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

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  • 65
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    This is a VERY BAD CHANGE. It only makes trading painfully more tedious. I can understand nerfing zombie discounts, but not the book changes. Setting up a trading hall is already very time consuming.

  • 0
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    It might be a good update because it'll be easier to get the enchantment books we want from the librarian,but why can't we directly buy the highest level of it?Now the anvil punishment will be the biggest problem,and making a fully enchanted items could be really really hard!In my opnion,it must be a great update if we can have another anvil update with it.By the way,why have the enchantments of the Trident been removed?!I don't have so many Trident to try one by one on the enchantment table!

  • 0
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    It is an interesting idea but is limiting as superflat world don't have biomes. 

    In addition it wakes it way harder to get less of a pay out and if it is implement console and mobile player can't go back if they don't like it where as java can. There for if it was to be implemented it should be a togglable game rule when making a world as this can satisfy both side. All so if they implement it they need to at least make max enchants the same as what the table gives if not master librarians in specific biomes should give better enchants such as efficacy 6 that allows to instar mine Depslat  with a Becon and is only gettable from them and not by combining books. There is also the problem of anvil level cap if villagers sell less then top enchantment it is extremely hard to get maxed enchanted tool for newer play that don't know the cheapest combining order.  

  • 0
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    Glad you recognized the villager trading and enchantment systems have been broken for years. However, it would be sad to see a change like this go through that would break it even more. I cannot see myself updating past the current version if this becomes official. The answer to every problem Minecraft has is not to make it biome dependent. It's one thing to encourage exploration, it's a completely different thing to block entire vital aspects of the game such as good enchants behind exploration. The problem before was that the enchantment books were not fun to get. They were easy to obtain relative to their reward but this does not mean it was not very monotonous and grindy to do. Making players trek possible thousands of blocks for biome dependent important gameplay features, only to be met with worse reward than previous is absolutely not the answer.

  • 0
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    Thoughts on librarian villager Changes:
    The process of getting the best gear is already one of the grindiest and most tedious parts of the game so the fact that we would need to make 7 different villager breeders in biomes that could be thousands of blocks apart from each other just to get the trades that are needed is terrible for endgame play which is about 95% of Minecraft’s experience is anyway. This doesn’t even mention the fact that the important enchants are not max level. This means you would have to combine the books with an anvil to get the max level which would make things like the best boots unobtainable since combining them would get too expensive. Also one of the worst parts about this change is the fact that trident, crossbow, and fishing enchants are no longer available. There needs to be a way for players to reliably get the enchants they want even if it’s not renewable. For example Swift Sneak is a non renewable enchant but at least players know they will find it in an ancient city. Making the good versions of these 3 items harder to get will make players use them less. Overall I like the idea of having things that are unique to the different village types but it definitely should not be something as game altering as getting good gear since its needed for every aspect of play from building to mining to fighting. Making it harder for players to get the gear they want forces them to spend time grinding for items instead doing the things that they enjoy

  • 47
    Registered User commented
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    Please leave it as it is

  • 1
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    I think that biome specific trades would make getting books a lot easier, but balanced. The only thing I don't get is why the master villagers don't give the max level enchantment, you would think there would at least be some sort of random roll for an enchantment between lvl 3 and 5 or level 2 and 3.

  • 16
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    I like the idea of removing certain enchantments but I think that curing villagers multiple times is a good thing. I also think that biome-dependent trades are bad.

  • 1
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    My Feedback:

    Remove mending from villagers completely (mending is a treasure enchantment, and villagers should not have them. Currently the only non renewable enchant in the game is swift sneak, however if there was only one non renewable enchant is should be the enchant that makes your gear completely renewable.)

    remove master enchants from normal pool (possible bug)

    have very small chance at max level but generally it wont be (I like how generally you wont get max level, as villagers should be bulk of lower lvl, where enchanting is harder to bulk but can get better enchants, but chance for perfect)

    perhaps wider normal pool, perhaps biome adds weight, this would also help in cases like superflat so its possible to get all

    Use the UUID as a seed so rerolling does not affect trades.

    semi-related: remove stacking raid farms (too powerful emerald source)

    remove anvil limit, but perhaps higher chance of breaking with more xp (combining the lower lvl books from villagers)

    Otherwise really happy with the current changes. No single game mechanic should be the so good it throws out the possibility of using other mechanics. Max gear should not just be 'villagers' but a mix between villagers, enchanting and loot finding. By not rerolling but biome specifying, if you want a type of book you know where to go, and by not being too OP, they feel like a similar level to the other types. Main worry with this change is unintuitiveness so people need to google where to go for which type of book.

  • 0
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    1) The book trades locked behind certain biomes is extremely unintuitive for new players, it will be very hard for them to figure out what the rules are and what books they can get in which biome

    2) The trade being locked behind Jungle and Swamp biome is an insanity for new or casual players! Normal players are not aware there are jungle and swamp villager types, and up until now, this was okay - just a little ambiance that doesn't hurt anyone, similar to bats. But forcing players to build villages and transporting villagers there? How will the player find out? Even with an advancement, it will need to be worded carefully as to make player realize that the villager needs to be born in the swamp, not just to be transported there. Furthermore, many players will wonder if there are more secret villagers, wasting time on ultimately pointless task

    3) Pidgeon-holing players into what they should build apart from the starting shelter detracts from the sandbox experience

    4) In the case of these changes being implemented, the anvil is in dire need of rework. Not only because it will be much harder to obtain books, but also because it will be much harder to make perfect gear. Even now, getting perfect boots or sword is quite difficult, forcing player to use 3rd party resources or learning tools.

     

    All in all, this experiment takes focus away from the game and forces players to use 3rd party tools/websites and is very unfriendly towards new players.

  • 0
    Registered User commented
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    Balancing the trades for enchanting books are interesting but don’t think they need that much nerf compared to the armorer who literate gives u a full set of diamond armor. Definitely love the new wanderer villagers new trades tho.

  • 0
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    The villager changes for the most part are annoying, seems to be an obsession in the last couple of releases to fix things that people aren't particularly complaining about to make the game grindier, not sure anyone wants to make an already grindier game grindier. Instead of spending effort doing this, spend some time making the end more interesting or more time focussing on improving the biomes? Things people are asking for.

    Remove the stacked zombie reductions fine, everything else just annoying.

     

    The changes to the wandering trader are promising.

  • 1
    Registered User commented
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    I'm not sure how to feel about this.

    The zombie healing nerf is a huge hit, and I'm not sure if I support this.

    But I think that new changes to librarians are definitely good, as they really need some kind of balance, they were too overpowered. I agree with this a long as you will fix the other side of enchanting - enchanting with the table and experience.

    It's too annoying. At early game it's hard to get the exp, very easy to lose it (and all you get after death is lvl 7, even if you would die with lvl 1000). In the enchanting table sometimes it's really hard to get specific enchant (like sharpness 4). You have lvl 30, and suddenly you loose 10 lvl's for re-rolling the table, and overall the mechanic is pretty frustrating, especially if the lvl source is far away / requires travelling. One idea is if you could for example "attune" the table, so you have higher chance for specific enchants, for example by using some new magic blocks, crafted from biome specific blocks and something rare. For example you craft 8 prismarine and echo shard, place this block near the table and you have higher chance for aquatic enchantments. The more block, the better chance, but capped.

    The anvil could be better to - make renames cost max 1 lvl, not more. Make combining a bit cheaper. Because for example new villagers trade only protection 3, not 4 you will need a ton of exp to merge all the books together.

    TLDR: Librarian change is good as long as you will fix exp system and normal enchanting.

  • 0
    Registered User commented
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    Love this change and if anything I'm upset it took soo long to fix trading.
    Villagers 100% need a major nerf and while this is a bit of an unexpected way to go about it, IMO it works.

    I feel like gear should be grindable and not able to be maxed in the first hour of gameplay, as for late game well end citties introduce a mechanic to get lots of op gear in a fair way.

    Yeah it sucks that people have spent the last few years growing dependant on broken villagers but thats life, and this system is much better.

    Also to everyone complaing about superflat have you considered just adding biomes into your superflat seed? default superflat is only played because its an interesting challenge of playing on a world that's not designed to be played on, as such if Mojang were to make a change with superflat players in consideration it kind of defeats the point of imo. Craft your challenges around the game, not the other way around. 

  • 1
    Registered User commented
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    I also want to give my thoughts on the villager trading change.

    I am not happy about this change. As a long time Minecraft player, (known the game since 2009, started in to play 2011) I think, that this is a very unhelpful change and it should revert to what it was before.

    Let me state this, about why I think that this is the case:

    Villager Trading was added back in v1.3 and has been a really welcome feature for the players. Before Minecraft v1.14 you couldn't just cycle through villagers to get the enchantment you wanted. You actively had to breed new ones and use the door system for more villagers in a village (which took way longer and was really painful to do). With v1.14 we got the best trading change the game ever offered. Now the reason why it should stay like it is, because it's already a massive grind to get max enchantments and many villagers in a trading hall, because you still have to set it all up. That is usually an late-game thing. In my opinion, cure-stacking should be removed and players should get to know the lowest cost of every enchantment book trade you can get for each level. That's what I do and it would be a fair change in order for the feature to stay. Because the books would still be expensive and harder to get. I can give you an expample: 17 Emms = 1 Sharp 5, often I have only a stack of emms and I can only get 3 books, which is low and expensive.

    It's just making it harder for everyone.

    This is a feature since August 1, 2012.

    UNLOCK THE POST MOJANG!

  • 7
    Registered User commented
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    PLS do this, villagers are way too OP, they need to be like this, PLS make other villagers less OP aswell!

  • 0
    Registered User commented
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    This change to librarian bad because when it comes to making a village trading hall I need to split them which will be time consuming & villager consuming (considering they  only give at master villager) and if I need something I also I need to travel a lot.
    If I am playing on a custom map or 1 biome world example: superflat / skyblock I am soft locked from getting some enchants.
    How to fix and rebalanced:
    Swap level 2 trade: 4 books for 1 emerald with level 1 trade of enchanted books because the primary issue was that people can always reroll first trades cause they know what are they getting. However you can keep the villagers not giving max out variant of enchants like:  sharpness V , looting III etc. and give like halfway ex: Efficiency III ,  Protection II or III etc. so players have to combine books too.

    The only nerf I see is to Protection because  Protection as an enchantment is overall better and more versatile than Fall , Fire , Feather , projectile (protection) by nerfing protection in those area and a small buff to other protection enchants type.

    if you want to nerf let's say mending, nerf the efficiency of it by: 50% so it requires more XP.

  • 62
    Registered User commented
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    This is a bad change, villagers feel like the only way to get consistently good enchants. Instead of nerfing villagers, buff enchantment tables. Villagers are already tedious enough, and transporting mobs is the worst thing ever!

  • 0
    Registered User commented
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    If they are going to be making it more expensive XP wise to enchant stuff maybe remove that anvil lvl 40 cap, it's not like we can't get higher levels built up to pay for a lvl 50 or even 100 hundred (as bad a grind as that would be without some OP XP farm) but if we don't do our research and the one best way to stack enchantments as is we can get locked out of making it by just 1 or 2 levels. Also I don't mind so much making trading less random but this will just make it more tedious. I already have to plan days of grinding to set up all enchantments on my single player world, in real life, and now I either have to plan running between different halls maybe 1000's of blocks apart or move all of them into a central location. This may work on multi player servers where the load can be divided between players but for just one person who tries to play more casually after work or school? How about making things less grindy and tedious so we can focus more on exploring and build and less time just trying to get a new world set up to let us do it.  And why did you remove the crossbow and trident, along with other, enchantments?  What about those of us who love those things just tough luck grind out a few dozen tridents and hope you can combine to get what you want?  I may have to give up survival and just do creative at this rate.

  • 1
    Registered User commented
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    I think the changes are too drastic in terms of enchant randomness, most players have no idea about swamp and jungle villagers. In my world, I rarely find a biome other than jungle and savanna, and that's one of the problems with this solution. It would be a great idea if enchants such as meanding could appear on all villagers, but depending on its type, there would be a different percentage for its appearance.

  • 1
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    Low key i love this change a lot. It makes Minecraft Progression a lot Longer now. and the fact different biome villagers sell different books is Amazing imo :D

    Cause' before it seemed too Easy to get mending and efficiency but now its a lot more Balanced.

  • 1
    Registered User commented
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    How I can get some books on super flat world? Also there aren’t any jungle or swamp villages, so you have to bring villagers there.
    I understand that enchanting table is now kinda useless, but i don’t like the idea of new librarian.

  • 0
    Registered User commented
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    The wandering trader changes seem like a good idea, but I’ll need to know the details on the price and quantity changes to say more.

    Still not satisfied with the changes with the librarian. It’s still trivial to get Mending books as long as you can find a swamp, which is not hard compared to finding a desert. It also means that you have another table that you need to look up while playing the game. Furthermore, assigning Mending to swamp villagers provides a disincentive against adding swamp villages later on.

    I think Mojang is fundamentally misunderstanding the problems with the current villager trading system. Trading should feel like trading, not a funny type of resource farm.

    One important step toward making it align with that goal would be to have villagers be capable of replacing a trade with a different one from the pool. In particular, each trade would have a total use count that is not replenished upon restocking (independent of the current use count value, which is still replenished during restocks). Once this count reaches zero, the trade is locked and will be replaced when the villager next restocks. Trades that have not been used in the last few days also have a chance to be replaced.

  • 0
    Registered User commented
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    Mending nerf is good but how am I supposed to get max out gear now? If I recall correctly combining books increase exp cost, so the only way to get sharp5 that doesnt have increased xp cost is trought structures or enchanting? This is much more annoying and hard to get.

  • 0
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    Thoughts on wondering trader changes:
    It’s nothing too exciting but they are nice changes. I feel that the wondering trader definitely needs an update so anything is nice to see. I like the fact that you can now sell it stuff and I also like the fact that it stuff like food, water, and ingredients for its invisibility potions I think that’s a really cool story element. The trader seems like an attempt to bring the different biomes of the wild to you so it’s great to see that you can now buy different wood types but it should also be able to sell you saplings since 32 logs won’t get you very far. Also, I think it should be able to have a chance of trading every or most biome specific block / item in the game. For example things like skulk blocks, mushroom blocks, and mycelium. I also think they should appear less often but have more trade’s available since it’s kind of annoying having them appear every 2-3 days or so. If they’re rarer players will have more of a drive to want to check out their trades rather than just kill them right away to get rid of them.

  • 0
    Registered User commented
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    This Addition will undermine the Minecraft communities hard work figuring out how to curve trades to our liking and make the whole ordeal more tedious. I understand the appeal of stopping 1 emerald trades but simply make the minimum for book trades 5 emeralds rather than making finding the villagers from each biome a requirement and limiting the book level.

  • 1
    Registered User commented
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    I’m only happy for my main man Wandy-T to be getting some upgrades and I’m ok with the now non-tradeable enchants.

  • 8
    Registered User commented
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    反对,因为会让玩家更加难受,大大增加游戏难度,打消玩家兴趣

  • 1
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    The amount of TEDIOUSNESS that we'll have to endure from this possible update is ABSURD. Leave the main Villager trades as is, everything else is great. The change in how villagers trade is foolish. not only will it be annoying for new players trying to learn this, but it will be ABSOLUTLY IRRITATING for older/constant players. I would recommend, instead of ruining current villager trades I would recommend buffing Enchanting Tables. 

  • 1
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    I feel like lowering the levels of the enchanted books are good but making it biome dependent is a very very bad decision. Getting books that you want from villagers is kinda like the reward for setting up a trading hall, zombification and healing station, automatic crop farms, villager breeders, and just generally dealing with the villagers itself. If this change gets implemented it's gonna add a whole lot of unnecessary grind.