this post was submitted on 23 Jun 2025
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After being in development for over 10 years, Hytale, a sandbox game from the Hypixel Studios team with support from Riot, has officially been cancelled. Hypixel Studios' CEO, Noxy, announced the cancellation on X on June 23, with the official Hytale forums following suit.

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[–] Sonotsugipaa@lemmy.dbzer0.com 2 points 23 hours ago (1 children)

Minecraft has many issues unrelated to the game's visuals, some of which have only received somewhat unsuccessful band-aid fixes (notably, enchanting+repairing mechanics)

[–] Zos_Kia@lemmynsfw.com 1 points 23 hours ago (1 children)

What would you want to see different?

[–] Sonotsugipaa@lemmy.dbzer0.com 2 points 22 hours ago (1 children)

On the spot, I'd say a fix for anvil mechanics.

Remove the XP cost increment upon repairing items, so that Mending is not an end-game necessity anymore.

Personally I'd say we could use an extra row in the inventory, but I can see why someone would think that's too radical.

[–] Zos_Kia@lemmynsfw.com 2 points 13 hours ago (1 children)

Remove the XP cost increment upon repairing items, so that Mending is not an end-game necessity anymore

Yeah i see your point, it can get frustrating at first. Personally i don't hate it, getting to keep your tools forever is an endgame perk and as such, it needs a bit of organization and knowledge. You'll have to have at least some basic villager breeding (for a Mending librarian), and some basic farms (auto-furnace for XP generation & storage, or just some mob farm).

That's kind of why i think the game is well designed. To get endgame perks you need to interact with different game mechanics at least on a surface level, it's great for discoverability and inspiration.

[–] Sonotsugipaa@lemmy.dbzer0.com 1 points 12 hours ago (1 children)

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.

[–] Zos_Kia@lemmynsfw.com 1 points 9 hours ago (1 children)

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

Not sure what you mean ? Villager curing is a legit mechanic, and it's not absolutely required. Personally i never bother, as emeralds are so easy to farm they're basically infinite. I see what you mean about building villager "trading halls", though, i used to hate it too. But it's not really required either i guess. You can just pop into a village, convert 3 or 4 villagers to librarians with the trades you want : mending, unbreaking, efficiency & protection will get you most of the way even if it's not maxed-out gear you'll already see the difference. For more marginal enchants you can explore the End and combine equipment you looted from there.

It's what i like in that mechanic, there's various paths to acquire good equipment, a minimal setup will take minimal effort but if you geek out you can make yourself a god-tier kit that will stay with you forever.

Anecdotally I used to roll with a crew that had a bunch of PvPers who'd lose equipment all the time, so we had this huge kit-farming district in our base that was really fun to design and build. The system is pretty in-depth and i wouldn't call it badly designed (even though it might not be to everybody's taste).

[–] Sonotsugipaa@lemmy.dbzer0.com 1 points 1 hour ago

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.