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

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  • 0
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    I like the idea of making each biome have unique trades, but I don't like that players will have to use the wiki to look up which biomes have which enchantments. To help players remember, the icons for enchanted books should vary depending on which biome they are available in. For example, enchanted books that are available in snowy villages could have a snowflake emblem on the cover of the book. I imagine this emblem being brown or tan so that it looks like it is still part of the leather book cover. Below are the emblems I imagine for each biome.

    Desert: Sun

    Jungle: Bamboo

    Plains: Tall Grass

    Savanna: Acacia Tree

    Snow: Snowflake

    Swamp: Lily Pad

    Taiga: Spruce Tree

    Enchanted books that have multiple enchantments (e.g. from fishing) should not have an emblem on the cover. It might take some additional ideas to make it fully intuitive for players to know where to look for the type of enchantment they want.

  • 13
    Registered User commented
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    There is fine balance between fun and not fun
    These changes are good, but if u can add
    ability to copy an enchanted book, just like templates
    It would restore the balance again, I feel.

  • 3
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    Very good!

     

  • 39
    Registered User commented
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    Not a fan of spreading out book trades in different biome. Making something tedious is not equals to fun. I do believe, though, that villager trading need rebalancing, however this implementation is bad.

  • 15
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    Making mending this hard to aquire makes a lot of sense, but with the current anvil system mending is basically the only way to sustain you tools. To not make getting enchanted tools and netherite unviable until mending is aquired a overhaul of the anvil repairing system is required.

  • 0
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    wandering trader is good but the villager thing is bad

  • 42
    Registered User commented
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    Absolutely not

  • 0
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    wandering trader changes are good, but librarian ones feel like they'd just make it less fun. There could be some changes if you really want to change this, such as:

    - making regular enchantments available in all biomes, and instead making it so they get higher level enchants with higher villager levels. A novice villager shouldn't give you unbreaking 3, but an expert villager should. 

    - making specific enchants more common, and have a higher chance of being higher level in some biomes. So, lure and luck of the sea could be available in all biomes, but you'd be more likely to get them, and more likely to have them at max level in oceans.

    - treasure enchants could be biome-specific, sure, but not to one single biome each as transporting villagers right now is very slow. How about something like: frost walker in all snow biomes, mending in some less common biomes which currently don't have villages (for example jungle, swamp, cherry, mushroom, etc), curse of binding and vanishing in nether and end (with better regular trades in exchange for the less useful max level enchants)

    - applying this to all villagers, not just librarians. Fishermen for example could give you more fish in ocean biomes or jungles and swamps, than they would in deserts. farmers would also have better trades in plains, forests, etc. 

    also, remember that some people like to play on superflat or single biome worlds, so at least have some way to still let them get these enchants.

  • 0
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    I see so many people hate the librarian change, but don't listen to them. Gearing yourself up is too easy, and this is a good balance. People say that this makes getting enchantments harder, but actually I much more prefer travelling to find a biome, to get specific enchant, then sitting in 2x2x1 hole placing and destroying a lectern. You also need to fix normal enchanting, with a table and lvl's, check my other comment.

  • 1
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    As much as this change saddens me, I do agree with it. The librarian can easily be abused. Instead of just extending or prolonging this method (i.e. you can still abuse this system it will just take longer), I suggest the librarians should offer a new item in place of the top tier books: enchantment crystals. These crystals have to be added to the enchantment table when enchanting an item, in a newly added designated slot that significantly increases the chances for that enchant on the item in question.

    So, for. Example, you've got a swamp librarian at master level. But instead of the mending enchanted book there are, say, 3 mending enchantment crystals for sale. You then have to head to your enchantment table set up to enchant your item. These crystals could have 33/50/66 (not sure on rates and counts) percent chance to direct the enchant table towards the mending enchant. So if the rate is 66% then two of the three crystals could work. Giving you two new items with mending. This way it keeps the librarian relevent (along with these new biome specific trades, which I think is a great idea) and the enchantment table along with its items and mechanics are also kept relevant. Maybe these crystals could be used on already enchanted items? If so the only have the chance to add the crystals enchant. Or maybe all books the villagers offer are replaced with enchantment crystals? Just a thought, what do you think? Thanks for reading, Shaun.

  • 0
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    This would too much grindy and a hassle to deal with as transporting villagers is a pain. I mean in this website it's specifically said that villagers aren't meant to be transported, now you want us to transport them?? Specially with jungle and swamp, which don't have villages. and we still have anvil's work penalty which for the average player is too much of a hassle to deal with combining what enchants and when. I still support rebalances and I support that curing zombie villagers is over and over is fixed. but librarians rebalance is done incorrectly.

  • 0
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    Thoughts on only curing a villager once:
    Even though I don’t like it it’s definitely a good nerf. Being able to get every trade down to one emerald is a bit overpowered. I like being able to trade things like stone, sticks, and rotten flesh 1:1 for emeralds but I understand that this is kinda over powered. We will still have farmer villagers who, after one cure, will be able to give us emeralds 1:1 for pumpkins and melons so this change will not be game altering. Also being able to get diamond tools and armor with just 1 emerald is super overpowered as well so this change will definitely help with that. Overall I understand and don’t really mind this change and think it’s a pretty smart thing to nerf as it now makes things like reputation and hero of the village useful again.

  • 1
    Registered User commented
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    I HATE IT

    This just makes villagers even more tedious. Villagers are already an end of game thing. So nerfing enchantments is stupid. New players will just get confused and you will have to search up which villager gives what every time. ITS STUPID

  • 1
    Registered User commented
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    changing village librarians is very bad, please mojang don't add this to the game

  • 27
    Registered User commented
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    For me this will make making my own custom villages harder:(

  • 0
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    I think this change to villagers is great, Minecraft was too easy when 1.14 update came out. Villagers needed some changes because it was boring to grind an enchanted book that you want (in my survival world I had over 700 lecterns mined). Mojang, keep it that way!

  • 24
    Registered User commented
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    If you implement this, PLEASE make transporting villagers easier!! Otherwise it will be so difficult that very few people will have the time or patience for it

  • 1
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    But Mojang, is it still possible to get Trident enchantments by trading villagers?

  • 0
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    Most of the players don't even know about existance of jungle and swamp variants of villagers. Also not everyone pays attention to changes like that so I think some of players will report this change as bug because they won't be able to get enchants they want. I like the idea of lower max levels of enchants but enchants dependent of biomes isn't a good idea if it stays the way it is. The wandering trader change is nice tho. Since release I've always though he had a wasted potential

  • 0
    Registered User commented
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    I like that we have to explore biomes for enchantments, it's something I wouldn't change, but the way it was implemented causes several problems:
    Part of what makes villagers interesting is that with a lot of effort and dedication you can get the BEST enchantments, but most "special books" can't reach their maximum level (I wouldn't go to a desert just to get Efficiency III). But another thing I noticed is that now it's much easier to get any type of enchantment! If I want mending, I can do it with ONE swamp villager... Yes, I need a bit of infrastructure to make that happen, but achieving these things with just one is op, it doesn't seem like a nerf.
    This is probably completely intentional since if the villager didn't give us the enchantment the first time, we would have to kill a lot of them, and you probably want to change that.
    I've been trying to think of a solution for this, and I think I've found something. What if all the villagers start with only the lowest levels of enchantments (for example, efficiency I) and the more times you buy this book from them, instead of increasing the price, it improves their level until it reaches the maximum (as if the villager was becoming an expert in that enchantment). This would make us keep the first villager, but still have to work hard to get the best levels. We could even give them access to an enchantment table and shelves to improve their skills faster (this would give us a real reason to make houses for them).

  • 1
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    Personally i think that max level enchants should be nerfed but not totally changed, I like the idea of the biome dependent enchants but i do feel like it could use some more work. I personally suggest it being like this. When you level up a librarian villager you get the chance to either get:
    a. Special enchant of that specific villager type.
    b. An enchant of another villager type.

    This would make it so players would have to upgrade their villagers to max level. And would make sense from a in game story standpoint that when the villager becomes a master at enchanting the villager learned a new enchant they didn't know existed.

    I think making it work like this would give us players two options of play:
    a. Gotta catch em all type behaviour
    Or
    b. Level up your villagers to get what you want behaviour

    That's about all of my suggestions though. :)

  • 1
    Registered User commented
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    I really like this change, we all knew that librarians needed a nerf and I do really like the idea of making the trades you get less RNG. However I think it would be very unsatisfying to trade through an entire villagers trades just to get something like efficiency 3 or unbreaking 2. I hope this feedback helps and I'm glad to see that this feature is being refined.

  • 6
    Registered User commented
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    These changes are great, it's finally a step in the right direction after villagers were made from useless to broken. These changes finally gives them a bit more balancing

  • 0
    Registered User commented
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    I love these changes so much, actually make getting enchanted books balanced and the best thing is that the trades aren't very RNG anymore
    I love exploring so it'd make finding all biomes more worth it (all biome villagers in one village = cool)
    This should be in the next update!

  • 38
    Registered User commented
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    please dont ruin the villagers with this crap

  • 1
    Registered User commented
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    I get that villagers could use some nerfing and I have often thought about it and here are my points:

    1) As is the villager mechanic can be considered broken, you can get everything you want to live comfortably in your Minecraft world relatively easily. But that's also a point. It's a wonderful way to make survival more accessible, easier, scalable and makes it possible for everyone to take on big projects with the unique gratification that survival offers, that you 'earned' your projects. It's an option to make it more accessible, you don't have to play that way.

    2) One of my biggest fears is that end level game and therefore actual world building with building cities, landscaping and bigger projects just gets farther and farther away behind a big grind wall that is not fun just elongates the process for no other reason than to elongate it. That's a problem a lot of survival games have and Minecraft was one of the few that made it scalable to any style you want without having to play creative.

    2) I do like that Swamp and Jungle villagers now get a purpose, but just the thought of searching forever for biomes and having to transport them... yikes! Its a wonderful opportunity to add those corresponding villages and items to find specific biomes vanilla without looking it up and to add mechanics to maybe convince villagers to follow you or move to another village that you built.

    3) The curing mechanic is fun and the automation is fun. It's sad if this would be lost.

  • 0
    Registered User commented
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    I don't really like the experimental villagers. They are already hard to work with and it's really time consuming to get the books. I don't mind the feature where you need to go to different biomes to get different books, what I don't like is the fact that when you get a villager (for example efficency), you don't get straight up efficiency 5, instead you get efficiency 3 and you'd have to spend a lot of levels which are hard to get if you don't have a overpowered xp farm.

  • 43
    Registered User commented
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    This is awful! Leave villagers alone! They are already tedious enough! I don't want to have to make trading halls all over the map

  • 0
    Registered User commented
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    I believe these changes are in the right direction but you should make moving the villagers easier (for ex. they ride a llama/camel and we can use lead on them) and remove the anvil level limit

  • 1
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    While I do like that this change can encourage more exploration and reduces trade rng for the player, I don't think this is the best approach to this issue. It really only makes villager trading that much more tedious, having to transport villagers across the world, as well as having to make several long trips between these areas for the sole purpose of trading, and nothing else. Sure, it encourages exploration, but only for the sake of a feature that was made much more difficult, not for anything desirable and interesting. The core issue of the librarian right now, though, isn't the librarian, but rather the enchantment system as a whole, in my opinion. It's too rng based and forces players to rely on villager trades for a guaranteed way to get the trades they want. It's much simpler to grind away at getting a trade for a specific enchantment that you want in bulk, rather than fighting mobs for hours and HOPING to get the enchantment you want. There has to be a better way than adding more grind on top of something that is a secondary solution.