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

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  • 10
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    Please add some new variations of villagers which will sell enchanted books for tridens, crossbows and fishing rods. For example beach villagers, dark forest villagers, cherry grove villagers or mountain villagers.

  • 51
    Registered User commented
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    NO. Absolutely NO.

    This will be terrible for single players as well as multiplayer servers.  and even worse for superflat players!
    Solo players will have to travel insane distances to establish a trading hall, as others have stated.. but for multiplayer servers this will be even worse as players are allowed to claim land, and if all the swamps or whatever other local biome are already claimed, then you have to go even farther.
    Setting up trading halls is already such a grind, please don't make it worse.
    make the other things better!  add swift sneak, slow falling and the other rare enchantments to the enchanting table!

  • 5
    Registered User commented
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    So excited for these changes, I am a big hater of how easy it is to get maxed off villagers early. Thank you for these changes!

  • 4
    Registered User commented
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    This is so good for the game.

  • 0
    Registered User commented
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    That's really cool! Encourages players to explore the world more, build villages that don't just spawn.

  • 0
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    This is just making trading tedious. It was bad enough, that you had to cycle enchantments for half an hour to get what you want, at least you did not need to worry about moving villagers. Now, its just a pain, to have to move them arount, and not even get the max level enchantment, which makes it wirtually useless, except for mending, because you will hit the enchantment level cap pretty quick when combining the books. And moving the villagers is very, very tedious, as their pathfinding is very random at times, and you have to put them in boxes to force them in boats/minecarts. No, thanks.

  • 0
    Registered User commented
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    Absolutely not a good idea. You're taking things WAY too far with villagers. By all means make them give less XP when trading, or nerf the possibility of mending from them, or make their low tier trades have low books,and higher tier trade shave the higher books. But, making their master trades be biome specific? There's no way to play superflats or skyblocks then since both of those are single biome type worlds. No way I'm traveling all over the world for specific books. I'll just drop the game entitely. Though, not like that matters to any of you since you've already got my money. 🙄

  • 39
    Registered User commented
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    All this will do is make villagers just as awful as enchanting tables. Make enchanting better instead of making villagers worse. THAT will promote the use of the enchanting system more

  • 1
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    Some minor tweaks for the villager biome-specific book trades that I would like to recommend...
    Move Looting over to the Taiga biome, so it can be at home with his Fortune buddy. 

    Both Curse books should be in the Swamp biome. Respiration can move to the Snow biome to replace Looting.

    Smite and Bane of Arthropod should be with their Sharpness buddy. 

    Swap Blast Protection and Fire Protection. JUST so the Taiga can have all 3 normal books to be related to fire.

    Mending and Unbreaking II are wonderful enchants, but it is frustrating to try to explain to a newer player how to obtain these enchants from villagers now. "You have to set up a villager breeder in both of these biomes to spawn the villager that sells these trades" - this just makes no sense. For the time being, IMO its best to keep these as random "Normal Book" trades that all villagers have a chance at selling, until swamps and jungles have their own village types. UNLESS that is also planned for this patch! Otherwise - maybe swamp and jungle biomes "special" trades could temporarily be the two fishing enchants.

    I'm just trying to bounce an idea off with the devs, I think theming where enchanted books can be found off certain types of villagers is a great concept! I just think it would be nice to have similar themed enchants with their counterparts. Like you can go to the Taiga biome, and you know they got all the fire enchants because it helps them stay warm. And then for some reason their best seller is Fortune.

  • 0
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    At least add the possibility to get the most high level books like sharp 5, fortune 3, etc

  • 50
    Registered User commented
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    This is terrible! Please, return everything as it was
  • 6
    Registered User commented
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    It is not bad but imho librarians should have random level of "biome book" and i would be even harder to get max level of enchant

  • 0
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    I don't think the problem is that the villager trades are overpowered, but rather that we don't have a viable alternative to villager trading. 

    If changes should be made, I would rather buff the enchantment tables and anvils, so that we have a good alternative to librarians. As the system is now it's far to much dependent on RNG and grinding for exp to be enjoyable, and the anvil exp cap makes it really difficult to get every enchantment you want on your tools if we have to combine non-max lvl books to get the enchantment lvl you want.

    To properly set up a villager trading hall with a breeder, rerolling every villager for the correct trades, as well as zombification chamber + brewing and gold collection for cheaper trades, you need to put in a lot of hours of work (especially since villagers are a pain to get to go where you want them), so when you finally have everything set up it is super rewarding and makes the endgame more enjoyable.

  • 5
    Registered User commented
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    В целом-мне нравится обновление. Оно делает торговлю честной.

  • 0
    Registered User commented
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    Love, the concept, I'm looking forward to seeing it in the actual game.

  • 0
    Registered User commented
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    Overall I like this change. It needs tweaking, but its a good change.

    Anyone disagreeing? How much time are you spending CONSTANTLY resetting trades, because you KEEP on getting things like... Flame... Fire Aspect... Thorns... meanwhile, all you're after are mending, unbreaking, protection, sharpness... all that! NOW you can TARGET those enchants you actually want, AND you know where to get all that other stuff if you want that too. And now instead of the effort being placed on resetting trades forever and ever, NOW the effort is placed on exploring to find new village types, and transporting them back to your base.

    I guess you just have to ask yourself - what do you find more compelling gameplay? Breaking a crafting bench over and over to hopefully eventually get what you want out of the villager, or having that villager be good to go from the start, BUT all you gotta do is take him for a very long walk?

  • 0
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    I dont think thats a great idea. Of course, make the wandering trader better, but leave villagers alone. As one of commenters mentioned, in superflat worlds it will be impossible to get mending or any good charms, plus trading halls is quite important part of SMPs

  • 0
    Registered User commented
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    This is how I define balance:
    Farms that require more effort reward players with more yields.
    Most players build simple farms and call it a day. Others might choose to build complex farms to get more yields.

    The villager nerf is nice because it increases the effort per tool.
    However, the effort is linear to how many tools are produced.

    It would be nice to have a mechanic that allow players to craft more tools if they decide to pay the upfront effort. Same as other resources in the game.

    Just removing books from the first level trades of villagers would do that.
    It would make it harder to get the villager you need, but once you find the correct villager, you can produce tools in big quantities.
    The more tools you want to produce, more villagers you would need to find.

    Removing the highest level books, such as Unbreaking III and Efficiency V, is making the increase linear (per tool, and not per farm).

    I think the nerf would be better by:
    - keep best books available
    - hide best books on higher level trades - increases the effort non linearly
    - lower the chances of villagers to offer the best books

    The use case to produce enchanted tools in big amounts is on servers where the economy is drove by players. Some players specialize in crafting tools and armor, so they can trade with others who specialize in producing something else.

    On PVP/survival servers, after every battle you are at risk of loosing your armor and tools. If the effort to regear is too much, this play style might become inviable.

  • 0
    Registered User commented
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    Absolutely not the way to go about fixing this.
    The problem isn't that villagers are too good, the problem is that the alternatives are too bad. Instead of nurffing villagers, buff other means of getting books.
    Setting up a trading hall is already annoying, especially with how bad the villager pathfinding is.
    It is also really unintuitive, leading many players (especially younger players) confused on how the new system works. It does not work with Minecraft's tutorialless approach because there simply is no way anyone would easily be able to figure out what trades are available where without looking it up.
    Besides, if someone wants to invest the time to make a proper trading system early on, why is that an issue? Isn't the game all about self expression and having fun? How is adding grind fun in any way? 
    And honestly, the majority of players don't even do that, the majority of players don't know how to set uo a trading hall and a villager farm. It's those willing to put in the effort that do, the technical players.

  • 1
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    The latest snapshot's changes to villager trading have piqued my interest, but I must express some reservations. While adding biome-specific enchantments for storytelling is a commendable idea, it may lead to accessibility issues. Players now need to traverse vast distances to find the right villages, which can be time-consuming and frustrating for established bases. The charm of random surprises from novice librarians is lost, and the predictability takes away from the game's sense of adventure. Minecraft's appeal has always been its simplicity, and the added complexity might overwhelm some players. I urge reconsidering the changes to strike a balance between narrative elements and the gameplay experience that made Minecraft beloved.

  • 0
    Registered User commented
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    • Distributing different enchantments to different biomes won't work in superflat and single biome worlds and it would be extremely challenging in large biome worlds. The player should be able to get them from a single biome's librarian since wandering villagers and boat docks exists indicating that they can commute to other lands. But maybe the enchantments from other biomes can have lower percentages.
    • The hidden village types aren't known by many people. Until quite recently I didn't know them either since I didn't read or watch anything about updates. The game should be informing them like the zombie villager curing in igloos.
    • The special books are a good idea but they should be the highest level of the enchantment since they still take lots of time without emerald farms and the now players can't abuse the villager curing mechanic. This change would I believe respect the player's time and effort more I believe. The books that are included in the librarian trading system should also stay as it was because obtaining them through enchanting or exploration just makes it more tedious.

    Overall, the update just makes the process more tedious rather than skillful. In the current state, transporting villagers is hard, dropping the prices to 1 emerald takes long and finding the right enchantments is time consuming. I'm all for putting more clues about the histories of villagers but there is a way without making late game villager farms turn from hours of work to tens of hours of work.

  • 0
    Registered User commented
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    If you are fixing the villagers, then fix the anvils first, because they are completely broken (at least remove "Too Expensive" error, because people like using XP farms), also fix the Raid farms (if its possible and people will not mad about that)

  • 9
    Registered User commented
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    i saw review of this changes and i am excieted! thats wonderfull changes!

  • 1
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    I think that when a villager reaches the "master" level, he should not necessarily sell a master level biome book, but just one of the biome books, but at the maximum allowed level. Let's say a villager will have four variations of the book at the last level " strength 3 , mending, protection 3 and fire protection 3". This seems like a better rebalance than just adding an easy grind of a certain required book, which is most people's mending. It would also be pretty good to limit trades more so that books are not so easy to get and that would be an even more serious rebalance. In general, the addition in which the resident can not sell books of the last level is very good, because it makes more to do it and therefore adds interest in the game. In addition, I would like to add that it would be possible to somehow nerf mending because it is too imbalance, because of this enchantment people forget about the anvil and the possibility of repairing items on the anvil as it is immediately and was intended from the beginning.

    Also I would like the removal of the villager archer-trade, namely the stick in exchange for emerald. Because then the other possibilities of trading with villagers are gone, because it's much easier to build a tree farm and just sell sticks to villagers. It would be possible to replace sticks for arrows

  • 0
    Registered User commented
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    Not a van of the vilger biome traders maks in just moor anoing.
    The zombie thing i get to op.
    Ps sorry voor Bad englis

  • 54
    Registered User commented
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    And villager are useless again, thanks for ruining them

  • 0
    Registered User commented
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    Personally I love making a beautiful villager hall. I dont want to run around my world looking for a biome specific villager just to get a certain enchant! Personally I think this should be an optional toggle instead of a permanent fix.

  • 8
    Registered User commented
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    Не думаю что это хорошая идея

  • 28
    Registered User commented
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    I think it's a good idea but only if you will rebalance working with an anvil because with this changes you will have to work with it more!
    I mean it's ok to ask player to have 15th level to repair something but it's NOT ok to take away all that experience!
    It will much better if anvil would work like an enchantment table. It asks you to have 30 level but takes away only 3!

    Also it's very disgusting how fragile anvil is. I think all the players hate this mechanic because anvil is one of the most expensive blocks and it brakes so easily. Not crafting table or furnace, but especially anvil. It has to be 3 or 4 times stronger i think.

  • 62
    Registered User commented
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    I think the changes to villagers are super unnecessary! Making the game more tedious does NOT make it more fun. This would kill the game for a lot.