The latest snapshot/preview includes experimental changes to the wandering trader and librarian trades, which we're introducing to rebalance the villager trade system. Here's a look at what's changed:
Librarian
Before these changes, players could get any village enchantment from any librarian. A novice librarian could sell the best enchantment in the game! For some players, this felt too random and made trading feel overpowered when compared to using the enchanting table or searching for enchanted books in structures.
With the new rules, librarians from different biomes sell different enchantments, and each village biome has one enchantment that is only sold by master librarians.
Players will have to work towards getting the best trades instead of relying on random chance. We hope this makes librarian trading more interesting and skilful, while also revealing some clues about their history of each village type through the enchantments that are sold there.
Wandering Trader
Some players felt that the Wandering Trader had unfair prices and didn't sell many useful items. We have lowered their prices, added more trades and increased the amounts available. The Wandering Trader will also now buy useful items from players, so it's possible to help them on their journey by giving them supplies even if you don't feel like buying anything.
As this is an experiment, we would really appreciate your feedback as work continues and to help us decide on the future direction for villager trades!
Post is closed for comments.
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No matter how you see it, this update sucks. It makes a process that is already seen as tedious and boring even worse. The idea of having to transport villagers around the world to get new enchantments from biomes that don't have naturally spawning villages sounds boring and awful, plus incredibly laggy for people who play this on low budget computers. New users won't know about nether traveling, and in their eyes the best option for this will be overworld rails. They make the world ridiculously laggy and lower the FPS by a ton, trust me, I've been there. Though some features don't sound half bad (wandering traders being buffed and more diamonds on deepslate layers) the librarian part was perfect the way it was before.
Perhaps a better option would be to buff enchantment tables or implement something that would make them more alluring, make people less dependent on villagers and enchanting books.In order to balance out how much harder mending will be to get maybe the rates at which the enchantments spawns in deep dark cities and dungeons could be buffed?
I feel that the changes to availability of certain enchantments (I.E. mending being exclusive to swamp biomes) is a mistake. Simply put, this makes the existence of some enchantments entirely dependent on world generation, possibly forcing a player to travel Hundreds of Thousands of blocks just for the chance of finding the right biome, with no guarantee that said biome will have a village.
Also, with Minecraft's hands-off approach to giving players information, a new player having to learn this without outside help would be impossible, meaning that said player could possibly NEVER see certain aspects of the game.
This overall seems unnecessary. No one is forcing players to use these "overpowered" methods if they don't want to. It feels like it is just going to make the players who enjoyed using this feature as a way to optimize their worlds and be more efficient less interested in playing the game. It restricts people to play the way that some believe would be the most fun rather than letting them decide for themselves. And making it so you have to have multiple separate villager trading stations across multiple biomes that may be hundreds of blocks apart seems wildly inconvenient for the players that would still want to use villagers in this way. No one is knocking on players doors and forcing them to use this system if it doesn't fit them. But by removing multiple enchantments from the loot tables entirely and making it significantly more difficult to get the others. In essence it does that for the players that DO want to use it. the idea of making it less random when you want to get specific trades is not a bad idea. But this method of implementing that creates 10x the amount of problems that it solves. PLEASE PLEASE PLEASE do not add this permanently. It will only make enchanting significantly more difficult and irritate players who just want good gear without having to grind for xp over and over again to use at enchanting table. or travel hundreds of blocks to be able to get a book that isn't even the highest level.
The new system has some good ideas but it looks possibly like too much work - if I have to travel to a heap of places for various enchant all the time I may just sit in my base en chain enchant book between mass murder of chickens or spiders.
Still the idea of predictable, biome related tables is the way to go and IMO it should go further. Each generated village could have a unique book at random to make each new village exciting.
More importantly it's the whole way to manage villagers that should change big time! Make them unhappy when they can't sleep of socialize in the middle of the village. No more villagers jail, you have to love your villagers! As for books, let the age of the villagers dictate the level of the book. Old wise librarians know better spells. Beard them! Give us reason to fortify villages, make castle, save them etc.
Having to create villages - why not but make it looks like gameplay is actually designed for this if you want us to do that. Currently anything villagers feels like fighting with your roomba.
Oh and also - mending can't be optional. Unless you make repair through anvil not impossibly expensive over time. There's no point in enchanting anything seriously without real durability. Especially when XP always come from tedious farms, not gameplay.I'm against this update, it's going to make the server more difficult for villagers, as well as empty island survival,This is a bad change for the villagers and their trades. Return everything as it was.
It seems like the aim of 1.20 so far has been to encourage more exploration.
This is a terrible way to go about doing that.
The people complaining that villagers were overpowered are not the same people who put in the effort and time it takes to get villager infrastructure established. Because if they were, they would not see the issue. Villager breeders, curing stations, sorters, and trading halls are long term investments. They are late game constructions that require ridiculous amounts of redstone components to be made truly over-powered and automatic, or are just not very efficient. By the time they are set up though, the player does not want to be worried about going through a massive process to get enchantments, it is for when they die, so they can quickly get back to actually playing the game again.
Everyone knows that villagers are a pain to deal with, move around, get organised, and now the necessary villagers to gain all the enchantments are going to be scattered across the world. On SMPs, this means you will have multiple lag producing villager set ups all around the world. On single player worlds, you are condemning this one player to spend ages running backwards and forwards when all they want to do is quickly get their armour and equipment back.
This is not rebalancing, this is taking something that was already a challenge, and making it much harder.
The only good thing about this change is making it so that the best enchantments cannot be given by novice villagers.Please don’t change villagers this way
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I love the new change! I always hated breaking and placing the lectern hundreds of times to get the trades I want, and this gives the chance for players to actually see the jungle and swamp villagers for a reason! I think it’s awesome! But please make any enchantment trades automatically max level, or remove the level cap when adding things in the anvil. That RNG would just make it not worth it, in which case I would prefer the old system.
Mojang, you’re doing this in the worst way possible. Superflat worlds will be unplayable, and you’re making the game unnecessarily difficult for players. This adds grind, not fun. Fix the things that the community is asking for, like buffing horses and mine carts, or increasing the efficiency of anvils while making mending SPECIFICALLY harder to obtain. I’m tired of you guys adding stuff that no one is asking for. Not a single person that I’ve spoken to about this so far has agreed that this is a good idea. If you release this update, I will make a mod that retracts the villager 3.0 system and implement it in all my worlds and servers. And I will encourage other people to do the same. You own Minecraft. Only you can fix it for everyone. So do it already.
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Something like this is needed, but not in this way.
If you want players to like this update, then make the books so much better.
Like the maxed out Librarian trades of efficiency 5, unbreaking 2, protection 3, e.t.c are not worth it and not good. This should be changed to be the max of each, otherwise, it is not rewarding enough. I like the Wandering changer change. Everything else is unnecessary and is WWWAAAAYYY too much of a nurf for Villagers. I recommend making the Librarians that when maxed out have an enchant that is not max (e.g. protection 3 instead of 4) to be the max possible, as otherwise, this is not worth the effort anymore.
Villagers also need to have more possible enchants. Currently, there a reno enchants possible for fishing rods, tridents, or crossbows. This makes no sense, and there should be trades for those items.
Also I would add in every type of enchantment in the game that used to be available through villagers into this new system.
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This update has a lot of discussion to it, but I want to specifically talk about the issue involving combining enchantments. I think the anvil xp limit should be overhauled, but I also want to add a proposal for another suggestion. I've noticed that using xp on the anvil isn't equivalent to that of the enchantment table. For the enchantment table, once you reach a specific level xp required for enchanting, the system takes away only three. That's extremely cheap, and it allows for players to enchant more of their items without having to start back from level zero. The anvil doesn't work like this. Once you combine any books or items, the system takes away however many xp levels it's required for the cost of the combination. I believe incorporating the enchantment level system into the anvil will be incredibly beneficial for players in regards to this new change. It doesn't have to take away three levels like the enchantment table does but instead, the amount of levels a player is left with will depend on 1) how powerful the enchantment is (ie. two Protection I books to make Protection II ---> requires 10 levels but 5 is taken away; two Protection III books to make Protection IV --> requires 40 levels but 25 is taken away) or 2) how many different enchantments are on one item (ie. Diamond Sword with 5 enchantments --> requires 40 levels to add another with 25 levels taken away; Diamond Sword with 6 enchantments --> requires 50 levels to add another with 40 levels taken away).
it is not reasonable to TEACH players how to play a sandbox game. Minecraft is less and less like a sandbox game, it no longer focus on building and creating. players now have to spend a month to run all over the world, search biomes and bear the low fps cause by the large saves.
My friends and I like to play the new updates on fresh worlds. We already have fun gathering resources and exploring. However, it takes us so long to get geared up. We are pretty casual players and it took us over 2 months for us to get fully enchanted diamond, not even netherite, for 2 out of the 4 of us to go and fight the dragon. We pretty much only depended on the villager trades as zombie and skeleton spawners are slow for xp for enchanting. The old system works just fine for the casual fan base and we shouldn't be pushed back into the dark ages because we aren't as good or have enough time like others. Exploring is fun when you have the resources to do so, and that includes well equipped armor so we don't die as often.
While this is an interesting idea, I think the way its been executed just leads to a more tedious, annoying experience with villager trades. Firstly, the idea of a master level trade for librarians is cool, however there should be some chance for books like efficiency to vary between 3-5, as spending all the time mastering a villager only to need to buy 4 books seems unfair. Next, there should be at least some chance for a villager to sell low level books for fishing rods, tridents, and crossbows, as some of these are very time consuming and painful to get from an enchanting table. Finally, while the biome idea works, it just seems like the player would have to build small villager outposts all over and ruins the idea of having a base with all the villagers you need. Mojang could instead maybe implement a system where villagers will only offer a certain trade if they have specific requirements met, like more space or enough food, or possibly even require a specific rare block within their vicinity to encourage exploration.
I don't think that the villager changes are a good idea, for a few reasons.
I don't think that needing to find a village in every biome would be a good idea.
People make a single base, and other biomes could be thousands of blocks away from it. It would be extremely difficult to get villagers from every one of those biomes to the base to trade with them. Transporting villagers is already hard, requiring people to either dig a tunnel or build a bridge, and then boat the villagers back to the base.
Right now, it is easy to get enchanted books from villagers, but I feel like that is a good thing, as it makes villagers a valuable asset. You still have to do a lot of trading with villagers to get emeralds to get enchanted books. Above, it says "players will have to work towards getting the best trades instead of relying on random chance," but I feel that making villager trading extremely tedious is not a good solution for this issue.
There is also the fact that some of the enchantments would not be able to be obtained through villagers with this update. I like that every enchantment can be obtained through villagers right now, and this new update would make a getting those books a lot more tedious.
The only other ways to get enchanted books are by finding them in chests, and by enchanting the books/tools, both of which are more random than villager trading.
Right now, villagers are my favorite thing in Minecraft, and me and many other people would be sad to see them change.
Thank you.
Don't make such changes, have you ever thought that swamps and jungles have no villages at all, which means you may have to transport villagers thousands of miles away! And there is no biome in superflat mode!
While this does make it quicker to get the right trade in the right place, there's now a wrong place to be. For villager trading halls, this is replacing breaking and placing lecterns thousands of times with transporting 21 different librarians from 7 different biomes around the world; after going through who knows how many master villagers to get optimal prices due to the zombie villager curing nerf. It'll still be a repetitive and tedious process, just much more time-consuming and resource intensive.
It's also not intuitive to uninformed players that they need to breed villagers in two specific biomes to access two of the most valuable librarian trades. The barrier for entry in any area of Survival should be natural game progression, not knowledge obtained outside the game.
The wandering trader buff is a definitive step in the right direction, but I'd still expect a visiting villager with rotating stock to be more valuable than any one of the permanent residents of the nearest village.
Really not a fan of the biome dependent books. You're already making these Master level trades, so why also have a biome dependancy? You're already adding difficulty when you have to unlock trades and advance your villagers in their profession to get the good stuff (I went through 184 fletchers to get a specific tipped arrow, trust me, it's a serious commitment especially with so many options in a pool - you could just make it chance for that villager to sell a high level book as a master trade), but locking them to specific biomes makes these enchantments so much harder, if not outright impossible, to obtain - especially in challenge worlds like superflat or skyblock.
I like the wandering trader being able to buy some bare minimums, there's been plenty of times that I've gotten a wandering trader with something incredible before I've found a village, so being able to scrape just enough from them to get the one thing you really want is helpful.
I don't know how I feel about the changes to the zombie cure mechanic. I can see that it's a bit overpowered to get full diamond armour for barely half a stack of emeralds. I suppose you could make it a cooldown, so curing a villager only works for a few days in game, and you have to wait before re-curing them, but removing it entirely just feels pointless considering I also don't think it's really going to change much besides making us spend a few extra hours at the raid farm.
(and honestly, if you nerf those, I'm gonna be more annoyed)
I personally dont like this new system, I think the only things I do like are the wandering trader buff and the master level villagers giving better books. Locking books to biomes will make villager halls so much more difficult with much less of a reward because you are limiting the high level enchants and taking away a solid amount from other items like crossbows and tridents. Nerfing the amount of exp required to combine books could be a fix. Regardless, the biomes is a big issue for me.
This change to limit the level of enchantments such as protection or sharpness when you get them through trading will make it much harder to make fun mini games that revolve around building fighter classes. Only being able to get protection 3 and not protection 1 or 2 will make certain armor too strong for certain builds for example.
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I don't like this hasty decision because there are major flaws in the current enchantment book and anvil system. Low-level enchantment books result in excessive experience waste and severe consequences of not being able to add all desired enchantment effects to items. Please make changes to the mechanics of the anvil. You shouldn't remove all high-level enchantments that are useful to players through trading. Consider limiting the number of trades and restocking times for certain items by villagers to achieve balance, and restore the maximum level of enchantment books.Or, consider modifying it so that only villages in specific biomes can offer the highest level of certain enchanted books for trading, while villages in other biomes offer slightly lower level trades.
Furthermore, the distribution of Minecraft biomes is too far apart, often resulting in disastrous experiences of having to travel thousands of blocks for a small swamp. Please consider more solutions to alleviate the issue of remote village distribution caused indirectly by biome distribution, such as adding a compass function that can search for biomes.
In conclusion, if the existing experience system is not reformed, any further modifications will only be temporary solutions. Additionally, please consider adding jungle villages, rainforest villages, and swamp villages.
Translated using ChatGPT.
I feel like this will make things way more difficult than it needs to be, getting trades in the first place isn't easy and stopping players from the only reliable way to do so seems more harmful than helpful.
I understand wanting to change how the trades work so that the higher tier enchantments aren't the first possible trade, I would suggest instead making first trades determine the later trade rather than linking it to biome. Especially general use enchantments like Unbreaking and SharpnessI think it's good to nerf villagers, but the real problem lies deeper I think. Villagers are already tedious to work with, but we need to use them to get necessary enchantments like Mending reliably. There are ways to create good tools using the enchanting table, which I prefer using, but we have no way of obtaining Mending without villagera. I don't count exploring or fishing since those are unreliable and tedious as well. The problem with villagers is that they open the flood gates to infinite books, which is fine. If you take the time to make a trading setup, you should be rewarded. However, most of the time we don't want infinite books. We just need one or two. There should be a way to reliably get rare enchants like mending, looting, unbreaking... I think one way to do this would be to change the enchanting table. Perhaps we could select any enchant we want instead of relying on chance and use rare items like ores to enchant. Lapis for low level, gold for higher medium, diamond for high level, ancient debris for mending? This would add more uses for the ores and would add a reliable way to get these books without requiring very intrusive changes. I'm all for a rebalancing of villager trading but I think enchanting in general needs an overhaul. Villagers aren't overpowered, they're our only option. None of us want to deal with them but the game forces us to.
please dont
I think trading for enchanted books with librarians does need a rebalance, but this isn't the way to do it. Making enchanted books biome specific just adds to how tedious it can be to deal with villagers. Same thing with removing discount stacking with cured villagers, which is an awful change.
Mojang's willing to ruin villagers and make mending impossible to get from them while also not increasing the rate the enchanted book appears in structures. I have been playing for years and have not seen a single mending book in all the structures that I've explored, and they still refuse to acknowledge the dramatic performance decrease and inventory management issues that every update brings.
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I recommend doing this by making it so if a villager chooses to sell sharpness, the first level of the enchanted book trades should have sharpness 1, the second should have sharpness 3, and the max/last should have sharpness 5. Do this for every enchantment, but make it so that each biome type of a Villager can sell certain types, such as Plains can only sell enchantments that can go on every type of armor (boots, leggings, chestplates and helmets - protection (all types), thorns, no unbreaking/mending), Taiga villagers can sell enchantments for close ranged weapons (swords (all extra damage types, e.g. sharpness, smite, e.t.c), no unbreaking/mending), Snowy Plains can sell enchantments for tools (pickaxes, axes, shovels and hoes, no unbreaking/mending), Desert can sell enchantments for long-ranged weapons (bows (infinity included), crossbows, tridents, no unbreaking/mending), Savannah can sell enchantments for miscellaneous items (fishing rods, and other enchantable items that can be enchanted through enchantment table, no unbreaking/mending), Jungle can sell enchantments for each individual armor piece (swift sneak, respiration, aqua affinity, feather falling, depth strider, e.t.c), and Swamp can sell enchantments that can go on any item (unbreaking, mending), and lastly, I would add a Cherry villager type, and make this sell enchantments that haven't been listed (curse of vanishing and binding, and any other enchantments not mentioned above for other villagers).
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Please never make this official, in my opinion it would absolutely ruin the fun of enchanting, and it would literally be impossible to get maxed out gear as well. Unless you change the entire enchanting system and make the anvil take more levels/times to enchant something, honestly just a party pooper update
For someone who plays maybe a max 5 hours a week. Please don't make villager biome specific trades. I think this is too much to drag villages across my world to find a swamp for one book. Because as it stand librarians to me are one book specific. They have a good paper, glass, and name tag trade but I really only deal with a librarian for mending special since my other good trade librarians suffered form the bedrock editon vanishing bug that recent got patched finally. I do agree with the other updates like the wandering trader maybe some more tweaking to his trades but its a good start. And the diamonds is a plus specially since they are more needed now with duplication of armor trims
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