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Let's talk about Villager Trading! - Librarian, Wondering Trader

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  • 1
    Registered User commented
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    I like the changes but and that's a big but remove the "too expensive" from the anvils so you could still get full enchanted gear without enchanting for 10 hours

  • 0
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    I do not like the changes to villagers, the current system works perfectly and doesn't need changes. Wandering traders' trades, however, are a nice change to the game.

  • 0
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    The reason players turned to villagers as a source of enchantment is because the game's enchanting table system is tedious, grindy and rng-based. This change is not a solution, it ignores the base problem. Instead of making the enchanting table more useable, this update makes villagers just as tedious as the enchanting system and makes anvil even more grindy with the higher exp costs while not taking into account the 'too expensive' limit of items being combined on the anvil. I see what you were going for but this is the wrong direction.

  • 0
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    No one is a fan of this change. There needs to be an enchantment rework to make it more fair instead of nerfing villager trades that in turn makes it WAY more difficult for new players to understand. They may be aware of villager trades and enchants, but not the biome locking and could lead them to simply thinking they are very unlucky.

  • 60
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    People who have spent hours on SMP servers to make trading halls would just have all their work ruined. And people who play on said servers don't want to spend their day getting trades they just want to max out their gear so they can make big builds. Minecraft is a sandbox game not a grinding game.

  • 1
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    I guess you now need a villager breeder in all the biomes with different villagers to get them all. (please dont remove raid farms)

  • 0
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    I don't think this change is a good one, for many reasons the main one being that it will become more of a hassel than librarian trading already is because as well as having to recycle the trades to get what you want you have to go out of your way to find a village in a different biome. please keep it the way it is mojang!

  • 1
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    This update will be horrible as getting good gear is too much of a grind I feel like a lot of the player base will quit as its too hard and tedious getting good armour is already hard enough but making you go travel thousands of block for not even the best version of the enchant is horrible not to mention a lot of the enchants from the villager has also been removed like fishing rods trident crossbow and some bow enchants grinding for exp is already hard that's why books were an option but now it's impossible without creating some overly large exp machine most of us players are casual and have no need for spending hours for enchants

  • 14
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    Thats pretty good change but I still feel like treasure enchantments doesn't feel special anymore thanks to villagers. Mending is a little too op to be just farmed. I think treasure enchantments were meant to be found in structures not to be farmed.

  • 0
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    I would be ok with this if it weren't for the fact that villagers don't spawn in some of these biomes but also why would you make it unnecessarily explorative? This removes from the simplicity of the game but also makes it useless to use villagers in the first place. It just doesn't make sense in a gameplay aspect really. The trading system was still hard as is. I get farms exist but not everybody wants to rely on farms that literally exploit abuse to play a game that shouldn't be farm reliant.

  • 0
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    Villagers can already feel pretty grindy (make villager breeder, build trading hall, keep replacing workstation/trading till you get the desired trade). I think the last thing we need is to build 5 different trading halls for different biomes. The only reason people use villagers for enchantments is coz it's the only real guarantee as of right now. Enchantment tables are basically all RNG to where it's not worth it (get diamond sword, get 30 levels and even then you may end up with bane of arthropods), exploring is very much limited (especially on servers, even with 5 people).

    The only way I see this as a good thing is if (this idea was suggested my another user) we could put the enchanted books into a chiselled bookshelf around an enchanting table to influence the trades. For example, a shelf full of Sharpness guarantees Sharpness when using the enchanting table (or at least greatly increases the odds). This would have the benefit of make the enchanting table more useful too. However, I'm still against this change. 

     

    Personally, I'd like to see the bedrock trading mechanics come to java. On bedrock you can see all future trades (with a resource pack) but on java it's not possible. On java if you want a good final trade (for example, on a toolsmith), you have to keep trading till max then kill the villager if it's not satisfactory then try again. On bedrock it's much less grindy coz you don't have to trade till max, you only have to break and replace the workstation. 

  • 1
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    To add balance to trading and player options, suggesting addition of curing witches into villagers to get the best enchants.

    It would require that you turn a villager into a witch with lightning, then cure them by crafting a potion with tears of crying obsidian (harvested like you do with lava and dripstone into a cauldron, but with crying obsidian tears), and instead of a golden apple, use an enchanted golden apple.


    This would be really hard to do, but also fun, and the reward for the hard work is non biome specific trades and all the high level enchants.
    Then, its up to the player to choose which way theyll go.

    *This would provide a practical use for crying obsidian, and might also encourage players to use piglin trading more, so they can acquire crying obsidian in larger quantities, and ties together multidimensional trading, and encourage more players to enter and explore the nether.

  • 1
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    I absolutely love this change, it makes the game more difficult and challenging, Minecraft is previously known for being a bit grindy and boring and I think people just don’t want a challenge, I personally enjoy it. It also encourages people to move bases and explore instead sit on their bum at a village and sweat for mending. I will certainly enjoy this and hope it gets through.

  • 0
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    I've got mixed feelings about the new villager trades. I've read some comments already, and I believe that this new change encourages the exploration of the world. Even though, about the SMPs, this would cause even more lag. Furthermore, the number of trips that would be needed is just insane without a quickly enough transportation as the elytras. Since 1.18, there are some biomes like the desert that are extremely rare to find. I'd to travel 'til 10.000 once, and doing so for just an enchantment book... is painful. I suggest leaving the villagers as they were before, but the more you trade, the more powerful things we'll get at the master level (just as the Armourer or the Toolsmith) and maybe an enchantment that only appears in a specific biome (for example, frost walker in snow biomes). Also, villagers provide too much experience, that should be fixed or reduced. In my personal opinion, that would be a comfortable nerf for the player and also the newish players

  • 1
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    I agree villagers are overpowered. So make changes to their interfaces. Novice librarians could sell level 1 enchantments, expert ones sell higher levels etc, make it harder to level them up, make them give less XP when you trade, make the books more expensive for emeralds. But please don't do the biome specific villager books, it will be a nightmare trying to find them and then bringing them to your base. It's hard enough to get them to go where you want them to start with. Imaging railcarting and then boating them 1000s of blocks or seas across various biomes just to have them killed by a zombie or a drowned on your way back because it turned night time. Awful idea! It would honestly out me off playing the game. I work, have kids, I don't have time for that. If it's about getting players to explore, I already explore more now because I have the enchanted items that I did before I had them. I never left my base through fear of loosing everything or being killed.

  • 1
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    I think the premise of this update is good, but the execution is beyond bad. Villagers certainly needed a nerf and the idea of certain books being available only at the master level is a good idea, forcing players to go to biomes like swamps and jungles is not. Moving villagers around worlds is tedious enough as is and now needing to move them into biomes where they don’t even spawn makes this worse. Capping the level certain enchantments can be sold at is also a poor choice considering the fact that combining in anvils is prevented after the XP cost is “Too Expensive”, the way I see it is that it should be one or the other, either cap the book levels in villagers and remove the “Too Expensive” feature in anvils or do the inverse.

  • 1
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    The new snapshot is great overall, but in my opinion, the biome specific trades make obtaining certain books impossible in superflat, as well as harder for newer or less experienced players to get the books they want. Maybe if moving villagers was easier I wouldn't have that much of a complaint, but that would still leave superflat players completely unable to get useful enchants like mending.

  • 1
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    i think the change is good overall, but i wish the special book trades for protection, sharpness, unbreaking and efficiency were lvl4 instead of lvl 3, because it takes quite a lot of effort to get a villager up to a master and i feel like the lvl3 books are a tad underwhelming.

    or if making them guaranteed would be too op, maybe have it be a chance? (like lvl3 is guaranteed but you have say a 25% chance of getting a lvl4 or sth)

  • 17
    Registered User commented
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    It is a good change to encourage exploration and give the game a little more difficulty, but regarding the jungle and swamp villages, they are supposed to seek us to create our own villages but new players would not have the same ease as someone who has played for a while in transporting villagers from other biomes to the jungle or swamp, they should add some unique structure where we can find them or add a different type of villages as in each biome

  • 53
    Registered User commented
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    Bad idea.

  • 0
    Registered User commented
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    i think its not a good idea at all it will just be a huge hussle to get my armor right. It is already a very big task to set up a villigar training hall. So it can be extremely difficult, especially for people with a large biome world who have to travel thousands of blocks for an enchantment book.
    And the enchantment table is nice but it's too random so if I want an easy way to get a lot of the same books I have to travel huge distances.

  • 0
    Registered User commented
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    it sounds fun but to be honest start by making some common books(stuff that almost every tool/armor piece needs) non biome specific and it becomes too hard and too much work making some players drop the feature also if you don't have one of the biomes at hand nearby it will be hard to transport or even get to the villagers cool idea but wasn't carried out correctly in my opinion maybe get out of the biome specific books the more commonly needed books like mending efficiency unbreaking protection ( again stuff that almost every tool/armor piece needs)

  • 1
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    I think you could add a new kind of rare wandering trader. He would sell random enchanted books and some other magic stuff. It would solve problem with flat worlds and those with one biome

  • 1
    Registered User commented
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    the changes require villagers to be moved around more than before. moving villagers is too hard and should be made easier! common methods are:

    -boat (only works well on flat terrain and water)

    -rails (very expensive for long distances)

    -placing workstations, beds or bells and waiting for the villager to path find to them and then destroying them and placing them further away (this is tedious)

    I suggest adding a follow mode to villagers like how animals follow you when you hold food.

    or make jobless villagers walk along the path blocks of the village instead of walking around aimlessly. the player would be able to build a long path to the new location and villagers will walk along it on their own.

  • 1
    Registered User commented
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    Because of the lower Levels the Enchantmets have, i fear that you cant enchant your Equipment fully because of „Too Expensive“. he Anvil mechanics should be changed so that you can always fully enchant your gear.
    Except this possible problem this is a really good balancing update, it makes more sens, it is not ridiculously overpowered and it gives searching for different biomes more reasons. ALso jungle and swamp villages should be added, they can be rare to make the enchantments more rare.

  • 47
    Registered User commented
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    Do not change the villagers.

  • 1
    Registered User commented
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    I will most certainly be nasty in this comment but I give my sincere opinion:
    I totally agree with the change of the wandering trader but the discounts offered by the villagers are ESSENTIAL for the game and I think it does not take anything away from the enchantment table, which is still useful.
    Moreover, that it is necessary to have all the villagers of the biomes to obtain certain enchanted books is an aberration especially for mending which is so useful when it takes a villager in the Swamp biome (village which does not spawn naturally) .
    In short, this snapshot on the new trades with the villagers (excluding wandering trader) does not please me, even if I can accept which people want it in this case to add a datapack to the game as with the bundles but permanently. I promise that if this is implemented without opt out option I will not play any new version of Minecraft without mod/datapack going back to normal.
    Thanks for reading all of this ♥ !

    (Translated with Google Translate from french)

  • 1
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    Please make it so that there is a chance that wandering traders can sell a lava bucket for some emeralds, the reason why is because it would allow you to go to the Nether on Bedrock edition superflat and also on one block skyblock. It would unlock so many new blocks and a new dimension on the bedrock edition superflat if wandering traders could sell a lava bucket for emeralds. It would mean the world to the bedrock superflat community. Otherwise I really like the new wandering trader system, just this lava bucket trade really needs to be added and the system would be much better
    also I don’t mean to be disrespectful to the developers I love Mojang and Minecraft but I think the new librarian system and the new zombie villager system is a bad idea and I think the old system was way way way better and there is no reason why it should change considering many people have spent hours making trading halls and it would ruin them and make lots of people rage quit

  • 1
    Registered User commented
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    If you are going to do this, please remove the 40 level enchant limit on anvils.
    It's already too easy to mess up book stacking for things like perfect boots and go over the limit and get told 'Too expensive'. Imagine trying to stack all those extra books together without messing it up now that villagers only give Efficiency II or Sharpness III as the Max enchant.
    Removing the anvil enchant limit would have to happen to make this new system work.

  • 0
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    I don't think making Librarians biome specific. The vanishing villager bug just got patched for bedrock. After replacing my Librarians 3 times I gave up till it got patched then really only replaced the mending Librarian. If you make a trade biome specific add some new light sources we really don't have a huge variety. The wandering trader is a great start maybe make him have more options to buy stuff. The diamonds have been needed to be adjusted specifically sense armor trims require diamonds to duplicate.