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

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  • 0
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    I feel like the enchantment book changer just make it more tedious, whilst I love the new changes to the wandering trader, I would probably just nerf raid farms, nerf villager curing (a small amount), and possibly make really good books more expensive.  (And maybe make it so villagers don't sell mending, maybe.) 

  • 13
    Registered User commented
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    我不喜欢这种变化

  • 1
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    I personally think this is a horrible addition to be added into the game. Villagers are already annoying enough as it is but to add biome specific enchants as well as not being able to get an actually good level of the enchant straight away sounds terrible. I get some people don't want villagers to feel too over powered compared to enchantment tables but to have to constantly refresh a villager for possibly hours until you get the enchant you're looking for is already punishment enough. The only upside to this update would be the wandering traders since their current trades are completely useless and I only ever use them to get free leads. If Mojang does decide to add the librarian update to the villagers I'm not sure I'd ever play past 1.19.

  • 0
    Registered User commented
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    This is so bad. If you have the patience to get the villagers to cooperate then you should be rewarded.

     

    Its still not instant to get mending or other good books, it can take up to 10 or more minutes to cycle it.

     

    Stop making changes nobody wants, Mojang. Just give us an end update

  • 15
    Registered User commented
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    I don't mind if you guys rebalance the villager trade system,But you have to make it easier for us to find all biomes!
  • 1
    Registered User commented
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    With how divided people seem about this is it possible for it to make it optional in world generation either this becoming default but a setting to revert the trading or visa versa

  • 0
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    I understand the intentions behind biome locking the villager trades and putting a level cap on the enchanted books, but (in my opinion) this is too inconvenient. The jungle and swamp villagers dont spawn unless you breed villagers there or a different village happens to clip into the biome, so certain books (such as mending) will be near impossible for a player to come by. Another problem lies in the experience cost scaling that anvils have, if a player wanted to use villagers (with these changes) to get a fully enchanted tool without gambling in the enchanting table, they would need to spend a little over 100 levels per tool due to the need to combine books to get them to their max level. In special cases such as enchanting certain armor pieces or a sword, you may not even be able to apply every enchantment due to the level cap on the anvil. Keep in mind this is all ignoring how the player will manage to get the levels necessary to even attempt to use villagers.
    In my opinion (i’m not an expert by any stretch), a better solution would be to only limit the number of times you can lower prices by curing villagers, and also lock certain books to the villager’s level of proficiency. This would increase the emerald cost of trades, and also discourage rerolling a villager’s initial trades until the desired book is available. And, maybe, reduce anvil cost scaling (please, I beg of you)

  • 1
    Registered User commented
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    In theory this is a good way to balance out the trades but in practice it just makes everything more tedious. I feel a better way would be to level lock certain books. less useful ones like smite could pop up early on and more versatile ones like mending could be at master. It just seems like a way to balance without ruining them entirely.

  • 0
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    Gonna be honest, the villager thing would ONLY be fine if you had a way to travel THOUSANDS of blocks in less than a few seconds, cuz even with an elytra that'd take too long and be too late game for it to be fun. It would essentially make the villagers as useful as the 1.7.10 days, meaning as in not useful at all and once again making players have to rely solely on rng enchanting, which sucks. The best way to fix the villagers is to not mess with them since they are fine, but rather change how enchanting works, make there a reason to use books in enchanting tables, maybe use resources alongside levels to unlock specific enchants. That way it leaves players a split pathway to enchanting, they can either rng enchant, villager farm, or gather the resources to get the ones you want. Also villager farms are not early game, because it can take days to filter through the enchants to get what you want, and at that point i'd probably give up doing it then and wait to do it later. So don't mess with the villager system, it's fine as it is.

  • 18
    Registered User commented
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    I'd say it's a good change to break it down by biome, but we'll need to improve the transportation options for villagers. Max enchant level seems like a good thing, but it will make tools and armor with multiple enchants at once impossible because it will be too expensive.

  • 1
    Registered User commented
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    Villager trading is already a tedious job, in that any SMP I’ve ever been on, typically only 1 player goes all in on it and one or two other dabble in it.

    Making it more tedious isn’t the way to go.

    Unbreaking 3 and Mending are useful. But they are not game breaking. It’s an achievement to get your villager trades set up. But so long as you’re not playing with Keep Inventory, equipment is still lost. And gold equipment still wears down faster than mending can fix it.

    But what it does do, it doesn’t make losing your gear a game restart. I have a hard enough time convincing players to leave keep inventory off. Being able to restore what you lost after death quickly is part of the fun and reward for the tedious task of getting all your villagers lined up.

    And this doesn’t really fix it… it just makes it tedious with a villager breeder in every biome and mine cart rails everywhere. But once set up, it’s just business as usual.

    But that said, there can be fixes that don’t remove the villager trading reward, but can make it more in the spirit of the game.

    Such as a combination of the following.
    1) villagers need to travel between their work stations and beds to reset trades.
    2) Villagers need to interact with one other villager to reset their trades.
    3) Villagers need food in their inventory to reset their trade.

    (And by reset I mean their trades per day)

    If they can’t do all three… then their trades just keep getting more expensive.

    Player will need 2 be creative

  • 1
    Registered User commented
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    Every change here except the wandering trader one is bad. Don't change or ruin villagers now by making them even more tedious than they have been for years now. Also if people think villagers are overpowered whether it's the curing or in general, they can choose not to use them in their world.

  • 56
    Registered User commented
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    No please dont do this i want it to stay like before!

  • 1
    Registered User commented
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    I think these changes are overall positive for the game, but some of these have actually taken away from villager trading and made certain armour harder to fully enchant.

    With the proposed changes, players will need to combine books and enchantments more to get a full enchanted tool/armor/weapon. This causes the exp cost to get very high and can actually lock players out of getting what they want through the (rather arbitrary) limit to xp costs.

    The biome mechanic does have its positives though. It incentivises players to setup bases and outposts in multiple areas of the world and explore what they may have never found. But moving villagers (without leads) can take alot of time and actually feel more tedious when compared to the old ‘villager-cycling’ method.

    I think these changes however could work ehen bringing the Nether into the equation. The unique biomes of the nether could also be a factor in enchantments. For example: a villager in a Basalt Deltas could be guaranteed to sell a level 4 or 5 enchantment of sharpness, efficiency, etc. with the specific enchant being based on the biome. I feel that this not only allows the players to setup bases and explore in the Nether, but also to discover the benefits pf nether travel. This would still limit enchants that are capped at III to the Overworld, but would add and new depth for villagers in the Nether.

    In conclusion, I believe that these changes are healthy for the game but with some additions, could be even better.

  • 32
    Registered User commented
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    This isn’t what’s needed to balance trading.

    Emeralds need to be balanced to have consistent value.

    And something needs to be done to stop locking villagers in 1x2 blocks.

    Fix those two things and villager trading halls are fixed.

  • 1
    Registered User commented
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    This change is really bad and uninspired. A better solution would be to simply add NEW enchantments that ARE biome specific. These enchantments should be creative, niche, and powerful to justify the amount of effort required to get them. This is similar to the trim template system.

  • 57
    Registered User commented
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    This is terrible, guys please don’t let them add this

  • 0
    Registered User commented
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    I really really do not like this simply because as a player I always get all the best gear. This change makes doing that extremely annoying so please don’t do it or at least do t force it onto bedrock players. Make it optional.

  • 0
    Registered User commented
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    If you gonna procced with this, than atleast remove the level cap because it's annoying and add a buff to enchaniting tables.

  • 1
    Registered User commented
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    In regards to the wandering trader, I still believe what they offer are too trash.
    Again we need to consider why wandering trader should exist. It is actually a very good addition to the game. People love randomness, and wandering trader is very random in both appearing time and what they sells. But the current state is that:
    1. What they sell generally quite useless
    2. Early game player: not even have the emerald to buy the stuff
    3. Mid game player: have some emerald, but already have most of the stuff they sells, maybe lacking just 1 or 2.
    4. Late game player: just a 'wandering lead*2'
    To address this issue, we can go further in the randomness
    1. add rare exclusive item/enchantment/treasure map that can only be bought from wandering villagers, can be very expensive too (or ask for specific item in exchange, so only mid/late game player can afford)
    2. they should sell some biome specific items to emphasise being a traveller (player can then obtain some biome specific items without actually finding the biome, can be quite useful early game)
    3. they should sell stuff based on the current biome, which is natural that merchants sell goods that fit the local market.
    4. They should buy treasure items/normal items randomly, and offer huge price for treasure item
    5. the llamas they brings along have random exclusive coat, and may have some valuables in the chest.
    6. make them spawn more often near villages (make sense right), less often in the wild

  • 0
    Registered User commented
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    Wandering traders should change what they are selling based off the difficulty of the world. Nothing too OP, but definitely have a lava bucket trade. It can also have things like endstone that make the players curious of what the end is or red nether bricks. Also being able to trade them different things like skulls or music disks and also gunpowder would be great, kinda like side quests and kinda hint on how to get those things as well.
    Also, if you are going to use jungle/swamp villagers, make them feel more like features rather than left over scraps like the giant and illusioner. Locking something behind something that doesn't feel like is part of the game and is left over code isn't that great. Maybe making leveling them up take longer could help balance that. Overall great for late game players, bad for new players and super flat Skyblocks players

  • 1
    Registered User commented
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    the changes to the wandering traders are, I feel, very positive, however the changes to librarians are not. I like the idea of high value enchantments only being available from master librarians, as it encourages working on villagers instead of just re-rolling for the trade you want. However, the biome restrictions just feel like it's addimghoops for the players to jump through for the sake of making the process seem more complex. It adds no actual change to the trading process, it just makes it more restrictive. transporting villagers is already the most tedious aspect of trading, and this will only worsen it, as villagers may need to be transported thousands of blocks to swamp & jungle biomes. This adds no gameplay benefit, it just makes the game more tedious. Not having max level enchantments available also just increases the amount of work needed, in this case in xp gathering. The main problem with this will come when combining enchantments at the anvil, where items could quickly get too expensive. being forced to gather more and more xp is just a time sink. Not to mention players who are earlier on in their worlds may find it impossible to gather enough experience to combine books to get good quality tools. While the changes to certain enchants being available to master librarians are certainly positive, I would hate to see the current biome-based system be implemented. it increases tedium, and doesn't remove luck - what if you just got unlucky with biome generation?

  • 52
    Registered User commented
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    BAD!

  • 0
    Registered User commented
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    Please don't do this, we are now going to have to get and upgrade multiple villagers in lots of places just to get a fricking Mending book. What about servers like mine where we have a 5x5K block world border and we cannot get certain villager types. Rubbish idea.

  • 1
    Registered User commented
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    This update is definitely beneficial in my opinion, as too many players rely on certain so-called "machines" to cause villagers to provide too much profit to greatly reduce the flow of the game. This has also led to the emergence of a community of players who despise other players and the nature of the game by creating "machines" for themselves. I would like to see mc go back to the basics of the game and fix bugs that affect balance such as duplicate lines or tnt, and limit automation to redstone to ensure that the average player's community is not divided.

  • 1
    Registered User commented
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    Villagers don't need nerf. Just nerf raid farms and zombie curing system. Even with snapshot changes end game players can easily obtain enchants. Make something like villager cannot sit in boat and minecarts and trades are impossible to change with just breaking work station.

  • 24
    Registered User commented
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    Buff the enchanting table, nerf the anvil. Make more structures and villages. Rebalance the economy with consistent values and alternative options.

  • 50
    Registered User commented
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    No...

  • 69
    Registered User commented
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    I would HATE this change. Dealing with villagers for trades is already annoying enough. This change would deter me from trading with villagers altogether.

  • 8
    Registered User commented
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    I don't think the villager's trade offers a cap on Enchanted Book that should go beyond the enchantment table itself. This overly jumps the flow of the game on some levels, and my proposal is that villagers should be allowed to get trades that give Enchanted Book upgrades rather than villagers being able to trade to players for Enchanted Books.