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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 changes but I think that sharpness and efficiency should be at level 4 so you don’t need 4 level 3 books to get level 5

  • 9
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    mending is going to be less grindy to get, I like

  • 160
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    I hate this change, villagers are tedious enough as it is, and i mean how are new players just going to randomly know they have to breed villagers in a swamp just to get mending, old method, whilst op, is still much better

  • 1
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    I think that having librarian books be biome dependent is cool (except for superflat)but not getting being able to buy tier 5 books directly is annoying. The villager curing system rework isn't that nice because setting up a good trading hall with curing is already a ton of work (maybe have it be a toggleable gamerule). More biomes for the librarians: Deep Oceans for trident enchants, Dark oak forest for crossbows, Normal oceans and beaches for fishing rods.
    wandering trader changes are very welcome. Adding exotic items like player heads, (players can buy their head) custom banners, banner patterns (except for the Mojang symbol one) and maybe some (new) smithing templates.
    I just don't want it to be a gargantuan task for new players or a tedious one for the more advanced. The old system was good at this, so please Mojang, listen to our feedback.

  • 1
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    This is a ridiculous change.

    This does not make villager trading more "skilful" it simply makes it more tedious.
    While this does remove the time it takes to roll for the enchant a player needs, it also removes the ability of getting maxed books of protection, unbreaking, sharpness, and efficiency through villagers, and it adds the mundane task of transporting villagers from one side of the map to the other, just to set up a villager breeder, and then transport the new villagers all the way back to your base or trading hall.
    This puts enchanting through villagers not at the same level as through the enchanting table, but lower.

    Instead of this, my suggestion is the following:

    • Reduce the chance for high level enchants in librarians
    • Add "Specialization", when a different work station is placed within a certain radius of the librarian's lectern, the librarian becomes specialized based on it.
      For example: If the secondary work station was a blast furnace, the librarian would be specialized in armor and the chance for high level armor enchants would increase.
  • 3
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    The new villager change makes it way too difficult. If players made bases but wanted mending early, they would have to find a new swamp biome which could possibly be thousands of blocks away. This could potentially stop the user to travel such far distance without elytra. The only slight change that could possibly balance or at least make the change better would be to make new villages in places like the jungle and swamp.

    *edit* Even if a player were to find a swamp biome they would still have to go through the process of finding a village and transporting a villager an even longer distance which is already hard enough if you did a boat or if you used minecart rails which are already a pain to make.

  • 1
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    Não acho que devem mecher com os aldeão então porfavor não mecha com oque ninguém está reclamando...

  • 0
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    The ideas presented here are alright. The wandering trader changes are quite nice although I think the things to sell to the traders are quite random and its a little weird we can only sell x item once. The villager changes in theory are interesting and more engaging than the current system, but I don't like the fact that some enchantments are locked behind secret villager types. Those biomes would need their own new village types or something to indicate that there is a different villager type that lives there. Also the change about some of these enchanted books being limited to a lesser than max level like the efficiency enchantment to III should also have a balance to the anvil system. The anvil is quite clunky and annoying to deal with as it has a max xp cap of I think 40 levels and some of the enchantments get really expensive as you apply more enchants to items. It would be best to rework this old system added back in 1.0.0 Minecraft which was a completely different game for all intensive purposes. This experimental change to villagers and wandering traders has great potential.   

  • 219
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    The villager change would be yet another recent change which makes the game less accessible to new players and those who actually just want to chill out and play and not travel 10k blocks, lag out a server, and set up multiple villager breeding spots thousands of blocks apart, and then transport them all back to a central location. If you want to encourage people to use the lesser utilized options like the enchantment table, make them better, give an incentive to use that over villagers. Don't knee cap the better alternative. If some players want to spend hours setting up villager halls and have it 'easy' after that, then they're playing how they want to play. If people Don't want to do that, they can already not do that. This won't encourages exploration, it'll just annoy people who used to like villagers, and not matter to those who already don't care. Add more options of how to play, don't make existing ones worse.

  • 1
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    If this were to be added there NEEDS to be other improvements.

    First, GET RID of the "TOO EXPENSIVE" function of the anvil. IT SUCKS.

    Second, I think villagers should be able to sell enchants at their highest level respectively, no enchant cap should be at 3 unless the anvil will get a rework of some kind.

    Lastly, If Jungle and Swamp and other biome villagers are going to be used for trading it would be much better and easier to give players a better way to transport villagers reliably. Using a lead on villagers would be a straightforward yet well thought idea. I also think villages need to be added to the Jungle and Swamp biome for this to be big of a change to be considered, or other biome villagers should have more enchants in place of the Jungle and Swamp villager's trades.

     

    Thank you for your time reading this.

  • 0
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    Really like this change for the balancing, but this will make it more difficult to create trading halls in player bases. I think that if this was to be implemented there should be an easier method of transporting villagers, even if it's just the ability to drag them around with a lead. Also, now that the diamond vein amount has increased, the armorer should be nerfed.

  • 0
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    I absolutely hate the new biome specific trading system. It already takes a lot of time to get villagers set up into a trading hall + resources to do the trades but now having to do it multiple times we really don’t need more of a grind added to them. I don’t mind the single curing discount being the only cure discount that can be done. And what about people who use super flat or large biomes ? There may not be the biome they need for literally thousands of blocks.

    I would much rather have more types of villagers that maybe buy/sell some of the newer blocks that have been introduced. Wandering trader could definitely use more, his trades although cheaper feel very lack lustre.

  • 29
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    I appreciate this change though I do think some kind of workaround for Superflat is needed. Unsure how that would be done though, unless players were able to change the biome of an area somehow in survival.

  • 0
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    I don not think its the best solution for the trading sys,you want us to explore the world more to find different biomes,that will only increase the size of the saves,case the new world/biome generation sys will not let you find a specific biome easily,sometimes you need to go 1w blocks to find the biome you want,and just for a enchanted book?what about superflat world?That is not a good idea

  • 0
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    Not a fan personally, I think most people would rather have their extended playtime put into builds, farms, etc. Not grinding to get stuff that was once easily obtainable

  • 0
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    If the entire, not getting the most powerful enchantment books does become apart of the game, then please remove the "Too Expensive!" mechanic on anvils, please. it's the most annoying thing ever when you're trying to max out your stuff. having to grind xp in order to max out your armor and tools is 1000x more satisfying then not being able to at all.

  • 1
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    Not a fan at all of the librarian changes. 

    It takes considerable effort to currently get the enchants you need for your gear. 

    The changes proposed make the game more tedious. I have other things to do other than sit on Minecraft for hours on end just to get a single enchant. 

  • 0
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    i feel that making enchantments biome specific means that we're either forced to make a small trading hall in each biome, or make the librarians in their biomes and move them to your own base. this also sounds like a terrible change for anyone who likes using tridents, as their enchants are locked to only the enchanting table or looted books.I love using the trident, but with this change i either need toWait till i can find and combine books and hope its not too expensive on an anvil to get a well enchanted trident, or get multiple and combine them after enchanting them.
    i either play on my own or with alot of people, meaning having an easy alternative to adventuring for 12 hours to get it all for myself, or having something that's implicitly scalable for 15 people to get all the gear they want is a big bonus with the current system.
    i get its an easy option at the moment where you just re-roll trades till you get what you want, but that can, and has, taken hours to get the trade you want.Yes its exploitable, and takes alot of luck and time without much material cost past the emeralds you need to get.But i feel making it offer less options and take an inordinate amount of extra time by splitting one trading setup into 5/6 across which biomes you want to get enchants from is a step too far into inconvenience, and into frustratingly not worth it unless you NEED the scalability of renewable enchants from trades.LowerLevelsWithHigherAnvilCombineLimitsCouldHelpButThisMakesAlotHarder

  • 0
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    Honestly, I don't think these changes are good or necessary. Personally, I never liked the fishing mechanic when it was broken, when you could make a farm AFK from the first day of the game and skip half the progression, but I never needed them to be removed; they just didn't use them.

    I understand that trading with villagers is OP and makes other game mechanics useless, but no one is forced to use them. They are a good option for those who don't want to get bogged down in getting good equipment, and can be ignored if you like the whole process.

    Minecraft is a sandbox for everyone to play as they want and like, but lately with every update it feels like they want to force us to jump through certain hoops. Please keep in mind that we are not all young people or content creators who can spend 10 hours a day playing Minecraft

  • 0
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    I understand the need to balance villager trades, this is not the way to do it.  Putting them behind types of villagers will not be new player friendly and be needlessly tedious.  If you decided to go with this terrible idea, just make them have the max enchantment.  If you go through all the effort of getting villagers to breed in a jungle, then level it up just to get Unbreaking 2?! I think you should rethink this whole process in trying to make balance trades.

    The wandering trader stuff is fun and a very good change

  • 0
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    All trades being biome-exclusive is a terrible idea. Maybe mix them up. This is already increasing the work necessary to get the best gear and makes it near impossible using Anvils to do so (40 Levels being the max enchant cost.) Jungles and Swamps need their own villages, absolutely not putting in the work to build in a way that will spawn villagers naturally when their AI makes them die on their own anyways. Maybe this is too much to ask but could we please have a better detection for village generation? They always spawn on cliffs and it is annoying. Also, a wall around said villages would be nice. Villagers always seem to find their way into caves and die before I can keep them safe from mobs. I like exploring but this wont make me explore, this will just make me hover towards the next village with the trades I want. I just don't like the biome specific part, to be honest. Also, decreasing the max level of the enchants you can get is pretty meh. Especially if you dont get the one you want from a villager. It's incredibly difficult to get the right enchants on armor from an enchanting table, and I dont want to have to kill a villager or make a new job block to try and get the enchants I need. Mending, for example, is extremely rare to find on its own or on a useful tool. You can only get it from that or a villager, but if I dont get Mending, then I have to replace that villager, which is tedious.

  • 0
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    In my opinion, rebalancing librarians is a great idea on paper, as they've been overpowered for quite some time. However, there should still be a guaranteed way to obtain the best enchantments in the game (ie: sharpness 5, protection 4, unbreaking 3, etc). Otherwise, the process of obtaining the best gear in the game would become even more tedious than it already is, driving old players away from newer versions of Minecraft. After all, it would be extremely dull to go through end cities or grind experience for hours and hours to find good enchantments. Because of this, there should be an enchantment table or anvil rework accompanying this change to offset this prolonging of progression. If it's too much work to rework to those aspects of enchanting, adding a mob to the end that trades different materials like echo shards, sponges, nether stars, chorus fruit, etc. for powerful enchantment books may be another work-around.

    TL;DR:
    Balancing librarians: good
    Not offering players a way to obtain "perfect" weaponry, tools, and armor after balancing librarians: bad

  • 159
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    This is a terrible change and will make trading with librarians way too tedious. Please revert it.

  • 1
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    The hole point of adding villager trades on villagers and pillagers update was to boost mid-late game so players could have more free time to do other projects. With this change it will totally break this point specially knowing that in some seeds u need to walk a 1000+ blocks to have acces to some biomes. With villagers selling only efficiency III it will be impossible to make maxout tools on anvils since the level cap is 5. I think this change can wait and it require a complete overhaul of how enchantments works. From the enchat table to anvils.

  • 1
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    I like these changes. Especially if it is a precursor to additional overhauls to the villagers in general. If there are extra ways to lower the price of trades planned for the future that would be an excellent complement to this change. Overall i think there needs to be steps taken to move away from villager trading halls. They are far too strong and make a lot of the other aspects of the game obsolete.

    My ideal suggestions would be that upgrades to the village will be the main way of getting discounts. These would be things like
    - using better materials for the building (e.g. stone bricks instead of cobblestone)
    - removing possible mob spawn spots from anywhere in path finding range
    - placing additional iron golems nearby
    - placing walls or other barriers outside the village but inside the minimum raid spawn range
    - making villager houses bigger

    In my head the house upgrade detection works using some sort of flood fill, either starting from the villagers bed or the door of the house. Being stopped by grass, dirt or other ground blocks. Obviously with a limit on distance. I made a very hacky prototype in C# and it took 10ms to run for a 20x20x20 cube on my 5 year old laptop so i imagine with some actual work it would run much faster and not put any strain on performance

  • 1
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    I saw someone else talking about making villager transportation easier by making villagers be able to ride llamas and I 100% agree with this idea. It would not only add a great use for useless mob, but it would also fix the absolute pain of moving villagers.

  • 109
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    I dont like it to much since enchantments like mending are already hard

  • 0
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    Overall I don't think this is a bad idea, however, If you're going to make it where we have to get villagers in a jungle/swamp for certain trades there either needs to be an easier way to move villagers around to get them into those biomes (perhaps having them follow along with a Llama caravan?) or there needs to be a natural spawned village in these biomes. also the guaranteed books should be the max level Enchant or at least 1 level below max ie Efficiency and sharpness 4 rather than 3 similar to how unbreaking, protection, and fortune only require 1 combine to hit max. 

  • 0
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    There are so many wonderful changes that could be brought to the wandering trader and to villagers that would make them way more exciting. These changes don't excite me, however. They worry me. I'm a Bedrock player, and this is a change I do NOT want parity for. I wish the wandering trader had items that were difficult for me to get in game, and while I love the idea of biome specific trading, I hate that I'd be losing something to get that. Please don't nerf my librarians..

  • 0
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    Mojang, I understand what you're trying to do, and I agree with the issue, but think you've missed the mark on solution. I only play on servers and this will make that very complex since finding a spot you want is already hard and now servers will get much larger because each player has a legitimate need for 6 or more individual "bases". Also locking things to jungle and swamp villagers isn't intuitive to new players.

    For experienced players, having higher tier books be harder to get seems good but I think if we must combine books to get the same tools we already use the adding books to a tool should never be "too expensive". Make it expensive sure, but don't lock me out of combining all the books I'll need to get my silk touch, e5, u3, mending pick axe.

    Also, getting rid of 1 emerald trades is good. I think making resources too cheap is bad game design and now people are incentivized to interact with game features more deeply.

    First stabs are rarely the end result, but I think there's much work to be done here.