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

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  • 4
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    I don't think this is a good idea. 
    if you want to nerf librarians you'll need to so something like make enchantment tables cheaper

    maybe this idea would work if you can still get good book at novice and not master.

    the biome thing would very annoying for any who hasn't memorized all the new trading charts.
    and trading halls would have to be in every biome making them much harder(that probable a good thing).

    this change also make building a base more dependent on biome, if you just what to build a base in any biome it will need to be near all of the village biomes. 

    Would this affect raid farm in anyway or hero of the village? if so I don't think this is a good idea 

     

  • 2
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    I’ve spent hours designing villager trading halls with zombie conversion/curing attachments and now all that work is being made useless. Are these changes going to affect villagers already converted? This kills the functionality of the villager trading hall. How are you supposed to get all the books in a super flat? What about servers where villagers cause lag so you have to build a villager trading hall somewhere out of loaded chunks? Are we supposed to build a separate villager breeder and trading hall in every biome? This is going to vastly cut down on areas available to other players. This is a terrible fix. At this point the bug has become a feature. Changes need to be reverted.

  • 40
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    Villager give off too much xp for each trade

  • 1
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    I thing the wandering trader are a meme at this point

    making the cost to buy thing lower is a very good idea 

  • 6
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    Not a fan at all. Firstly, Zombie Villager trades were already a bit of a pain to set up, especially if you don't play on hard, so REVERT THAT.

    Second, not only is this a gigantic nerf that makes getting all enchantments much more difficult, but it also makes it much easier to hit the arbitrary Too Expensive cap if you only get lower levels of enchantments, forcing you to spend an anvil use to make the level of enchantment you need.

    Third, and the most important: YOU CAN NOT GET A SPECIFIC BIOME FOR THOUSANDS OF BLOCKS IF YOU GET UNLUCKY. So having to wander for thousands of blocks in random directions WITH TWO VILLAGERS that can very easily die, or pray for a village next to the biome you need is just too tedious. As much as rerolling Librarians gets repetitive, you at least have a modicum of control over what you can get.

    The Wandering Trader changes are cool though. Maybe add one additional trade that can be its most expensive: a Lava Bucket.

  • 0
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    As a concept I really like this idea and it is a great way to balance the books, especially with the best books like mending requiring a player-made village. 

    However, I think a big issue is that I don't think it's good game design to essentially require the player to look up a table to work out what biome to make a village in - and how would they even know to do that to begin with? And the enchantments for each biome aren't really very thematic either, at least obviously. If there was an intuitive way in-game that tells the player or helps them work out which biome villages have which enchantments, I would be 100% on board with this idea.

    One approach could be to give the librarian various items that (new or currently existing) would be obtainable from unique biomes that dictate the pool of its enchantments, and this would also give some existing items additional uses.

    I also think you could utilise biomes in other dimensions for specific books to either add a sense of progression or make enchantments fit thematically with the biome, such as a nether village for fire aspect and flame, or mending to prevent it from being accessible very early.

  • 128
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    With the Librarians the idea is good but if the change will came we need a deep dark villager too for swift sneak if we get biome specific villagers. And there a biome specific villagers like jungle and swamp i think if they got a specific enchantement they need a village too… 

  • 4
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    Terrible fix. Villager trading halls have become a staple of the game. This pretty much destroys them.

  • 171
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    This is an amazing change, mending has always been way to easily obtained.

  • 0
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    I think these are nice ideas but if they are implemented I believe that other areas of the game may need to be changed as well, such as making trident enchantments easier to find in shipwrecks and underwater ruins along with changing the enchantments on the items you get from armorers, weaponsmiths, and toolsmiths to reflect the changes with the librarians.  

  • 1
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    Love the new wandering trader changes, maybe make it so you can trade them items for emeralds multiple times so that players are able to get more emeralds to trade with them. It would also be nice if players could trade some logs to the wandering trader and be able to get different logs from it because in the later game it would still be beneficial to get emerald(s) from logs but not very beneficial to buy logs anymore.
    The villager changes add a bit of difficulty which is definitely needed with how easy they currently are, but if the special books are going to make players max out a villager's trades, they should be able to buy the second to highest tier enchantment. This was already done with unbreaking, protection and fortune, but should also be applied to efficiency and sharpness to keep the level requirement to use those books when they are combined lower. To combine 4 efficiency 3 books it costs 15 levels just to get the efficiency 5 book then the additional cost of either applying it to the tool or combining with other books.
    For players to more easily start villages in the swamps and jungles in order to get those enchantments it might be beneficial to add a small villager hut with 1 or 2 villagers in those biomes. This would be a big help especially to those who play in large biome worlds where the nearest village might be thousands of blocks away. These villager huts could also be used to spawn other villager types in different biomes which could help with superflats.

  • 1111
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    Not a huge fan of the experimental villager changes. Dealing with them is difficult enough, and spreading the books out depending on which biome they’re in sounds like a pain.

  • 1
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    Please, don't discard the old system completely, there should be a way to develop and expand one village, even for purely aesthetic reasons.

    There can be a small chance to get a "wrong" biome book as an expert (not master) trade, for example, so each village would need more than 1-2 librarians overall.

  • 1
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    I like these changes, though I think it is interesting that enchanted book trading is being nerfed, but enchanted item trading via the armorer and tool smith isn't being changed.

    One possibility is that those items could come with a new curse enchantment (a curse that prevents further enchanting) or something along those lines.

    Finally, I couldn't find a list of what biomes the enchantment trades come from, which I think is unfortunate. (unless that is randomized at world creation, which would be very cool) It would be neat to either see such a list or how that is determined.

    Another idea is if it could be a gamerule for older servers and superflat worlds.

    As for how to get them on superflat, perhaps some new illagers could drop random enchanted books?(insert Illusioner here?) or there could be some expensive way to copy them (like armor trims?) or perhaps the wandering trader could (on rare occasions and for a hefty price) sell items that do not exist in the world (ie. items from structures and biomes that didn't generate [ie. portal frames in a superflat world with no strongholds])

    It is a bit off topic, but I also think it would be interesting if netherite equipment could not be enchanted, making fully enchanted Diamond the endgame. (Just a thought)

  • 2
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    Why does this even need to be fixed? It was a huge ordeal building a zombie chamber for villagers and it should be worth the effort of building it. Also, forcing the player to build a separate villager trading hall for every biome is ridiculous. Why should we have to repeat our builds? And master only trades means you might invest in a villager and discover they don’t have a trade and then you wasted all those resources getting them there. Unless it’s a guaranteed trade, it’s a waste of time and resources.

  • 0
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    I like this. Exploring your world to find/build villages in multiple places and doing lots of trades is a much more fun trade loop than "break this lectern over and over". Also makes mending properly end game rather than obtainable in a (boring) hour of play.

  • 1
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    Overall I think this is a very positive change for the game, although it is likely to get significant backlash for making the game more difficult.
    For many years now the enchanting table has been completely outclassed by OP villagers, yet villager trading is incredibly boring in comparison. This change makes players less reliant on villagers and makes the enchanting table actually useful again. However, I think removing/reworking the anvil level cap ("Too Expensive!") along side this change is essential.

  • 1
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    I don't think it's a bad change overall. Even if i, as adult with limited time for Games, would prefer to not get my villagers from all over the world, i still like the Idea of different trades per Village Biome.

    But i must say i have one hugh Problem with this: the fact that some Enchantments are removed entirely and others presumably have a lowered max Level what you can get from Villagers. This makes it to time consuming, maybe even impossible (combined Books could be too expensive in XP) to get max Enchantment Gear on mass.

    I would love to see all Enchantments on max Level obtainable renewable in some reasonable fashion, and yes i would include "Swift Sneak" in that (must not be Villagers).

    And if you go with the different Trades for different Village-Biomes route, go all out and give some specific things to all professions.

  • 1
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    I do not believe that going out of your way to breed librarians in every available biome, and having to level them all the way to diamond is worth a mid level job enchantment. I mean seriously, the savanna villager only gives you sharpness 3. Whats even the point of having them if their best trade is that abysmal. In addition, the zombie discount change removes any incentive at all to cure them. For the first few nights when you need a villager maybe, but after the player has already found a village, a single emerald or 2 paper scraps off a level one trade is not worth a golden apple. While I believe that villager trading does need a couple of tweaks, and I love the idea of biome exclusive trades, this is not the best way to implement it.

  • 4
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    Nooo, why would you break things like this? It was fine as it is and is already a lot of work. This just makes it way more work and not even worth the work anymore. Change it back!

  • 0
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    Any update that reduces reliance on randomness is a good change in my book. I love that the book choices have flavor and lore related to the biome. It could create interesting changes to multiplayer economies, as well, as it might become more lucrative for each player to provide the others with books found in their area, rather than one player having them all.

    The wandering trader is made more endearing by these changes! It's good to be able to get emeralds from him as well as give them, as the trader is often the first villager one might see in a world, making it unlikely to have emeralds already on hand when he shows up. And I just love the idea of benefitting from providing hospitality to the trader as he passes through, with food and water for him and his llamas. 

  • 1
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    I think the master level enchants should be close to if not max level, because it could be a very difficult task to set up a village in all the different biomes based on world Gen. Maybe have one biome still allow the previous way trades worked too? Like if you move villagers to the end or something they can have any trade.

    For the wandering trader: please add a lava bucket trade, it would revolutionize a large amount of challenge runs, such as skyblock and superflat survival. Adding more potions to the trade list could be good as well, as it could be one of the only ways to have potions before going to the nether, making the early game more dynamic.

  • 1
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    This change makes it difficult to get the enchantments that you want. Some villagers don't naturally spawn (swamp and villager) and having to go to a specific biome to get silk touch or fortune takes the fun out of the game. Make things more expensive if things need to change but don't lock things to biome when that biome has no village's.

    On a positive note I like the changes for the wandering trader, its cool that you can actually trade your goods to them

  • 3
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    I don’t like these changes. I can’t even believe that anyone supports them. Things were fine as they were before. My cute little trading hall is going to be totally broken. I don’t want to have to build a bunch in every biome. It ruins the concept of my city. Please change this back!

  • 0
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    In general, it's not a bad idea, they will force Player to explore world a little while searching for right biomes.

  • 0
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    Overall I think this is a great idea. Separating enchantment types by biome gives Villagers a badly needed nerf but also makes it a bit easier to get the specific enchantment you want.

    But, I also think there are a couple issues with the current implementation.

    • Having certain enchantments exclusive to secret Villager types that do not naturally spawn is unintuitive and something most players would never discover on their own. Obviously adding Jungle/Swamp Villages is a big task, so maybe Zombie Villagers should have a chance to spawn as their Jungle/Swamp versions (unless they already do, in which case the spawn rate could be increased). So at least there is some hint that those Villager types even exist. And if one of those Zombie Villagers happens to also be a Librarian, a player could encounter the exclusive trades via curing.
    • Capping Villager trades at lower enchantment levels (i.e. Fortune 2 instead of Fortune 3) will require more combining low level enchantments together to get your desired tools. That would be fine, but could result in more players running into the "Too Expensive!" message. I'm sure it would still possible to avoid that message with careful planning, as you can in the current version, but it is a needlessly complicated issue that the majority of players don't understand. That isn't an issue with the Villager trading specifically, but I think the two systems would be at odds with each other. I think now would be a good time to get rid of "Too Expensive!".
  • 1
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    While I think this is a step in the right direction, I believe the librarian change is extremely tedious. Finding certain biomes is already very difficult, and transporting villagers is a NIGHTMARE.

    Edit: I also think that not allowing max/high level enchantments is a bad idea, at least with how anvils currently work. I would hate to buy two Unbreaking II books to make an Unbreaking III book for my tools/armor, only for my anvil to tell me it's "Too Expensive!". Having to combine books like this would make enchantment costs higher, and get closer to the "Too Expensive" cap, which I believe is 40 levels.

  • 1
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    I don't hate the idea, its something that has been discussed a few times over on r/MinecraftSuggestions, but this particular implementation is a bit rough. Of all the master level trades, Mending is by far the most important to have access too since it cannot be obtained "naturally" via enchanting - so locking it to one of the rarer biomes is going to be quite annoying.

    If mending was the Plains villager trade, I would be much happier with the changes. You still have to work for your mending, gathering materials to trade and level up the villager, and will need to explore for a full trading hall, but the enchant that can only be reliably obtained via trading wont also need a rare biome. I have spent upwards of 10 hours on my current hardcore world looking for a swamp for some slime and have not yet gotten lucky. I would hate to have to do this before being able to get mending as well.

     

  • 0
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    I dont think this is a good idea at all. you reduce luck based trading but replace it with a system that just makes it frustrating for alot of players. superflat players rely on villagers for their playthrough and being unable to get certain rare enchants makes it more difficult for nearly no reason. Not to mention players on bad seeds, the nearest desert for me is 4k blocks away and i dont want to make a path there and a whole villager system just for certain books. Villagers are already frustrating to work with, no one wants to do that 6 times.
    Biome specific villagers could maybe have better trades for certain professions or books to get around the curing issue but shouldnt be reliant on having multiple villages enslaved for special books

  • 0
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    Very much on the fence about this one, I think a better option would be to scale book levels to villager levels which would push it towards a mid to late game thing and keeps the enchanting table for early game , high level=max enchants , as the biome specific factor of it adds too much transportation cost , and unless there's some faster and easier to setup transport method in the next update, that's too much sunk time