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

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  • 1
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    I am not for the new update and I rather not have nerfed villager trade, don’t get me wrong the extra diamond does sound good but I rather have normal trades over diamonds and nerfed villagers any day

  • 0
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    I think that getting the overpowered enchantment at master level is a good idea, however, what if they get a villager that has an enchantment that they don't want or already have? Do they lose all of the resources that they put into that villager. I know at this point they probably have farms but it still feels like a lot of work and time wasted if that villager doesn't have a good enchantment. Moving on to the biome dependence I don't think this is a good idea because while this makes players explore their world what about large biome worlds where maybe the closest swamp is 5000 blocks away? Nobody is going to want to travel that much! This change also makes deaths where you lose all of your items a lot more challenging to recover from. These deaths I feel are already challenging enough to recover from especially if you don't have an XP farm. Another down side that I feel that needs to be addressed is how are new players supposed to know this without looking it up. I think that if this was officially added to the game, a mechanic as big as this, should be taught in the game and not something that new players or returning players should have to find out after spending time and resources on make a whole trading hall. I also think that if you did add the biome dependence you should add an easier way to move villagers. Since Jungles and Swamps don't have a village in them and this could make getting villagers to those biomes very challenging. 

  • 0
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    I'm not in love with this change at least to the librarians. I think you guys are looking at the wrong thing when it comes to enchantments. Instead of nerfing villagers, I feel like it's better to buff the enchantment table and anvil. Make it easier to get the enchantment you want possibly from a discovery system so you find a book in the world and you can duplicate it at the enchantment table or something along those lines. I'm fine with certain favorable books being locked to master level cause it makes more sense and even locking it to certain biomes so you can guarantee what book you are going to get is nice but just nerfing that and not buffing normal enchantments I feel like is a bad idea. I feel like it's a worse idea when some of these biomes don't even have normal generating villages. I feel like having an easier way of starting your own village where you need like three houses with beds and a bell then a few villagers will move in could help that problem. All in all it's like one half step forward two steps back.

  • 0
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    Changing village trades should only be done if there are additional changes made. Here are several suggestions.

    - Make villagers easier to transport (ie llama or camels)
    - Make enchantment tables worth using. There is no way of getting mending except with villagers.

    -  Make these biome specific enchantments acquirable in other ways like in dungeon loot chests located within these biomes or weighted more heavily to be rolled for enchantment tables.
    - The biome specific trades like efficiency should be max level, not level 3.
    - The villager trades could be HIGHLY favored in these biomes, but still able to be rolled in all biomes.

    - Let the player "teach" villagers on how to make enchanted books. Or some way of recreating these books like how you can trim patterns.

     

  • 1
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    Couple thoughts...

    • Villagers trades per biome make sense, but as some have pointed out world generation can make it near impossible to get. Especially without using a 3rd party solution. Two options - either allow cartographers the option to sell biome maps, or allow a "major/minor" system where a biome has a 75% chance at the main enchant, vs 25% for another unique biomes enchant.
    • Could link book enchants to a librarians level directly. Either all or specific books. Lv 1 is the lowest version of a book, and 5 the highest. Books with 1 level would be a tier 5 book. Books with 3 would be tier 1, 3, and 5 book, etc.  Would allow the avoidance of first tier being high enchants.
    • I'm not a fan of higher level tiers not being available. Hopefully this was a mistake on the spreadsheet.
    • Allowing only a single curing to lower prices makes sense. Or could make it so a curing only lowers 1 of the trades. Could still get the same result, but would require more cures.
    • Some items are missing. Players aren't going to instinctually know that tridents, fishing rods, etc area enchant able without libraries offering them. Or make them biome specific as well (ie beach/ocean/river villages) Or can have "generic" books that are available across all biomes.
    • Also if trying to balance things, the trades seem to lock in but never get updated for other villagers too. Other professions should start including new items too. Or missing items like potions,
  • 31
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    The developers thought about the players who don't like the current trade system with villagers, but didn't think about those who don't like the long search for something. As a person belonging to the second category, I will say that the old system more than suited me, because you could just take what you need and go about your business. If the developers do not add the ability to switch to the old system (via /gamerule, for example), then for me this is definitely the worst snapshot 1.20

  • 32
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    The developers thought about the players who don't like the current trade system with villagers, but didn't think about those who don't like the long search for something. As a person belonging to the second category, I will say that the old system more than suited me, because you could just take what you need and go about your business. If the developers do not add the ability to switch to the old system (via /gamerule, for example), then for me this is definitely the worst snapshot 1.20

  • 0
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    How the hell am i supposed to get mending without spending 70 hours trying to find alk the biomes i need and transporting villagers? These guys are already dumb, but now gonna be useless and way more dumb

  • 31
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    Worst snapshot even, whoever reported villager trading is evil

  • 5
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    Здравствуйте, разработчики Minecraft! Идея довольно своеобразная и как человек который занимался сервером я полностью за добавление разнообразия для библиотекарей. Но у меня нет столько времени в одиночном мире чтобы искать абсолютно всех жителей. Хочется всё же сделать это настраиваемым. Хочется поделиться своей идеей. Некоторые игроки садят жителей в некрасивые коробки где есть только кровать и блок торговли. Как насчёт окружения жителей? Например чтобы библиотекарь раз в минуту проверял наличие рядом блоков связанных с библиотекой, книжные полки. Точно также как со столом зачарован я жители будут хорошо торговать в определённых условиях

  • 1
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    These changes are a step in the right direction. As a Java player from back when the game first came out through to the bedrock player I am today, these villager changes bring back the difficulty and time commitment expected when working on villagers. Since the introduction of being able to cure villagers repeatedly it has made the mechanics completely OP. As a mostly SMP player it was clearly evident something was wrong when a player could open a fully stocked book shop within 24hrs of starting a completely new server, as a result of this I completely stopped working with villagers apart from using farmers for my auto crop farms.

    I can see newer players to  the game will see this as not being a fair change as it will require more of a time commitment to be able to fully utilize villager trading in the game, plus the casual players will struggle hard with the biome locked trades but for those of us players on SMPs it will prolong the life of the server by giving players more to do for a longer period of time.

    I would like to see a few more changes considered for example:

    A change in the Iron farm mechanics,  for example a small number of villagers requiring to have been interacted with by the player the day prior before golems would spawn which would eliminate passive iron generation.

    A change in the raid farms and a reduction in the emerald generation from the farms would be great.

  • 1
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    I think instead of spreading enchantment to biome specific villages you should make it to where an enchantment is locked by a certain ''key'' item that can be obtained by the archeology systen in different biomes or structures so enchantments are still making people travel the world but is more rewarding than tedious for example you might find suspicious mud in mangrove swamps that can give a dusty bottle o' enchanting that when you give it to a librarian villager is master trade will change to a mending book.

  • 1
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    This change to book availability is bad. The most tedious part of using villagers is using nether portals and minecarts to push them around. This communicates to me that having a terrible time doing villager logistics is now a part of the intended experience. Is this meant to be a feature or a disincentive? You can't nerf you way out of players doing the unfun thing if the alternatives to it are still unviable. That's just what players do.

    Instead, anvils and enchanting tables need to be buffed. The anvil is basically unchanged since its introduction. Its self compounding XP costs are way to steep, and its Too Expensive limit can ruin your plans. Work accumulation needs to be replaced with cost calculated by the total enchantment levels. Enchanting tables and bookshelves need sidegrades to give players control of their properties. Biome specific materials could be part of a new larger multiblock structure for the enchanting table, removing randomness and locking treasure enchantments behind exploration milestones. Deepslate gives unbreaking, sandstone give fire protection, prismarine give depth strider, purpur gives mending. This works like the proposed librarian changes without the fuss of moving mobs.

    Anything that moves us away from high XP cost and randomness as barrier to entry will make me want to use those systems again. It's still either infinite XP with a mob farm or XP grinding for casual players just for one anvil use. Does anybody actually find that fun either?

  • 0
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    This is truly the worst thing that can happen to modern day Minecraft. Not only will there be no easy way to get swamp and jungle villagers, but this will also make the game less enjoyable, because we will have to spend even more time transporting two villagers to a swamp/jungle breeding them and build up trades just for a chance of a good deal. I think this should be a gamerule for SMP admins and players to decide. This will be horrible for an SMP that I'm part of, because the SMP uses playtime limit meaning we will have to spend around 1-3 hours trying to get a mediocre mending trade.

  • 0
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    As it is, this change will make enchanting an unnecessarily long process, but I think that it is a good start on making villager trading less mind-numbing. If the specialty books are guaranteed at higher trade levels however, this might end up being both quicker and more interesting than the current system. I recommend bringing back the top level enchants for the specialty books, since that adds another layer of unnecessary grinding, and possibly some better ways to transport villagers, but otherwise I think it's a welcome change

  • 0
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    The changes to Villager Trading in the latest snapshot seem detrimental to the gameplay. While the aim is to rebalance the system, the implementation restricts enchantments based on biome and master librarians. This diminishes the excitement and unpredictability, making the game feel more rigid and less diverse. Minecraft's appeal lies in open-world exploration and creative problem-solving, but these changes limit player freedom and force a specific path. Moreover, the new system may make the game feel grindy, requiring exploration of various biomes. It's important to strike a better balance between predictability and randomness to offer players more choices and unique adventures in the Minecraft world.

  • 0
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    the idea with the residents is very good as they have not been updated for a long time

  • 0
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    I am a HUGE Fan of these changes. This I feel is a positive change all around with making the player go out and explore the world to get different types of trades. It will also be more fun as I can just go to the plains Village and get Smite for my sword much easier and faster than reseting a trade endlessly for hours. I really can't state how simple yet excellent this update to villagers is. It also makes it so if you want the broken trading hall, you can still have it, but it will just take more work and an understanding how to make a village for swamps and jungles! My one main concern is, while I do really like not having "Sharpness V" or any of the other strong enchantments being at full level, I would like an anvil update where there is no longer a "Too Expensive" issue because of having to combine multiple books, that way overpowered gear is still attainable, just more difficult and rewarding to get. Again this all around seems great! Wandering trader updates seem really good, I would just like to be able to sell them more than just one trade each, like 3-4 buckets of milk per wandering trader would be nice. Also I do not see any fishing pole enchantments on the list, hoping this means a new biome for villages or they just get added somewhere else! Thank you again for always improving this wonderful game!

  • 0
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    The whole reason people do villager trading to get enchantments is because we want to have the best possible gear that is in the game. Currently, obtaining Sharpness V or Efficiency V is next to impossible through the enchantment table. Therefore, people go to Villager trading because it guarantees the good enchantment on the item. We do it this way primarily because of the anvil system and the all too common "Too Expensive!" message we all hate. This change makes an already tedious process, impossible now. This new change, would make it to where there is no way to have Sharpness V on a sword with more than 3 enchantments, an likely limitations on other tools as well. This change encourages combining books to get the max level enchantment but the main issue remains, the anvil system. Remove the limitations for combining enchantments or make the villager trades still give the max level enchantment. Also the idea of making villagers easier to transport needs to be a factor considering the use of biomes, I've seen suggestions talk about villagers being able to ride lamas?

  • 10
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    I like the idea of making the treads specific but not depends on biomes 
    you could make different kinds of stations for a specific trade 
    or make it that every villager likes a job then if you trade with the job that he likes he gives you a good results 
    but if he hates a job , he gives you a bad results  

  • 1
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    fundamentally this is a bad change. the goal of it is to make villager trading less tedious, and while i can agree with some of these changes there are many factors that make this change subpar. crucially, there should not be ANY limit to the level of enchantments. having efficiency capped at level 3 makes trading more tedious. enchantment tables don't reach level 5 enchantments either so ultimately the change has the opposite effect than intended. The biome feature, while interesting, can also be somewhat disappointing. the idea that you now have to make your own villages for swamp and jungle is extremely frustrating both in the sense that one could easily just add those village variants to the game, and how tedious moving villagers is. 

     

    If you want to make trading more enjoyable, making enchantments less accessible will not fix it. at the very least do not limit the level of the max level enchant.

  • 1
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    I think these changes are good, but there are some things that need to change if these rebalances are added. First, Swamp and Jungle villages need to be added OR an in game “tutorial” for villager breeding, like the Igloo is for curing, should be added. Second, villagers need to easier to transport. Since Snow villagers and Desert villagers can be thousands of blocks away, bringing them all to one location can be difficult. Maybe add a travel backpack you can give to villagers, type in coordinates or give them a map with a banner, and some food and emeralds, and then soon they would disappear from where they were and appear where the coordinates or map were set to. Third, remove the “Too expensive!” from Anvils so you can combine the low level books you get from Villagers now.

  • 1
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    I have played Minecraft for 12 years. I don't understand being on one side or the other. Some don't like having things they consider op in the game, but I say if you don't like it don't use it. Don't get upset if others don't share your view. Some are so opposed to change they shut down. Change isn't always a bad thing. Technical players will get the best trades they can. Biomes won't change anything other than consistency of certain trades. I do believe if you invest in converting the villagers it should be permanent. If 5 times is to many then reduce it but don't make it temporary. something you are probably forgetting about is fishing for books, more people will afk books with the suggested changes. Intermediate players will have a harder time just making and maintaining tools just to play the game. People tend to lean on the meta, in this case villagers. Beginning players won't know anything other then the information given to them. I love lore in the game but most won't understand this. Spending hours of time to get a consistent and reliable way to abtain enchantments is not broken, Effort and reward. I start a new world and will quickly go from wood to diamond tools anything less than unenchanted iron is a waste of time. Neterite and enchantments are amazing but later game. I think that neterite is where it should be, but I think you should be able to make neterite shulcker boxs to protect them from lava. Or sheers,flint& steel to give them a reason to get enchantments.

  • 0
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    It’s impossible to make fully maxed out gear with this change as the cost will become “too expensive” in an anvil when you have to combine lower level books either that too expensive thing needs to be removed or in my opinion the better option just let the librarians sell max level enchanted books because all the extra combining doesn’t really add much it’s just an extra burden

  • 1
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    Honestly hate these changes. The curing nerf is honestly not that bad as you don't need to cure them to get all enchantments (except soul speed and swift sneak of course).

    Moving villagers is already tedious enough and having to move them for tens of thousands of blocks, especially if you don't have a perfect seed where everything is close together just tedious and not fun.
    My other big complain is that you can't get the highest enchantments and have to combine books to get stuff like Sharpness 5 Looting 3 etc. This is only made worse by the terrible anvil mechanics and practically makes it impossible to get max gear even in end game.

    Also the whole thing with having higher level villagers trade higher level books is nice but then there needs to be a way to reroll their trades. Getting a villager to master level takes ages and I personally don't want to level up a villager just for them to give me a bad trade and just be stuck with a villager I don't need. This just feels like villagers pre 1.13 where you constantly had to breed new villagers and kill them off if their trade was bad.

    These changes make the game harder or more challenging but more tedious and less enjoyable.
    Hope you guys listen to the community.

  • 0
    Registered User commented
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    The librarian changes bring unnecessary tedium. Either players will still exploit villager trades for optimal gear, or they will become completely obsolete save for Mending. Villager trading is undoubtedly strong, but this does not fix the problem. The real problem is villager zombie discounts, which are seemingly unchanged.
    Additionally, reducing the max level of the books they sell, particularly in the cases of Efficiency and Sharpness, will make enchanting much more expensive and exacerbate the unhappiness many players feel with the Anvil.

  • 0
    Registered User commented
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    This is actually a good idea! I remember when i used to go adventuring all over my world for enchantment books, before i knew about villagers.

  • 0
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    I think if a librarian villager to have the trade for certain op books e.g. mending, looting etc. it would have to be chosen by using a specific rare item that would make it harder but more fun to get the different trades e.g. having to find a specific item to get mending through finding it in archeology, villages, outposts or abandoned villages. I personally think it would be best to have it the items to get the different trades be dropped by a new type of pillager that comes in raids, mansion, raid or perhaps a specific uncommon building.

  • 0
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    hi for me i think that the now what of biom excusive echantments is not a good idea for one the mending is in a bion that a vilig cand spawn and chould take longer to get i perfer that mending should be given as a non excusive echantment besides i think it should be a 50% at master n=meaning 1. it will be a hard to get and 2. you dont need to go out 1000 bloks to get mending and worst if you dont have the emralds for a trip but this is just my apineon  on it 

     

  • 24
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    The developers thought about the players who don't like the current trade system with villagers, but didn't think about those who don't like the long search for something. As a person belonging to the second category, I will say that the old system more than suited me, because you could just take what you need and go about your business. If the developers do not add the ability to switch to the old system (via /gamerule, for example), then for me this is definitely the worst snapshot 1.20