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

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  • 0
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    Allow us to change the villagers/wandering traders default trades with data packs please.

  • 7
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    One critique and idea for a solution: transporting villagers can be frustrating and while it can be desirable to encourage players to use many biomes, forcing them to play that way can be frustrating especially on single player. For an escape hatch to this we'd want to encourage players to use other non-villager systems in this case treasure/exploration. My suggestion would be to add a new type of book (perhaps a tome) that has a specific enchantment that if you put the book on a librarian's lectern would force the librarian to adopt that trade. In order to encourage exploration, add value to structures, and add value to exploring biomes, and give some level of predictability these would be treasure items found in structure chests with the potential enchantments correlating being based on the biome the structure is usually found in.

  • 1
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    I think that this is potentially on the right track but it definitely needs some fixing and there is one glaring weakness that makes me strongly dislike this. I agree that trading is overpowered and needs a bit of a change but locking some of the most useful trades in the game to biomes is only going to make getting basic trades consistently take forever. The enchantment table is to random to be useful in getting specific basic necessary trades like protection unbreaking etc…. You need these things on multiple items and locking them to biomes is tough. The problems with anvils have already been discussed a lot so I won’t waste time there but there is just one massive problem left over (which I mentioned before). Mending is massively important especially as the endgame progresses. With all these other changes it will be much harder to get good gear (enchantments are harder to get and there are netherite templates). Even with unbreaking it will be incredibly frustrating to constantly be replacing high quality gear and this is why mending is 100% necessary to the endgame. Locking it behind a villager from a rare biome is a major problem because that biome doesn’t have a village and transporting villagers is 100% miserable. There needs to be some kind of reliable way to get mending in the game.

  • 0
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    The idea of making some enchants biome dependant is pretty cool. But for those who dont have the time or the patience it will not be a very good time.So instead of making enchants like effieciency and silk touch biome dependant,it will be a better idea to make new enchants specifically for that biome.I know you dont want to hear this anymore but it will be better received.

  • 0
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    I do love the idea of limiting the treasure enchantments to specific biomes:

    • Mending trades should only be obtainable in swamps and

    • Frost walker trades should only be obtainable in snowy biomes.

    but I believe this is where biome limiting should stop. All the other books should remain as random as they were. I do think that the last master level book for villagers should be biome locked to its highest value. (because of it being nearly impossible to get the level 5 books from an enchanting table and it being easier to get the lower level enchantments from an enchanting table than finding the specific villager in a specific biome only to get a book of lower value)

    • Desert, Efficiency V

    • Jungle, Unbreaking III

    • Plains, Protection IV

    • Savanna, Sharpness V

    • Snow, Silk touch (but always sell a frost walker 1 or 2 book too)

    • Swamp, Mending

    • Taiga, Fortune III

    • Forest, Looting III

    Everything else should still be random, like a villager should still be able to get an efficiency 1-5 book even if it's not in a desert. Since enchanting is quite random, so should most of the books be random.

  • 1
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    I don't like the villager change because it creates an unnecessary limitation to player made villages. Do you guys forgot that the world is randomly generated? Not every biome is near and forcing players to travel long distances is dumb. This change will only favor players to use seed maps (which some consider cheating) to not keep wandering aimlessly just to find some specific enchanted book. Enchanting is random, so players rely on trading to get some enchanted items, I would just give up trying to get a fully enchanted armor/tools of I had to travel thousands of blocks to do so, especially considering the limited use of an anvil

  • 0
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    In my opinion changing a long standing and core mechanic of the game to be more "skillful" for the sake of lore is not a good move. First, this change should come with a toggle in the settings, as sandbox players should not have to invest huge amounts of time finding and relocating villagers. Second, i put skillful in quotations because the new system still relies on the random chance of finding all of these biomes. Realistically, players would have to beat the game and find an elytra in order to find all biomes/villagers on many seeds. 

    There is also the glaring issue regarding anvils and the "too expensive" mechanic. By limiting librarian enchantments to level III, most people will simply cease to use librarians because you will run into limitations while combining enchantments. 

    Overall, the idea that some players found librarians overpowered, so we are now making it much harder for everyone doesn't feel justified. Currently, the players in the "some" group can choose to not: build a villager breeder, re-roll librarians until they have all enchantments, and lower prices with a zombie curing system. (If they find that work easy and overpowered) In the new system, all players will have to find multiple biomes that all include a village (and create a village in two biomes) in order to use librarians. 

    TLDR: Don't make it harder for all because some find it too easy. 

  • 0
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    This would make certain challenges such as skyblock and 1 biome impossible, not opposed to a change in villagers just maybe not like this.

  • 7
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    I get what you guys are going for here, but I feel like the nerf makes it more annoying. I believe you pushed it too far the other direction.

  • 8
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    This new trading system is extremely flawed due to the high exp costs of the anvil and the possibility of having it be "too expensive". Witht the lack of a way to get renewable protection 4 books maxing out some boots with all the possible enchants will be extremely difficult. More flaws with the system are how we are expected to transport a villager over 2000 blocks in some cases just to get a specific enchant. This might hurt the progression of the game. I think that with some changes this could be a good step forward, but currently, I dislike it.

  • 0
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    🙋‍♂️That's a pretty good update. I really liked it, but I would add a couple of things. Firstly: this is the movement of residents, sometimes you want to gather all the inhabitants in one place for convenient trade, and now not everyone can cope with dragging a resident from another biome for 1000 blocks, so you need to add a convenient way to move a resident. Secondly: I would add a special mechanic for the archer's table, for example, so that you can enchant arrows on it, and update the bidding from the archerThat's a pretty good update. I really liked it, but I would add a couple of things. Firstly: this is the movement of residents, sometimes you want to gather all the inhabitants in one place for convenient trade, and now not everyone can cope with dragging a resident from another biome for 1000 blocks, so you need to add a convenient way to move a resident. Secondly: I would add special mechanics for the archer's table, for example, so that arrows can be enchanted on it, and update the bidding with the archer. It is also possible to change the artificial intelligence of residents, Since I am building a village of inhabitants and the inhabitants flatly do not want to get attached to their beds, and sleep in other houses. I would make it so that the resident will sleep on the nearest bed from the workplace, it will be better.⭐⭐⭐⭐⚫

  • 0
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    Devs, trust me on this, this massive librarian nerf in a sense will actually make the game less fun and more annoying because in most cases in Minecraft, players already grind loads for certain stuff, like resource gathering, xp grinding, building, etc. And players use trading halls and these villagers to make their lives and grinding at least a little bit easier, less time consuming and certainly less frustrating so they can at least gear up to continue on with their tasks. By patching the librarian, this will make almost everything, in fact, literally everything not only more time consuming, but much more annoying considering they have to constantly go to different biomes to get half of what they want, which could possibly be a really long distance difference in which they plan to undergo a task. It will also be really frustrating considering the players will have to constanly do side tasks and travel around just for enchantments. Which will almost often result in the player taking a really long break, potentially quitting the game as of the new difficulties you put them through.

    So please, I speak for every player here, don't do this please.

  • 4
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    Give level system to Mending. Like level 3 is how it work now, level 2 is twice lower durability per xp, 1 twice lower than 2. And give 1st level to villagers, 2nd in overvorld and nether dungeons, and 3rd in End please.

  • 1
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    Doesn't matter what happens to villagers as long as an alternate system for reliably obtaining enchantments is implemented.

  • 0
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    I am against this update. Because if you want to get some enchantment books, it is very hard to walk out to a distant biome and let them breed and heal. It seems to me that just a cure update for villagers would be enough.

  • 1
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    私はこのアップデートに反対です。何故ならいくつかのエンチャントの本を手に入れようと思ったときに遠いバイオームに
    出歩いて繁殖や治療をさせるのは大変であるからです。村人治療重複修正アップデートだけで十分だと思われます

  • 0
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    This is of course very cool, but ... In this case, can we integrate villages in swamps and rainforests?

  • 1
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    いいアップデートの様に聞こえるが最低な調整
    ワールドのバイオームには偏りがありすべてのバイオームを冒険する事は多くの人にとっては簡単ではない
    エンチャント本のレベルが最大ではないのも納得いかない
    このアップデートが実行されたらマインクラフトに対するモチベーションは大きく下がります

  • 7
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    I personally have played this game for a long I personally would not like it if this was added and would mostly go back to earlier versions and just mod it. Again this is just my opion but I feel that is they went though with this people would most likely stop playing for a long time.

  • 0
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    Please don't make this change. If this goes through, everyone make a trading hall before the update.

  • 1
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    I very much dislike this proposed change to villagers. If people think villagers are "too op", they could just NOT use villagers to get their gear. No one is forcing them to use them. However, making these changes to appease those people will affect EVERYONE else that either don't think that way or, even if they do think that way, they don't care and use them anyway. I'm not a huge fan of forcing large changes like this on people. I think that maybe making this a world generation option, like fire tick or keep inventory for example, that gets selected at the time of the creation of the world, then it would be more tolerable since it would still allow everyone to have the choice as to which type of system they use.

  • 0
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    • The thing I enjoy most about Minecraft is building trading hall. It's already hard enough. The effort and the rewards have been balanced. It's a balance that I enjoy working with. It would be unreasonable to add a request to "Build a railroad of unimaginable length" there. It's tedious work. Only a few advanced players who are incredibly patient will be able to meet that demand.
    • I'm not good at combat. This change will discourage me from journey. I will not be able to reach far places. Without the current villagers, I'll be defeated by mob as soon as I set out. I can't go on a journey unless I'm fully prepared with their help.
    • For players who want to build a big city in Survival Mode, it's a problem that they won't get enough enchanted tools unless they go on a journey. This change locks pastoral players to Creative mode only.
    • The additions in the 1.20.0 update were great. As soon as I received the update, I went on an adventure to see cherry blossoms, camels, etc. But there's nothing exciting about this experimental changes. It's one thing to add a fun element to a journey, and another to add restrictions that make we lose out if we don't go on a journey.
  • 0
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    For the special trades, The special books are not at max level, like Desert Librarian give Efficiency III not Efficiency V, So please make it at max level because it will be painful to combine their way to the max level. And it will be painful for the boots to be at max enchants because of the "Too Expensive" in the anvil

  • 0
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    This was a much needed change for villager, trading and directly getting all the books you want was really too easy in my opinion. Now with this changing you got too do some extra stuff in your world too get the good books, like building a village in every biome, it make trading with villager more fun. An it make force other updates like a Jungle-village.

    Also now the wandering trader got a real use you can emeralds from him and that's a good but I think a little rework of the cost and amounts of item trade needs to be done.



    All in all I personally tested this need feature in world and really enjoyed it. I hope it will be added to the game, but steal need some little changes so its fits everyones games style.

  • 0
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    It would be cool if we had like, a setting to turn it off before making a world, I like how the progression is currently and don’t want it changed

  • 0
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    Yeah, this is one of the best ideas Mojang have imagine, in my opinion. For the last years.

  • 1
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    This is so bad for super flat survival as we all know. if you insist on adding this, then you should buff the wandering trader by allowing it to sell lava buckets and bamboo, at the very least.

  • 1
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    Maybe this has been suggested elsewhere but I can imagine this sort of update working with an easier path toward reaching the high-level enchantments. If you would like to level-cap certain books from librarian trades, then I would think a new method should be introduced in order to get the best gear. My suggestion is to allow for already enchanted items to be placed back into the enchantment table and, at an increasing cost, a be upgradable. You could do some sort of tier system like Efficiency 1 -> 2 costing 5 levels and Efficiency 4 -> 5 costing 20. The specifics could be tweaked, but I think this could still encourage players to visit the different villages, once jungle and swamp ones are added. Visiting the various librarians to get the biome specific books and then returning home to upgrade them to the highest level would still allow for players to access the best gear with currently proposed systems in place.

  • 0
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    Maybe do the wandering trader change, but I think it's best to leave the librarian alone, or if you have to change it make it so only the most experienced ones can trade books. I don't like the idea of biome specific trades because biomes can be thousands of blocks apart and it just feels like a massive pain.

  • 1
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    After scouting, the portal teleporter becomes a teleporter to the house and the rate of adventure increases