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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 change. It makes enchanting tables more useful and I think the best gear in the game should be hard to get. It seems like a lot of people don't like it so maybe you could add a toggle on it for if you want it or not and be able to toggle it in an already made world. Super flat worlds should have the old villager trading to make it possible to get mending though

  • 1
    Registered User commented
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    This is garbage. Quit making it harder to get things, there is no reason to explore in this game. The scenery dosen't really change, and game file size and lag are a real threat for large worlds. Keep nerfing the game people will stop playing.

  • 0
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    These changes will absolutely ruin the game, and I will not be playing it anymore if you destroy the entire endgame economy and ecosystem. Hardcore players need these villagers to be this strong to repair our tools with, and having them this strong makes a villager trading hall worth building/adding to your build. If you commit these changes, not only will you just be making the game more annoying for all of your most serious players, you'll make getting these enchantments even more difficult for people that aren't villager-savy.

     

    I don't understand why you want to utterly destroy one of the only worthwhile things to build lategame. All of the people that like these changes are, frankly, not wise to listen to. They are clearly not serious players that use villagers with any regularity, or they would not be happy about this. All of these changes are massive, direct, and unforgivable nerfs to us. All you're doing by making these changes is making the game so annoying to play at the same level that many people are just not going to bother anymore, myself included. If you do this, I guarantee you will see a massive blowback from all of your content creators and a sizeable portion of your playerbase for this.

  • 0
    Registered User commented
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    I think it would be better when only the Master librarian can trade Mending books or sth. Or an librarian can trade only one book and you need to cooy it, wich would be expensive.

  • 0
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    My knee-jerk reaction to this change was that it's bad, but I'm actually kind of liking the rebalancing after a few days of contemplation (based on Java snapshot announcement).  I do think the cap on number of times an item can have enchantments applied or be combined needs to increased drastically before this change lands.  It'd also be great if EXP from mobs, furnaces, trading, etc. were increased to make said enchantments a bit easier to acquire.

    Otherwise, this seems kind of an awesome change, and should encourage more exploration in game, and increased use of the enchanting table.

  • 0
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    I really don’t like this. Not only do I think that it’s going to be annoying to have to go biome to biome just for certain trades, I also hate that there’s no variation anymore. Referencing the caption sparkles video, he “guessed” the next trade just because there’s no other trades. I also don’t appreciate that double curing isn’t a thing anymore. I gathered the materials just to cure villagers for cheaper trades, why stop that? I think the status quo is fine

  • 1
    Registered User commented
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    It isn't something which needs to be made more harder than it already is
    Not all players go through villager healing to get lower prizes some like to play in peaceful also and it isn't easy to get enchants currently that you are making it even more harder to get.
    We are already making stories with the current updates don't wanna make it with enchants.

  • 1
    Registered User commented
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    Let me iniatially say that I'm completely against the changes.
    Here's a hot take: villager trading at its current state is NOT overpowered. Villagers are already a massive pain to deal with, we have to constantly break and place lecterns to get the enchanted book we want and transportation methods are far from ideal. Creating a massive trading hall with all the enchantments you want is no easy project — and that's why I usually settle with just a Mending and an Unbreaking III librarian (sometimes Protection IV, Efficiency V and Silk Touch — the five more commonly used). For the rest of the enchantments, I use the enchantment table and here's where I think the big problem resides.

    Currently, the enchantment table relies too much on luck, wich is not fun to play with and doesn't feel fair. I think Minecraft should give more control to the players and could also expand on its magical features. One suggestion I have is to add a third input slot in the enchantment table GUI, alongside the item and the lapis slots. It would be filled with a special non-renewable tome or magical item found inside chests in structures, dropped by mobs that spawn only upon generation or even through the new archeology system (rarely, for balance sake). This would then increase our chances to get a specific enchantment we're looking for on our swords, picks, armour pieces or books. If players don't feel like it, they can use the enchantment table normally, even without the third input.

  • 0
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    It would be nice if instead of dividing all books up by biome you saved this update for way later, and added brand new enchantments and mechanics to the game that are biome specific. It feels too rushed to me. I think this new change to librarian villagers will make the game a lot less fun. Villagers are already hard enough to deal with and transport. Not even mentioning the glitch that makes villagers disappear. Why would anyone transport villagers hundreds - possibly thousands - of blocks when there's a chance they'll disappear from the world? This villager update also poses an issue for realms that are trying to prevent lag. Having to go out thousands of blocks to get a villager loads in a lot of unneeded chunks sucks, and that causes a lot of unneeded lag. If you implement this update to librarians I also think the too expensive nerf on anvils should be removed, or at least reworked. I appreciate the work you've all put into designing this snapshot, but I don't think this is the right way to go about reworking villagers and enchanting.

  • 13
    Registered User commented
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    Don’t make the zombie villager discount change please, I thought it was a feature, maybe you can make it get more expensive to cure them again somehow. If you are going to make the villager location change, don’t change the villagers that already exist .

  • 31
    Registered User commented
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    I think this is a horrible idea. Try to make the villagers better. Don't nerf what is already bad!

  • 1
    Registered User commented
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    This is a pretty bad implementation because

    (1) "feeling too random" is also endemic to using the enchanting table and searching structures already

    (2) "trading feel overpowered" is because the aforementioned alternative methods of obtaining books is underpowered (they are random and therefore not guaranteed), not because trading is inherently overpowered given the time investment needed to set up a trading hall

    (3) nerfing trading is already accomplished by fixing the villager curing "bug"

    (4) assuming this is even necessary, there are better ways of incorporating exploration elements (for example: introduce a biome-specific item that can be used in lecterns to get a specific set of trades from a librarian) without multiplying the time investment by ~7 times to set up 7 librarian trading spots in 7 biomes

    In summary, one can have players work towards getting the best trades without relying on random chance by picking a better implementation of exploration elements (i.e., see (4)) that make things more interesting and skillful; multiplying time investment by 7 does not make villager trading more interesting nor skillful

  • 1
    Registered User commented
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    I think that the books should not be biome specific however I do think that the books (at least the better ones) should be locked away until your librarian reaches master rank. I also think that there shouldn't be a limit on the level of books like only getting max prot 3/III from a villager and instead prot 4/ IV should be locked until you reach master. 

  • 15
    Registered User commented
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    No.

  • 0
    Registered User commented
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    I don't like. After all, now you have to travel too long for the sake of one important book. Instead of one trade with a villager, you need to complete 8 TRADING with an efficiency of 5, while in older versions you just have to try a little to get a book important to your item. And if you want efficiency 5 everywhere, you need two picks with silk touch and luck 3 and plus an ax, you get 16 trades with residents. I am extremely disappointed.

  • 36
    Registered User commented
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    It's already tedious enough to make a villager trading hall and with these changes you are making it 10 times more tedious. And then on top of that you're making certain enchantments not be able to drop at max level? We're going to end up getting items that say this is too expensive to enchant. These new villager changes are bad.

  • 26
    Registered User commented
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    Don't add this or we aint playing

  • 0
    Registered User commented
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    The update does not add to the user experience and instead makes everything more tedious. Villagers retain the main aspect that makes them useful and impactful in the game but many extra steps are required if you want to make good use of these which many players will give up on. Making villager trades more rare but predictable means having to transport many villagers to different parts of the world and breeding them. This is even worse in Bedrock where the parents of the villager can not pass their biome (Genetics should be added if you are serious about making each biomes villagers more unique) since transporting villagers is a huge pain particularly if the unique biomes are not close together. It would also be recommended for naturally spawned villagers of all biome variations whether they are in ruins, lost in caves, caged up and awaiting rescue but make a way to access all of these trades without having to transport villagers to specific biomes to breed at and likely transporting them back if you want to be use them a lot particularly after defeating the bosses and the goal generally becomes 'having fun'. This feature could also just be a toggleable feature not on by default for those who do wish to have the challenge.

    Wandering traders still remain quite unuseful. It would be great to rarely see high emerald trades for difficult to obtain, uncraftable or even exclusive items to make them more worth a look. Trading away items like buckets will not really get used.

  • 0
    Registered User commented
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    I really disliked this update for several reasons. First, update 1.20 is tailored for other areas of the game. Second: There are no villages in the jungle and swamps. Third reason: This is a very radical and unexpected update. I think that the update should be postponed until the new second major update "pillage & village" and return the mechanics of the villagers that were before version 1.20.2. And during this time, correct the differences in heights of houses and trails in the village, especially in the hills and mountains!

  • 0
    Registered User commented
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    This is kinda cool, but it'll be far better with jungle and swamp villages. There's surely a point for having best books in villagers, who won't generate, but we waited for this villages for a long time

  • 29
    Registered User commented
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    I do not think biome specific trades are a good thing. It's too confusing for new players and too tedious for more experienced players.

  • 21
    Registered User commented
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    Well I have some feedback that may be an unpopular opinion but it regards Villager Zombification.
    I never understood why it's easier to zombify a villager on Harder difficulties.
    Currently
    If any type of zombie kills a villager, there is a chance for the villager to transform into a zombie villager.

    Difficulty Chance
    Easy 0%
    Normal 50%
    Hard 100%

    Personally I think these percentage should be reevaluated as the benefits of curing a Zombified villager are still better than not having them at all.

    I think it should be 100% chance on Easy and slightly more difficult/riskier to do on harder difficulties.

    I think it makes more sense for your villager to have a chance of dying from a zombie in Harder difficulties rather than in easy.

    Maybe to balance the risk make Zombified Villagers naturally spawn slightly more often in harder difficulties as well.

  • 51
    Registered User commented
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    This change is terrible. Mostly because of the anvil. The lower enchants will make it more likely to run into too expensive. It also makes villager trading way more tedious.

  • 0
    Registered User commented
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    A few thoughts:

    - It is already hard to move villagers. Now, to bring villagers into each biome is a pain and a tedious task.

    - Villager trading was too op, but to cap the max. enchantments is not the solution. - The anvil needs to be reworked, if this change comes through. ("too expensive", high anvil use on each item, etc.)

    - For me personally, Minecraft is about the endgame: Normally I rush to get an elytra and to get max. enchantments is also one of the first things I do in each world. This change makes getting good tools something I am not looking forward. It makes the game way less fun to grind for gear, while the actual nice thing is to build and to have fun with friends. This change kills my desire to play Minecraft for a few hours, when I know, that I have to grind hard, to get "started" in a world.

    - I know Minecraft needs to make sense for newer players and I get why this change could be a good one, especially because right now, Villagers are, for the most part, the single source for enchantments in a normal playthrough, but this change makes Villager trading hard for new players and boring and tedious for experienced players. It is the worst of both worlds.

    - I would propose a compromise: Do what u gotta do with the biomes, it is an okay change, but don't cap the max enchants. Guarantee the max enchants! If I have set up a villager trading hall in every biome there is, I want to be rewarded with the max enchant of that book at the master level of a villager.

  • 0
    Registered User commented
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    You have done very well with the residents. This is a good balance that, in my opinion, will please both casual players and players who want a challenge. Also the decision to make the most important book enchantments not as accessible as the others is also a wise decision. You are doing everything right!

  • 1
    Registered User commented
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    honestly, you should go back on the different trades per biomes, it is horrible (not to mention the fact that superflat players are litteraly dead).

    A player who want a lot of stuff will spent hours building 7 breeders in 7 biomes for 28 books instead of 38, instead of spending time juste trading (and possibly do other stuff at the same time), we will have to repeat this process 7 time.
    We lose this lottery system where we can have any book at any time and we juste have a long known process for a single book.

    the worst part is the max level of 3 for efficiency, sharpness, level 2 for unbreaking, ect...
    the max enchant limit is already annoying when doing a sword or boots, but now, we will fear it for every tool.
    having easy access on enchants is op, yes, but thats what's allowing crazy players to do crazy projects, having a lot of tools (for example pickaxe) has already been made harder with the smithing update (wich by the way is to expensive for what it is) and don't have to be more annoying.

    one good thing is the zombie conversion limit, having the price down to one is very over powered and a motivated player will build a raid farm anyway, so there is no problem.

  • 0
    Registered User commented
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    I like the wandering trader buying things.

    I do NOT like librarians' book offerings being divided into biome-based subsets.
    You aren't eliminating trading halls, you are just making them extremely more difficult to build. That difficulty is now based on the random proximity of the biomes. For some seeds, the difficulty will spike dramatically as finding a swamp, jungle, or tundra will requires thousands and thousands of blocks of travel in different directions. Other seeds will have all or nearly all of them within sight at world spawn. This will just result in more seeds being considered bad/undesirable/invalid, and push people to use services like Chunkbase more often.

    Rather than basing the available books on biomes, why not simply make certain enchantments only available at higher villager trading levels? For example: make Mending only available as a top-level trade, but any villager can have it.

    Setting aside other reasons to dislike the proposed system, it also forces trading halls to use a variety of villager types, whether or not it fits the theme of the build. This means that even if someone is building a trading hall based on Gothic architecture, they would need to populate it with jungle, swamp, tundra, and savannah villagers which look out-of-place.

  • 1
    Registered User commented
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    I think if your wanting to make villagers have unique trades instead of doing this based on biome why not use unique blocks from different locations of the world and then you place the lectern on that block and will make whatever villager linked to it have that unique trade. This would still make players have to explore and collect certain items but allow it to be still easy to make villager trading halls.

  • 1
    Registered User commented
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    Please give us players more options, not less. I don't want to max out a librarian just to get a Mending or Unbreaking II book. Villagers are super annoying to deal with already. If anything, you guys should BUFF exploration and the enchantment table and not NERF villagers. If some players think the current trading system is too powerful, they can simply skip it, but the reason why most players pick this method is because finding enchanted books in chests and using the enchantment table depends too much on luck, which is not a great gameplay design. It feels unfair and not rewarding at all. Fair to say that breaking and placing lecterns until a Mending book appears can also be a grind, but this is not the way to fix it.

    Plus, taking away the trident enchantments from trading is terrible. Tridents are extremely rare and hard to get. Finding multiple of them to then enchant using the enchantment table and later combine through the anvil would be immensely tedious and exhausting, almost cruel. Trying to find all the trident enchantments in structure chests would also be impractical, considering this game has too many enchantments by now and all of them have the same chance of spawning in any chest (apart from ancient cities and bastions, I guess). Please don't make me go through dozens and dozens of pyramids and temples just to find that one Riptide III or two Riptide II books. It would kill fun and turn all the process into a chore.

  • 5
    Registered User commented
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    This is a great change to a system long overdue for a nerf at least. However, the next step is to make raid farms harder, fix besrock’s afk fishing, and do the similar thing for toolsmiths/ armor smiths as for livrarians