give hardcore another try, since the last world i made was abandoned a few years back. ill take the "set a goal for yourself" idea to heart and see how it goes.
The critics you respond to present their subjective view on the game as fact. You respond to them by saying they're wrong and then presenting your own subjective view as fact. In this discussion, everyone is wrong.