Infernal Studios

Are mob farms a good part of Minecraft? Why? Why not?

3 weeks ago | [YT] | 59



@Zooker25

They are a valid way of playing the game, I just wish they weren't assumed to be the only correct way of playing the game by so much of the community. I don't really use them. It sounds silly but I like to be immersed in Minecraft, so far as you can be immersed in a game with floating trees. I just feel like it makes more sense to go spelunking and mining for iron, rather than construct an ugly machine with villagers to exploit the iron golem summoning mechanic for endless free iron.

3 weeks ago | 44  

@CableSpark872

I think farms are "non-game design." From a design stand point, Minecraft should already have a real automation system that lets you get renewable resources once you reach the end game, because it's just necessary for the kind of game that it is, but Mojang had the luck of, from the very start, being able to rely on their massive player base to figure out the best ways to exploit the game's inner workings to their benefit. Exploit farms were not something initially intended by the dev(s), but they became just another part of the game loop to many players thanks to their efficiency, to a point point were I'd say most players perceive them as fundamental to Minecraft's identity. Exploit farms are the main supplier which allows players to reach most of the endgame content in a reasonable time frame, like building mega bases, big redstone contraptions, long distance travel methods, or getting virtually unbreakable, fully enchanted gear. This is what I mean by "non-game design"; an awkward middle point of "bug turned into feature," were these exploit farms are ingrained into the game just enough that devs don't try to improve or balance them like they would with legit features, but still actively try to avoid messing with or patching them like any game designer would if they found an exploit, because it could upset the player base. Even then, they're still broken. I would prefer if the game had an actual system which was balanced and also incentivized real engagement from me, instead of having to either mine for like a week straight, or go look outside of the game to figure out the most efficient way of making some sick railways that connect my house to the rest of the world, which is... mindlessly forcing hostage villagers to inbreed in a claustrophobic cubicle surrounded by death traps... while I watch from the distance... for some reason. But it's probably too late for them to change how this all works. Even if the farming exploits were replaced by a system that wasn't janky, was intuitive, but also deep, involved building and creativity in some way, was fun to manage and was even more efficient than exploit farms, it wouldn't matter, because as I said before, they would be changing a fundamental part of what the players perceive as Minecraft's identity, and people wouldn't like it.

3 weeks ago (edited) | 18

@Jonathing

Mob farms are BORING! I'm not gonna sit around for XP, I paid $30 to play the game.

3 weeks ago | 13  

@blasphemyincarnate6498

I don't like them because they are the primary justification for a lack of interesting mob ai. I think that interactions with mobs should be separate from farming and automation, such farms are going to exist regardless, but I think it's a shame that vanilla prioritizes mob grinders a player might build over interactions with a mob they will experience. Just generally speaking, mobs acting more like actual critters and townsfolk and such instead of being redstone components with extra steps would improve the variety of gameplay decisions a player can make.

3 weeks ago | 1  

@albhis

They're garish and just, not fun to work around, but they're unfortunately necessary for some materials or items locked exclusively behind mob drops either needed in bulk or as an upsettingly rare loot. I just want to use tridents, they're cool :c If there were alternative ways to get all applicable items, it'd be way more forgiving to play around and reduce the necessity of mob farms.

3 weeks ago | 2  

@mindeater9807

i think theyre fine personally, as it is completely optional to make them- usually i dont make mob farms until very late game, that and i just find them hard to build lol

3 weeks ago | 1

@NathanDanquah

I have problem against them? But at least to me it doesnt feel intended. Like what I usually do in my runs is do it naturally, like if I need iron I'll carve out a mountain which is intended as iron spawns at higher altitudes more frequently, but then others can just abuse iron golems protecting villagers which doesnt feel right. It's abusing geometry in a game to get to places. You didnt break any rules you did what you were allowed, but it was still obvious that you shouldn't have done that.

3 weeks ago | 25

@Juhnte

Some farms feel wrong. For example, I don't think raids and bosses should be trivialized by being turned into a mere Ressources to exploit by a farm that abuse their mechanics. It just feels wrong.

3 weeks ago | 3

@joegoodboy7183

I kinda wish they were implemented in a way that made them feel more intentional. Like, I realize the reason they don’t feel intentional is because… they aren’t. But I think being able to industrialize your world is a cool aspect to minecraft, but I don’t like that the majority of the methods involve exploiting fame mechanics rather than using them the way they were designed. Mob farms clash with the more “immersive” aspects of the game for me. So despite how fun I find building and designing them, I rarely do it.

3 weeks ago | 6

@cheesesentience

I feel like they are definitely an exploitation of game mechanics, but it doesn't go far enough to feel out of place, at least around other industrial builds and farms

3 weeks ago | 9

@cherricake1796

I like em, but I hate that you can't come up with your OWN design without knowing that it's objectively less efficient. I think there should be more ways for mobs to spawn in general and mob farms should be more emergent Less like redstone contraptions and more like builds themselves

3 weeks ago | 8

@CreativelyJake

automation should always be an option! it shouldnt be what you need to go to (ie if i want mass amounts of iron i shouldnt need an iron farm) but overall theyre creative expression and unique gameplay …following tutorials is maybe a bit overdone tho

3 weeks ago | 2

@candybluebird

they are a good part of the game because I find joy in designing and building them, as well as reaping their rewards

3 weeks ago | 1

@Gaster60066

Mob farms killed my parents.

3 weeks ago | 4

@Hydro.131

Its undeniably and objectively good from the stance of a sandbox game, but to me i prefer not using them as it forces me to work towards my own goals much harder, raises the risk reward depending on what im doing

3 weeks ago | 0

@mistplayzop

Mob farms are a crucial part of Minecraft gameplay. It adds to the things you can do and allows you to make bulk items. And the best part about them, is it's entirely optional & up to the individual player whether they want to create one or not, and how they decide to do it.

3 weeks ago | 4

@twopoint_owe

They are a byproduct of Minecraft's end goal, creativity. Sure you could spend time going around killing mobs in hopes that you will get some sort of unique drop but you could utilize that brain of yours to construct a machine made entirely out of the building blocks that you're given to streamline the process. They reward you for using your brain and being creative. Which is what makes Minecraft, Minecraft.

3 weeks ago | 0

@Gabriel_thejudge

They are good, but like Using games mechanincs like this is not that vanilla, and most of the times they look ugly and out of place

3 weeks ago | 11

@5-Cell

i think they're (and with many other extremely optimized mechanisms built by the community) the logical endpoint of some of minecrafts many many converging systems

3 weeks ago | 0

@otapic

To me it's unintended game design because Minecraft is a sandbox and as sandboxes go the players will always find a way to bend the game to their will. I personally don't like it in modded playthroughs but feel as though it's necessary to have it in vanilla. ahich begs the question of rather than disabling farms altogether, how do we disincentivize mob farms by offering a better more fun and enganging alternative? Maybe just make it into a feature, for example for tech themed mods maybe have a block that's powered/fueled which scans a 3x3 chunk around it, nothing can spawn there anymore but the block "extracts" all the drops from mobs that would've been there. Or for adventure mods have it so you'd get more basic loot from exploring structures, change the loot table so mobs drop less and chests have more Or another idea I had is to have a chance to put bad omen on players whenever they kill monsters of any kind. So they can't just afk the whole day farming and sometimes they'll have to deal with raids in between

3 weeks ago | 1