Strictly for humanoid and humanoid type mobs feedback and suggestions. Bugs, duplicate ideas, lists of things, and support issues will be deleted.

1238

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

2554 Comments

Post is closed for comments.

Sorted by oldest
  • 1
    Registered User commented
    Comment actions Permalink

    I don't like the new trading system in Minecraft there should be a way to turn it off before creating the world I'm someone who has played this game for a long time and I like the game but I don't know if I will want to play the game anymore if they force the change on us.

  • 0
    Registered User commented
    Comment actions Permalink

    I love the idea of improving the wandering trader. Especially with the Lamas, I assumed he has been traveling far and wide to find rare or far away items you might need and buy from you accordingly. Of course, he might charge extra for that but he is also willing to pay you more for your stuff too - if you have what he is looking for. I think this could be a lore-friendly change and help players on specialized worlds like Bedrock superflats or Skyblock where certain items are simply unavailable otherwise.

    Villager trading is very OP right now and re-rolling the workstation is tedious. Instead, have the trades reset after every few days (but retain the levels) - the trades would change the items available and the pricing. I think this works more like a IRL farmers market or flea market. Nicer enchants would have a lower chance at showing up and only available at higher trading levels and should be costly.

  • 0
    Registered User commented
    Comment actions Permalink

    So, Part of me likes the new changes, but another part of me doesn't.

    The idea of making some enchantments biome dependent sounds neat on paper, but a few of the examples feel arbitrary.

    Honestly, I'd much rather prefer if all of the villagers, no matter the biome would be able to give any book, however with a caveat of there being "set levels" of when certain enchantments show up.

    On top of that, I also don't enjoy the idea of villagers no longer being able to give a max level enchantment (such as giving Unbreaking II rather then how it was before with Unbreaking III)

    An interesting idea that I had that might work, Villager synergies. let's say you have a blacksmith villager, and make a librarian next to him, then the chances of getting armor based enchantments from that librarian would be higher. This could also apply to Weapon, Toolsmith, and fishing villagers. As a follow up to that, maybe in the same way that bookshelves can give higher level enchantments, perhaps multiple librarians together could give better enchantments as well (like say if you have 3 Librarian villagers next to a Weaponsmith Villager, then the chances of at least one of their high level enchants being a Sharpness V would be better).

    One last thought that comes to mind, if biome exclusive enchantments were to be a thing, make them new enchantments rather then spreading out the ones that we already have. Also as a follow-up, Jungle and Swamp Villages would be a nice thing to have spawn naturally.

  • 2
    Registered User commented
    Comment actions Permalink

    DON’T DO IT

  • 1
    Registered User commented
    Comment actions Permalink

    The new trades don’t include any Trident enchantments, so if you make some sort of Ocean Villagers then there Librarians would trade you Trident enchantments

    I’m saying this because they amount of available enchantments in the current system is like 5 times bigger than the new, one so the new system would be removing trades. This issue could be fixed if you add more villager types as currently any biome that doesn’t have a villager type like Oceans and Mushroom islands default to plains Villagers, but giving more biomes unique Villager type would help increase the amount of tradable enchanted books with the new system

  • 0
    Registered User commented
    Comment actions Permalink

    I feel like it would be better if the trades weren't preset but just had a higher chance depending on the biome. Plains villagers should also just give random books like the old system but with a lower chance to give books that other biome villagers can trade for like mending. This would allow for superflat players to have a trading hall with all of the books but would also add a way to more consistently get mending. for example, a swamp villager could have a 25% higher chance of getting mending on the last trade, 10% on the second trade and 5% on the first trade while a plains villager has the opposite where there is a 25% less chance of getting mending. Another villager that could have similar effects is the fletcher in my experience it has always been annoying trying to get weakness arrows so maybe something like taiga villagers would have a higher chance of getting weakness and slowness arrows.

  • 1
    Registered User commented
    Comment actions Permalink

    Villagers should need to move around and have access to respective items such as librarians needing access to a sugar cane farm. Something that gives life to them and more challenge rather than just a workstation that magically refills them. 

  • 1
    Registered User commented
    Comment actions Permalink

    I like it as it adds challenge, exploration and less monotony to the breaking and placing of a lectern.

  • 1
    Registered User commented
    Comment actions Permalink

    Theres many people saying that what has been proposed is a good thing and many saying it is bad, why not attempt to combine the best of both worlds, by keeping the random rolling, but making it so certain books have a higher chance to be rolled in specific biomes and nerfing every other books chance to be rolled if it is not in its favored biome, but not impossible. So if youre in a world where theres only one biome like superflat, youll see the same enchants often, but here and there you will get different ones. So in a traditional world, if i want mending, i can roll randomly until i get it from a librarian but it might take a while, or i can take my lectern to a swamp librarian and i'll get higher odds to get my mending! and its up to mojang if they want to change the odds rate, book trade one could be 25% chance to roll a swamp book, book trade 2 can be a 50% chance to get a swamp book, and book trade 3 can be 100% chance to be a swamp book!! It still can get players to explore by nudging them, but its not a massive push that forces us to play out of our comfort zones

  • 0
    Registered User commented
    Comment actions Permalink

    Ok so y'all want to make trading super hard but are still ok with java players duping TNT and building on top of the nether making their gaming way easier. So it's just console and bedrock players that get shafted. Java players even have sweeping edge for swords. Seems pretty obvious that you don't care about any players other than java players. How about before you make changes to villagers you work on making bedrock, console and Java equal. I'd love a sweeping edge sword or to build on top of the nether. Seriously have to wonder what you guys are thinking half the time. You could make trades cheaper so you don't need 54 emeralds for a mending book. You guys gave us a way to make them cheaper and now want to punish us for actually using it by only having certain books in certain biomes. You could make it easier by introducing jungle and swamp villagers but nah y'all won't do that either. Fix the bugs people are already exploiting instead of making an actual feature of the game harder. People don't need to dupe TNT or build on top of the nether so fix that first.

  • 4
    Registered User commented
    Comment actions Permalink

    Leave trading alone.  It's too embedded into the current gameplay.

  • 1
    Registered User commented
    Comment actions Permalink

    This is a good idea to rebalance trading, but I personally don't think this is the way to go seeing as villagers are extremely hard to move and already I wouldn't say I like exploring in case I die and lose all my items but now we have to bring 2 villagers with us everywhere we go. Even though I'm an experienced player I don't like exploring for those reasons, I feel that you should make a new type of villager to the game that sells these "rare" books. Maybe a villager's profession could be an enchantment table or some cool hard-to-get new block so that it's still hard to get but you don't have to travel your Minecraft world with 2 villagers at all times. I would like this better if we could put villagers on leads. But no 

  • 1
    Registered User commented
    Comment actions Permalink

    I have an idea use the cartographer to sell "Biome Maps" to find biomes just like Woodland mansion maps. Also a way to move villagers easier over land would be nice instead of braking bed/workstation every so often. like if you hold a bed at night only one villager will follow. Thinking of you have a bed for them to sleep or a workstation for them to work during working times. As for superflat worlds add biomes that are flat. Yes it will mean going to unexplored areas in pre-existing worlds. Or have zombies villagers spawn have a percentage be of some biome. As for the Trades themselves max level villager curing for the max level trades. Example Protection III would be Protection IV after curing.

  • 0
    Registered User commented
    Comment actions Permalink

    I hate this update. Bacause it affect bad to new players. It makes game so much harder.
    So I hope that this update is canceled. rather, I want you add jungle,swamp village.
    I can't understand this update. Please cancel this update. Although I'm just a player who loves Minecraft,I hope you will my opinion and another player's opinion.
    Please cancel this update.

  • 0
    Registered User commented
    Comment actions Permalink

    My opinion on the rebalancing of villager trades is that it wouldn't be interesting to vary the enchantments sold by librarians by biome, as this makes it difficult for someone with a weak device like me. many trips would have to be made thus compromising the performance of the device while we are playing

  • 0
    Registered User commented
    Comment actions Permalink

    I think villagers are just perfect the way they are! If you really have to change something then just make it a little harder to get specific books like mending or make them consistently more expensive. PLUS swamps are just rare, it is a pain to find one and if you do you still have to bring 2 villagers there which is also a huge pain.

  • 1
    Registered User commented
    Comment actions Permalink

    Honestly not a fan and would prefer villager trades to stay the same. If you really have to change them though then my suggestion is to in stead have certain trades locked behind the villagers level. So mending for example, have it be locked behind the master trade so you have to level up the villager to master to get it. Basically split all the enchantments into groups and certain enchantments become available at each villager level. That way there is some added difficulty to but not that much where people would hate. I'd much prefer that then having to level villagers in different biomes and having to transport them back to my base and ontop of that not all enchantments being available anymore. Hopefully my explanation makes sense but like i said firstly I'd rather there be no change at all.

  • 1
    Registered User commented
    Comment actions Permalink

    The Wandering Trader is ruining the gameplay at the beginning of the game. They drop leads, making players not go after slime balls. The Wandering Traders could appear near certain villages and after some trades have been made with the villagers.

  • 1
    Registered User commented
    Comment actions Permalink

    The villager trading update could seriously discourage new/more casual players. Not everyone wants the game to be tedious.

    If this is implemented, please make it a gamerule setting/option. That way, people who want to go all over to get the villagers can, and those who don't won't have to. I've been playing for ~7 years, and this is honestly the first change that has really upset me. 

    Otherwise, make it easier to move villagers, locate biomes (in game, not chunkbase), and add a swamp village.

  • 1
    Registered User commented
    Comment actions Permalink

    not everyone wants to find biomes to breed villagers in, not everyones world type has all biomes, not everyone will know which villager sells what

    i like staying in one spot when i play so why force me into a playstyle i dont like just to get enchanted books?

    the nerf to villager curing/discounts is bad. to discount a villager you need a zombie, weakness potion & golden apple PER VILLAGER (a few times over for maximum discounts) thats already very expensive and high-effort, so why remove it for those who are willing?

    removing max-level enchantments from the librarians is bad because with items that have lots of enchants (like boots) it can be nearly impossible to get everything on there through books

    players will now have to move villagers to many scattered biomes, get trades, buy the same book multiple times because it isnt max-level (spending more emeralds due to curing nerf) and worry about XP caps

    i like the idea of fragmenting the pool of enchanted books in the trades, its tedious to refresh them over and over but id take that over finding random biomes. maybe it would be better if upon birth, each villager had a select few books it could trade (like these changes, except one villager has the trades of a jungle one, and one desert) this would not change when the job is rerolled so players can tell if the villager has the right book in its pool by looking at what it already has, or if they have to breed a new one
    hope that makes sense can only push char limit so far

  • 1
    Registered User commented
    Comment actions Permalink

    You guys are stretching the game in the wrong way. Instead of trying to add more content between the beginning and the end, you need to expand PAST the end. I think most, if not all, would prefer if more powerful enchantments or a secondary upgrade system after enchants was implemented. "Fixing" villagers isn't going to solve the problem, it's only going to make the game more tedious. A good solution would be a enchanting table rework similar to that of what we got with the smithing table. Instead of rolling for random enchantments, maybe you could put resources into the enchantment table and BOOM. New book, with whatever enchantment you chose. I think more levels of mending could help too, nerf Mending I and add a II and III. Three gives you base mending or maybe more, and two is a middle ground.

    I hope you read this, this took a bit to write.

  • 0
    Registered User commented
    Comment actions Permalink

    While I admittedly don't do alot of enchanting and trading, I know for a fact that if I ever did, I would never wish to go 6,000 blocks away from my home just to probably find the relevant biomes.

    And I sympathize with the superflat players.

    The system needs something intuitive, and local. Exploring the world also eliminates those chunks from getting future updates, and it bloats the world's storage size.

    Getting players to explore is fine, but forcing them to explore isn't great, and quite a fair number wouldn't enjoy going everywhere just for their tools and armor and enchantments.

    Couldn't we improve the enchantment table?

    It would be tedious carrying things to and from the villages, and if they wanted to just take the villagers home instead they would be very hard to transport, and could be easily lost on the way, and that just ruins the "visit the village to trade and be on your way" thing.

  • 1
    Registered User commented
    Comment actions Permalink

    Alright so what if villagers crafted like players do not exactly like the same way though. For villagers it would open up a menu similar to the one we have in game, but there is a request tab where you could give items that relate to that item plus emeralds (frost walker: ice, blue ice, snow. Mending: bottle of enchanting, sculk, grindstones. Enchanted iron axe: raw iron, wood, sticks) for villagers like the blacksmith they could give better items depending on how many materials you give them whereas someone like the librarian would make a specific item depending on the materials. When the villager completes the craft it would be added to a list of items that were requested for easy access but there would be a limit on the number of requested items in the tab then it would either automatically remove them or have the player remove them. This would still require players to go out and explore but they wouldn’t have to transport all of those villagers.

  • 0
    Registered User commented
    Comment actions Permalink

    I think the changes are pretty good but I have a few suggestions. I am not sure if anyone else has said this but the developers should make it where even if a zombie villager spawns in the same biome as a different zombie villager they should be from different biomes like for example two zombie villagers spawn in a plains biome but one is from a taiga biome while the other is from a jungle biome and the players could cure them to get books from different biomes even if they don’t have that type of biome nearby and this could also help out the people that play on flatworlds. Another thing that I think should be added that also adds on to the zombie villager idea is that villagers that were born/spawned in a village should have books with higher grades and maybe even have the rarer books be easier to get. While the cured zombie villagers would have the normal book grades and percentage of getting rarer books making curing a villager for a book like a last resort.

  • 0
    Registered User commented
    Comment actions Permalink

    I’ve said it before and I’ll say it again… the issue isn’t what they trade. It’s how villager trading halls work.

    Villagers were meant to be this little bonus thing. You explore the world… find a village, trade with villagers for a bonus, and protect them from mobs to secure the best trades.

    They weren’t made to be prisoners in 1x2 block cells to endlessly trade their goods.

    Make the trading halls no longer function. Make it so the villagers must travel from bed to workstation. Interact with other villagers. Have access to food from their farmers.

    Make it so you can’t have a villager trading hall but you can have a villager trading village.

    That is how you solve the issue.

  • 1
    Registered User commented
    Comment actions Permalink

    The new trading system is, imo OK, but... just that not good, not bad. Some changes I'd suggest to improve it:

    Easiest Fix: Keep all new changes the same but...
    *Remove "Too expensive" Cap from anvils.
    *Rebalance Enchantment merging costs on Anvils
    *Lower/Remove Punishments from combining
    multiple enchantments onto one item on Anvil. (Referring to the ever increasing cost of enchanting an item multiple times)

    Librarian Related Fix:
    *Change final level of Librarian so the guaranteed enchantment at least has a chance to be the highest level version of itself.

    Ex: 10% chance of Efficiency 5 and 10% chance Efficiency 1. A Bell curve would be applied so that Efficiency 3 is most likely but levels are not rendered impossible to attain.

    ---Villagers General---
    *Don't lock trades to biomes but rather allow for a players to place a table and the first time trading with that villager they can pick a predetermined path of trades to go through. Once trade 1 is purchased, path is locked. This way no more table cycling is necessary. Not OP because this is essentially already being done by making all trades guaranteed by biome anyway.
    Why not just make it more simple by letting the player choose what they need instead?

    Fixes superflat from being restricted to 1 set of trades. Makes setting up villager trades WAY faster and removes the unnecessary tedium imposed with table swapping.

    Ex: Simply pick "carrot" path with a farmer and you'll have a trade ladder based around that path.

  • 0
    Registered User commented
    Comment actions Permalink

    I love the changes to the Wandering Trader; being able to trade when I haven't found a village or been able to trade with villagers for whatever reason is a great change and makes wandering traders even more useful than they have been in my playthroughs.

    On the other hand, losing the ability to get the enchanted books I need from my local trading hall - usually constructed in the ocean biomes, by the way - is not a change I can agree with. I kind of like the idea of master level librarians having the books we need, but not having access to Fortune III, Efficiency V, Unbreaking III, and so forth, is going to be painful and probably force a return to AFK fish farms and similar strategies, which just wastes precious play time. Please, please don't do this. 

  • 0
    Registered User commented
    Comment actions Permalink

    I think the update is good, but the books should be based on the biome. Like fire protection from the desert or savanna, and frost walker in the snow biomes. But not books like mending or fortune, because of superflat worlds and worlds that only have 1 biome. And if there are special trades for the swamp or the jungle there should be a village for them

  • 2
    Registered User commented
    Comment actions Permalink

    I'm not too keen on the new trading but maybe if it was toglable?

  • 0
    Registered User commented
    Comment actions Permalink

    Make the library Villager interacts with the nearby chiseled bookshelf that have an enchantment books perhaps?.