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

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  • 1
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    YES YES YES! Mojang, thank you very much for this change. It finally fixes broken villagers with overpowered trades. But I think it is a half of the problem. Players tend to abuse cure system/trading halls, making interaction with humanoid creation “farmable”, which seems somewhat inhumane, and the mechanic of decreasing prices almost to 1 emerald makes it unbalanced. Here are some suggestions, that I find the solution to this:
    * Price drop cap: after curing villagers, they can decrease price to a certain amount, making it balanced and not harmful to emerald currency
    * Gift system: or instead of decreasing prices after curing villagers can gift a player with item, that relates to villager’s profession.
    There are suggestions to trading hall fix:
    * Bed and Bell requirement: from now on villagers require to pathfind unobstructed bed and bell in order to renew their trades daily
    * (Optional): Extend villagers’ radius to pathfind bed and bells so players can create bigger villages with one specific bell, that can gather all villagers in their meeting time.

  • 1
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    I like this change but make so you can get protection IV unbreaking III and efficiency IV because getting maxed boots will be even harder now and it seams more balanced.

  • 1
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    I think that if the player needs to make a village in the swamp and jungle then make it so that if you build a village (like in Terraria) with some specific blocks like beds and villager workstations and then after 1 in game day one villager spawns per bed and workstation (this makes it easier to make for newer players so that they don't need to try to move villagers thousands of blocks and then breed them) and make it a gamerule so that the player can decide if they want the new system

  • 0
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    The part where you need to have diffrent villagers for each biome to get all enchantments is a great idea. BUT i feel like removing the max level enchantements is to big of a nerf. That change alone makes it so that librarians become useless. Why should you buy a unbreaking II book when you can enchant a piece of armor or tool were you most of the time get unbreaking 3 and something more?

  • 0
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    If your goal is to make villagers both useless and too tedious to use, then well done, mission accomplished.

    The anvil work penalty already stops anyone who doesn't have villagers or an intricate knowledge of the underlying systems from getting the best gear, on top of that having to travel maybe thousands of blocks, build a village and then get 2 villagers to that village without being able to lead them effectively is honestly an awful design choice.

    This seems to be the culmination of 3 bad design choices, the anvil work penalty is a bad idea, adding an enchantment that is needed because of anvil work penalty and making it rare is a bad idea, and now making the job of getting that now needed enchantment even more tedious (not difficult, just tedious), is just going to ruin the villager trading part of the game, I certainly won't bother with villagers if I can't get max level enchantments or mending without literal hours of grind, STOP REMOVING SAND FROM THE SANDBOX.

  • 0
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    I logged into this Microsoft account for the first time in 6
    Years for the sole purpose to say that this update will lose you tons of players.
    No offense to the folks who came up with this, but this is an absolutely terrible idea and I guarantee you will record a ton of backlash for it

  • 0
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    I really liked the new trade system, why shouldn't the librarian buy the leather from the player? She has so few uses.

  • 0
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    This would be a great optional feature when creating a world instead of a mandatory feature

  • 1
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    What I like about this is the wandering trader buff. That’s all I like though. As someone who likes to play minecraft a little more carefree, I really dislike this idea. I haven’t even found a desert despite quite a bit of adventuring. If this happened, it would probably make me want to play the game less.

  • 1
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    Dear Minecraft Team,

    As a long-term Minecraft player, I have some thoughts on the latest snapshot.

    The freedom Minecraft affords us is key to its charm, but recent changes seem to be limiting that, forcing exploration upon players. While encouraging exploration is good, the way it's being enforced breeds frustration.

    I hope that your focus could be on adding new, engaging content instead of shaping the players' experience. We don't need to be told how to play the game; what we crave is freedom, and elements that encourage exploration and innovation.

    Please respect Minecraft's spirit of freedom and players' agency in your development. This is crucial to maintaining the allure of Minecraft.

    Thank you for your patience and consideration, I look forward to seeing Minecraft evolve while upholding its core principles.

    Best regards,

  • 15
    Registered User commented
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    Make villagers sell higher levels of enchantments or buff anvils.

  • 0
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    I like these changes but I hope they won't touch flat worlds

  • 3
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    行商人の取引拡大にはエメラルドを支払ってアイテムを貰うことしかできなかったのがあまり使い道のないアイテムをエメラルドに交換できる点は賛成だが
    司書の取引するエンチャント本がバイオーム毎に固定されると村のないバイオームの場合入手までかなりの時間がかかりサバイバルを効率的に進められなくなるので困る 今まで通りランダム性のあったほうが楽しいと思う

  • 1
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    I actually think that the problem lies in the fact that enchanting your gear without using villagers is extremely frustrating. You just go through the same cycle of: getting exp -> doing a level 30 enchantment -> disenchant over and over again, until you have the enchantment you want to have. This whole process is very rng dependent and time consuming.
    Many players don't  want to bother with enchanting their items that way, and use the villagers as a simpler alternative.
    This change to villagers is fine, but please rework the enchanting, xp and anvil system.

  • 34
    Registered User commented
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    Bad very bad

  • 0
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    I think the rebalance is great, Villagers were always way too OP, and did made the game trivial. MY ONLY PROBLEM with it is the biome based trades, I'm always against making something inaccessible for other biomes(I'm still sad that the new structures, trail ruins, had their sand removed), I usually play on challenges maps created by myself, with the custom option, recently being playing on a Water World setting, with the biome being only Deep Ocean, so some of those trades would be close to impossible to get, the only one that I have the most problem with it is Mending, specially being the most important enchant in the game, it would be only possible to get through fishing, and killing mobs(wich unrealistic way to get it...), so that's my main complain, the rest I think is fine.

  • 0
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    I like the changes to wandering traders. I also like the idea of adding uses to the different villager types (swamp and jungle). I don't like having level 4 and 5 books no longer being available from librarians. I am not a very technical player. I like building and exploring. Having to level the librarians all the way in specific biomes just to get efficiency 3 seems like too much of a nerf.

  • 1
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    Don't sure if it's good change for villagers or not, but you should definitely add Wandering Trader change to the game. It is great in every way!

  • 0
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    Unless we are given some item to find biomes, like a biome compass and a way to “summon”/spawn villagers into a crafted structure the biome restriction would to too large a hassle for most players to interact with it, that’s in addition to the issue of traveling and/or moving the villagers, in addition if enchantments bought are gonna be of a lower rank then the game enchanting limit on an anvil needs to be increased or removed, particularly if you want to make mending harder to get

  • 0
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    I like the librarian trade changes in theory, but I think it creates too many issues as it is implemented currently. I like limiting trades to biomes, it makes it less random with what trade you get, meaning you don't have to spend an hour resetting trades. However, it creates issues, playing on Superflat means not getting access to a large number of trades. I also think limiting the high-level enchants like efficiency and sharpness is a change that doesn't work well with the current anvil limits. Really the changes in trades address the wrong issue, enchanting and repairing aren't optimized. 

    Something should be done to change anvils, getting the "too expensive" message is very frustrating for players who don't know about the mechanic. I think the cost increase needs to be removed or entirely overhauled. 

    or/also, enchanting needs to be more rewarding for the time spent. I saw someone on Reddit suggest having items that focus what enchantments a table provides. Like having a slot that you can put in an item, and depending on the item, have a different list of enchantments available. Could even be a new item in the same vein as armor trim templates. People can spend countless hours grinding for levels, enchanting a book, and getting the wrong enchantments over and over. In many worlds, I've had several double chests full of enchanted books before I get the ones I need.

    Changing the trades addresses the wrong problem.

  • 1
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    I really think the changes are good with the added difficulty for Mending, however I think that the existence of Swamp and Jungle villagers is not made clear enough in the game. There is no clear incentive to breed villagers in a swamp or jungle without the external knowledge of this system. I think actually adding the villages would just defeat the point of the balancing, though.
    I think having abandoned village structures exist in Jungles and Swamps with a much higher spawn rate compared to other abandoned villages, maybe with the buildings all overgrown with vines, would serve as a good hint. It would be a fun challenge to incentivise regenerating one of these abandoned villages too.

  • 3
    Registered User commented
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    Greate! Now create anouther (jngl and swamp) village will make sense.

  • 0
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    At first i didn't like the idea, but then i realize its a good idea making used of other biome villagers like jungle and swamp not just a retextured villagers skin. The only thing that i worried about is the anvil cap aka "Too expensive" and the possible of purging the villagers cuz it trade is too high like for mending it cost 64 emerald even if you cured it the price is still high and the possibility of purging that villager is high.

  • 6
    Registered User commented
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    this is what I've been waiting for since 1.14

  • 0
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    i really appreciate the changes to the wandering trader as its always been a bit underpowered. But nerfing librarians does not seem like a good idea to me, to get books super easily and cheaply you already need to know how to easily zombify and cure a villager as well as to make efficient farms to easily get emeralds, both add up to quite a bit of playtime and with this nerf it just kind of makes this whole process next to useless unless you want to spend way more time for way less gain.

  • 6
    Registered User commented
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    make datapack with this, like bags

  • 6
    Registered User commented
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    These are great ideas

  • 1
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    I like this experimental function, it’s balanced villagers, but it open a few problem.

    • This changed stimulation people for adventure, it’s cool, but find special biom too tredious. A lighter biome search would probably fix this issue.
    • Tying residents to a particular biome breaks survival in a flat world, or in worlds with one type of biome. This can be solved if, when heal a spawned zombie villager, it becomes possible to randomly get a villager from another biome, or there would be a chance in the world for a zombie villager to spawn from another biome, while preserving its biome when cured.
  • 7
    Registered User commented
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    я против

     

  • 5
    Registered User commented
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    Im like this idea!