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Discuss crafting, combat, enchanting, progression, and other core gameplay systems in Minecraft. Share ideas and feedback on how the game feels to play.

3

improving risk vs. reward

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  • 1
    Registered User commented
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    I'm not sure about using the vault mechanic in other places, because I think Mojang could just do some rebalancing with feedback from the community.

  • 2
    Registered User commented
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    Don't forget about ocean monuments! They are probably actually the most unbalanced in terms of risk and reward, with ridiculously high risk and something that you can barely consider a reward.

  • 0
    Registered User commented
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    I do not agree. You are forgetting that ancient cities have loot chests with enchanted diamond armor. Mansions could have better loot, but the reward is already enough to compensate for the risk. Furthermore, anyone who has been caught in Shulker crossfire will no that Shulkers are no joke.

  • 1
    Registered User commented
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    It is true that in the old cities there is diamond armor in the chests, but nowadays it is a poor reward due to two factors

    The villagers are very unbalanced and give you diamond armor by simply cutting down trees, and it is also enchanted armor.

    Diamond actually appears much more in caves, in 1.21 I would say they made it as common as redstone.