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

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  • 1
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    I don't think the players should be forced to play the same playstyles as others wh complains that the game is too easy. They can easily play without what's there instead of us playing with what isn't there. And instead of just removing stack trading which has been a FEATURE since however long. Why don't you make a potion of curing which can be crafted by putting a potion of weakness in the brewing stand with diamond dust or something (That you get 2 of from 1 diamond) then there are 5 levels of curing potions and each level would be used to eventually get a villager to 1 emerald trades. A level 1 potion for a villager that hasn't been cured before, level 2 for a villager that has been cured once before, level 3 for a villager that has been cured twice before, and so on until level 5. And a level 1 curing potion would be made by putting a weakness potion in the brewing stand with diamond dust. Level 2 curing potion be made by putting a level 1 curing potion in the brewing stand with diamond dust, and so on.

    In conclusion, remove the whole biome trading thing and change the way villagers get to 1 emerald trades instead of "fixing" it by adding diamond dust and making that system or something like that. I and I'm pretty sure many players would love something like that.

  • 14
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    I like the idea of nerfing villagers, but this doesn’t nerf them, it just makes them more annoying.

  • 0
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    getting villagers and getting all the books trades in a trading hall then curing the villagers multiple times is a late game task which is difficult and very time consuming. Not for causal players So adding that you need to set up villager breeders in different biomes then needing to transport them back would make it extremely frustrating. Also you would need an good xp farm to combine the low level enchantments 

    This just makes it harder and less fun for the people who do play the game like this and doesn't do anything to help regular players.

  • 1
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    I like the idea of nerfing villagers, but this doesn’t nerf them, it just makes them more annoying. Wandering trader stuff is pretty good though

  • 1
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    Although I do think this system is better than the one before, I do still see some flaws.
    The way I see it, the enchantment a villager trades should be based on the level of the villager.
    For example, at level one, a villager will choose between Unbeaking I, Sharpness I or II, Power I or II, and so on. Then at around journeyman, they choose between Flame, Silk Touch, Aqua Affinity, Unbreaking II, or level III or IV of some enchants from the level 1 pool. Then at master, they can trade Mending, Unbreaking III, and level V enchants from the level 1 pool.
    I think it would be neat if the biome of the villager made some emchants more likely than others, but if you do that I think it would be best if at least plains villagers had equal chances for all of them.

    Also side note the zombification discount should defanitly be percentage based instead of just a flat number.

  • 1
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    As someone who has played before villagers even had trades to begin with, I would hate to have items locked from players in more committed worlds. I love the landscapes of MC, but having to transport villagers thousands of blocks back to a base is tedious, and you already are going through all the trouble to get less expensive villager trades. That should be the hassle, not that atop transporting villagers. I agree that villagers have become essential to playing the game, especially after a hundred days in a single world, but I find myself needing to set up farms that already take hours in order for me to have enough supplies to build what I want. If this is the direction that the game goes in then I feel like the creativity aspect will be taken out entirely. Limiting the game to only farms, transporting things, and so many more unnecessary hours on projects that already take up hours on their own. In order to gather materials, I need enchantments, in order to get the enchants I need to build with said materials, I need to explore hundreds of thousands of blocks or I have to sit at an enchantment table all day with an anvil system that is barely function? Please do not make this change, or at the least make it a gamerule that can be turned on or off like another user had mentioned

  • 0
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    I feel limiting the enchant to level III is just going to force players to make massive farms to get the level V, making the whole process more grind and not more fun. Maybe a villager with a "normal" relation with the player, or "normal" happiness, sells level III enchant, but if the player has good reputation or if the villager is happy (he hasn't seen/heard a monster in a day cycle, he's talked to other villagers, he's slept so he's happy, so he has better trades), the level increases to IV then V. Makes for a more "life" oriented gameplay instead of more automated farms. For enchants that only go on one specific item, maybe implement some special quests for the fishing villager to sell a channeling trident or a fletcher to sell an infinity bow for example. And maybe encourage villager interactions, so a fisherman that has talked to a librarian the day before will then sell an enchanted fishing rod, instead of a normal one for example. That will make some "lifelike" changes to the villager dungeons everybody with an old world seems to end up making.

  • 0
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    This is an awful change, only result is to make villager trading unfun. It seems like an attack on people whose play styles involve building trading halls and working towards having cheapest trades for all the books. Just like building a farm, this takes effort already and a lot of pre work to get the expensive resources to cure villagers. If this is op, so is every other megafarm that is built. If people don’t want to get enchantments from villagers, just don’t. Just like you can choose to go mining for iron instead of building an iron farm.

  • 0
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    Please don't make trades from villagers biome dependent as finding the correct biome for each enchantment whilst trying to make a villager trading hall as it sounds like a nightmare. Its hard enough trying to move a villager a few blocks in the right direction let alone across different biomes. Once you've found a village that should be all that you need instead of having to find multiple villages which could take hours and load a lot of extra chunks which can be hard on less powerful computers. I don't see how this would work for superflat players either, or playing on other specific world types with just one biome.

    I think nerfing the enchants is a better idea so making efficiency 3 the max instead of efficiency 5. This will reduce the number of books sold by villagers so its easier to find the one you want without placing and breaking the lectern many many times, but it won't be as overpowered when you do find it as you have to buy multiple and combine them.
    Also reducing the enchantments sold so there is still a need for the enchanting table for certain rarer enchants.

  • 8
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    I understand why relying on random chance can be frustrating as it requires no skill only wasted time. So another idea is to maybe make the different variations of librarians appear in the same village reducing the need for too much exploration, with the most overpowered enchants appearing only after upgrading the villager to the very last level for enchants such as mending, but your guaranteed to get mending from that particular villager, getting rid of random chance and making it harder to obtain.

  • 1
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    Removing the discount from curing villagers who are zombies is a good idea. We don't need this.

    Moving specific books to specific biomes is a bad idea. It is not balancing the librarian villagers at all. It just adds a level of tedious play to the game. Now instead of making 1 villager market you will make 7. Or you will breed and unlock at 7 locations and move them to 1. This is just adding hurdles and extra tedious need but doesn't change the end results. And moving around to 7 villager locations to get books is boring and time towards this goal is boring and not fun.

    What is not being stated is what is being balanced. Some people say mending books are powerful and too easy to get. They will still be easy to get as you just simply put 2 villagers in a swamp and breed and unlock a librarian with mending. The unbalance is still there it is just more tedious time towards unlocking it.

    People already develop rapid XP methods. (because they need to mend equipment). That will not change. And so instead of building a targeted market in 1 spot you will build it in 7 and then ultimately you might just realize instead of getting all books from villagers you target a  few key books and then use the mass XP methods to also just random enchant from the table for books or directly on tools (removed of any enchants). You have only shifted the method of enchanting tools/gear from books to the enchanting table. People would stop using librarians. Don't do this.

  • 7
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    I don't like the idea of residents leave it as it was

  • 0
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    Minecraft has just had an update that has added many reasons to explore the world. We don't need another reason, especially for such an important and main part of the game, exploration should be something for players who want something extra, such as armour trims and decorative pots, not essential enchants. This makes it harder for more casual players to have fun as more of there time is taken up by aimlessly roaming around in order to strongly progress. Nerf the enchants if you wish but don't make them different depending on the biome, that makes the villagers more tedious and annoying to utilise.

  • 0
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    The villagers were always way too easy to exploit. I love this idea for a rebalance, it’s perfect. It would change the game from the usual “grind villagers until you have the best armor” to a more well rounded play style.

  • 7
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    やめてください。難易度を上げるようなアップデートは誰も幸せになりません

     

  • 1
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    My proposed list of adjustments:
    - No biome specific trade requirements, as this will rely on RNG with world gen and we do not even have Jungle or Swamp villages, not to mention the tedium of transportation

    -Efficiency books should be level IV, so that you only need two to make a maxed book, like the other sold enchants

    -Wandering trader is a great change but needs more. Let him sell a couple stacks of wood, so that we have a chance to stock up if we couldn't find some biome. Same reasoning as saplings. Pickaxe trade is interesting, maybe some more tool/weapon options would be cool. Berries would make a decent addition to his plant repertoire.

    -Wandering trader could be a source of Smithing templates for armour trims. Some of them are very rare and again, biome specific. Him selling one from time to time could be valuable and useful.

  • 8
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    冒険をするきっかけを作っているように感じました。しかし冒険をしない人、スーパーフラットや一つのバイオームで遊ぶ人など数多くの人がいます。マインクラフトは本来プレイヤーの自由な発想を活かして遊ぶものだと思います。私達の遊び方を、自由を奪わないでください

  • 0
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    Biome-limited enchant sales can cut down on the pool of enchants, which is good (and also good is limiting enchants available by the trade's level requirement), but you really need to group similar biomes together and restrict this to niche enchants. Any cold biome should allow Frost Walker, any forest/jungle biome should allow thorns, and any water biome should allow Aqua Affinity, for instance.

    Please gate many enchants available by whether the village contains a villager with a specific job, like Mending and Efficiency require a Toolsmith, fishing enchants require a Fisherman, Curse enchantments require a Cleric, Punch and Looting should require a Weaponsmith, etc..

    Also please, please at least have them give Efficiency IV, so we don't need 4 trades and a bunch of anvil usage to get speedy tools. While at it, make the anvil's combination penalties just add up all the combinations done so far on the two items and use a small scaling, so that the order of combination doesn't matter.

  • 1
    Registered User commented
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    It goes back to the old trading system. I didn't use them back then because it was crap. I like it now, I can build markets and get resources to build etc. I'd rather heal one inhabitant a few times than have 10001 inhabitants.

  • 1
    Registered User commented
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    I like the idea for "Specifics book for specific biome" (Excluding this mecanics on one-biome worlds like superflats). But i don't like the idea of removing some enchatment (Fishing rod, crossbows and tridents's enchatments) and the removal of max levels, because then we will have the anvil level limit problem :(

  • 1
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    Really good change however would recommend removing the level Cap on Anvils.

  • 0
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    I think balancing villager trading would be better done by making adventuring, enchanting table, and anvil better for enchantments. This change to villagers will make getting well enchanted gear very tedious. Especially the build only villages. How are we meant to populate these villages? What if no biome is located close to where players make their homes? Librarian use may be random but it’s a random that players can control. I think the idea of biome villages is cool, but locking the most sought after enchantments in them would be less fun. Also I think being able to see all the trades a villager will make if you upgraded them would be appreciated.

    If you wanted to eliminate players using librarians it may also be achievable by making enchanting many times at an enchanting table easier to perform to get desired enchantments. Or reduce the XP penalty on anvils.

    Players set out to get a certain set of enchantments on items when playing from my experience. Almost universally players will do whatever is necessary to get unbreaking, mending, fortune, sharpness, efficiency, etc. because they make up a lot of the endgame progression once diamond tools are created.

    Frankly I suspect the best change that could be made to enchanting would be to give players a better sense of control over what enchantments get out on the gear they enchant, which will go a long way towards solving the reliance on librarians.

    Also I would love a way to populate built village.

  • 0
    Registered User commented
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    Not that I have a vote, but this should be a setting for those who want a more difficult level of play, not as regular play.

    Not all of have tons of time to devote.  Trying to get villagers to biomes will be near impossible.  It will make games like one block impossible.

    To be honest this will probably end my minecraft play if this is the automatic direction it is going.  I very much support it as an OPTION.

  • 1
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    If they’re going to do this, at least keep all the trades in circulation, don’t get rid of trident or fishing rod trades, it’s already rare enough to find good enchanted books for them, don’t get rid of the one guaranteed way to make a good one. The whole reason players have been making trade halls is that anvils and enchanting tables suck, if you’re going to nerf Villagers to such an extant, give enchanting tables a buff and don’t make anvils say too expensive for enchants that many players could do a dozen times over without running out of levels.

  • 0
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    Forcing players to travel potentially hundreds or thousands of blocks to unlock basic game mechanics like silk touch and mending seems unfair. I understand that Mojang has been encouraging us to explore, but this seems like it's removing player choices instead of expanding them. I suggest a mix of both mechanics: special guaranteed trades at the master level so that all librarians can have something good is fine, but don't make that that only way to obtain those books. Please allow us the choice to keep rerolling for the trades we need. Villagers are already difficult to wrangle in exchange for books, tools, and blocks.

  • 11
    Registered User commented
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    please change it back you cant even get the books now they will be impossible. 

  • 0
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    I am not a fan of the update, but if they will keep it, at least add swamp and jungle villages or get rid of the swamp and jungle part.

  • 0
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    I think this needs to be paired with other changes at the same time. Get rid of stacking cost penalties on anvil use, overhaul enchanting tables, add natural swamp and jungle villages, and make easier ways to transport villagers. I think people are going to be moving villagers through the nether more now, or even creating villages and trade halls there, so I'd like to see some additions that support player-made nether villages.

  • 0
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    I do not believe this is a good change to implement. While I understand the concern that villager trading can seem overpowered, it really is the only way to get the desired enchantments in the game. It takes a long time as is to get the enchantments that are desired from villagers, this change would only make that process more tedious for the average player. I believe the ultimate solution would be to rework the actually enchantment system rather than the villagers. The reason the villagers are utilized so much is because the base enchantment system is complete luck of the roll on what you get, and makes getting high-level gear near impossible. If the actual enchantment table was reworked to allow for getting specific types of enchantments, I feel like that would solve the problem. Maybe adding another slot in the table where you can put a resource in that correlates to a specific enchantment type? You could even make that cost a few extra levels to use the feature rather than the typical luck-based enchanting that is currently used. I think most players would be okay with grinding for a few extra levels to get an enchantment they really want, rather than dragging a villager potentially thousands of blocks to do just that. These are my thoughts, thanks.

  • 1
    Registered User commented
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    I understand what you guys are trying to do with balancing villagers but this isn’t the way to do it. Making the player travel hundreds, sometimes thousands of blocks depending on the world just to get certain trades makes the game more tedious than fun.