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

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  • 0
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    Ok nope, I would not mind you messing around with the wandering traders but, the villagers have already been a hassle you need to spend a long time looking for one enchant we don’t need this we already hate working with villagers now your asking us to transport two villagers seven more times. And also the special villager trades aren’t even max, if your going to make this change make the special trade max not saying that you should change villagers but just don’t mess it up I don’t want you to change the villagers if you do this I’m not going past the version you release it in

  • 0
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    I understand the concerns about the recent update, and I agree that making a villager trading hall at your base has become more challenging and time-consuming. Transporting villagers can indeed be a tedious task that takes away from the enjoyment of the game.

    The new update has introduced a system where the best enchantments are less common and are assigned to specific villagers. While the intention might have been to add variety and challenge to the gameplay, it has made it harder for players to acquire the enchantments they need for their trading hall.

    I would suggest a balanced approach to address this issue. Keeping the better books less common is a good idea, as it maintains some level of challenge and rarity. However, assigning them to different villagers might be reconsidered.

  • 50
    Registered User commented
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    Please don’t do this.

  • 1
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    The honest issue is enchants are important to late game building once the ender dragon is defeated players have ideas of granduer about what they want to build. some balancing needs to be done yes villagers trade for powerful enchantments for cheap but someone wants to build a massive castle and suddenly enchants require 30 hours to collect villagers from each biome and trade with all of the villagers to get a weak book with no good source of xp to then use all your xp to upgrade the books and worry about attaching the enchants after for you guessed it more xp, to get a fully enchanted set of gear to start free world use at max power is most likely 40 hours total. Not counting gathering the gear itself, A solution for this would be to lower the xp cost to attach to the armor and tools and honestly make enchanting table better perhaps putting different books into chiseled bookshelves makes it more likely to get a certain kind of enchantment on an item many people want protection instead of fire protection or otherwise and filtering through enchantments on a table can be painstaking yes villagers are broken but I feel you lose all your gear then have to spend x amount of time just re gathering the enchantments for your gear now, villager trading did save that. Perhaps getting the books and allowing the table to do the heavy lifting once you have a few good books would be a better outcome that way you don’t have to go through the pain stacking process of regathering the enchants

  • 0
    Registered User commented
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    (I am not an English speaker, so I used the DeepL translation.)

    In the sea, enchanted books about bows can be traded, as enchanted bows can be caught. Or, enchanted books about water can be traded, such as enchanted fishing rods or trident-specific enchantments.

    In the Nether and the End, there are dangers such as lava, void, and exploding beds, for which you can trade high-level enchanted books.

    ...I think a change like this would be good.

  • 1
    Registered User commented
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    I despise this change, as many people have mentioned already, moving villagers around is already a nightmare, and with these changes, if players want a central villager trading area, they will need to spend countless hours moving villagers from faraway biomes.

    Which brings up another issue: some biomes might simply be very hard to find with certain unlucky seeds. And if you get extra unlucky, you might need to bring villagers from a village you've found to a faraway biome to get these books, then back AGAIN to have them all in a central location.

    And lastly, nerfing the maximum levels of enchanted books is going to make it so much more tedious to fully enchant gear, as running into the "Too Expensive!" anvil response will be a much more common issue if we need to combine books to get to max level enchantments. And with how tedious it is to use enchanting tables to get perfect gear without conflicting enchantments, it'll make getting fully enchanted gear a nightmare in any method.

    Overall, these librarian changes just feel unfun, as there's already a significant time and resource investment in gathering/breeding large numbers of villagers, getting the trades you want, and doing the actual trading, and I don't think that needs to be worsened for absolutely no benefit or alternative. 

  • 7
    Registered User commented
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    I like the change. This makes the late game progression a bit more lenghty and less boring.

  • 0
    Registered User commented
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    Imagine traveling 2 villagers thousands of blocks away just to get swamp or jungle villagers. Come on mojang have those villages already. I don't mind biome specific change but it's a hella lot grindier now. Remove the anvil limit if you are going this route.

  • 0
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    I really don't like the librarian changes, already tedious enough, if this gets implemented please make it an optional feature. With that said I do like the changes to wandering traders.

  • 1
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    Don't touch villager trades as well as discount by zombification. It is already hard to grind these villagers to get our desired books. Do not ruin these features as players have already made entire massive builds specifically because of these features. I tried the new system and it just made me unmotivated to play anymore. This will make villagers useless again and ruin the entire purpose of the 1.14 update in the first place. Rather than removing features away from players, why not add more features that would further enhance exploration. Don't fix what's not broken.

  • 0
    Registered User commented
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    So out latest mob, the sniffer, is useless. It only gets two asthetic and functionally pointless seeds. Copper is useless. Now the big brain move is to nerf villagers into the dirt? STOP and look at these posts. The overwhelming view is that this is a BAD idea. Because it is absolutely not a smart move. How about we fix the anvil mechanic first? Or maybe add villages to these biomes first? Or add utility to copper?

    The caves and generation change was brilliant. A lot of this newer stuff is just trashing minecraft for anyone not able to play Java and select their edition. If you want to make it more tedious and ultimately annoying, make it a setting you can change/toggle for world generation, AFTER you add villages to the new biomes first. Maybe add more copper use in Redstone. Even as rail ingredients! A purely decorative block is just such a waste.

    Do some people want minecraft to behave more like Struggle Survivor? Absolutely. But you're taking the fun out of the most successful game of all time and locking it behind hours and hours of effort for the minority of voices and that's just wrong. If you hate the idea of people getting mending so much, improve the anvil mechanics! If it's less of a must-have, the issue will drop off. Or just add disable mending in your server settings!

    This is a terrible idea, from someone who loves minecraft and has been playing since it was 11 bucks in alpha. Please focus elsewhere first.

  • 0
    Registered User commented
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    I dislike this idea of being forced to travel long distances only to get masters villagers that don't sell max level enchantments. just make that librarian villagers sell different level books based on their level like novice villagers sell things like protection I or unbreaking I while masters sell max level enchantments and rare books like mending.

  • 5
    Registered User commented
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    Much needed nerf!

  • 9
    Registered User commented
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    I would like to positively evaluate this change.
    It will cause me to re-evaluate the value of the enchanting table.

    If some enchants will only be available from the enchanting table, I would like to see the ability to selectively erase only a subset of enchantments using a grindstone.

  • 0
    Registered User commented
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    It would be interesting to have a village generated in the nether or the end.
    As for fire-related enchantments, it seems more appropriate to be able to trade in a village in the nether rather than in the taiga.
    Of course, those villagers are not ordinary humans.

  • 1
    Registered User commented
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    Getting a single villager over a hill is already very challenging. let alone getting villagers together from 7 different biomes each thousands of blocks away. And all this to have to spend even more time grinding away to max out each villager level for 40 different enchants and all to not even get a max level enchant. Getting max enchants is already one of the most time-consuming tasks in the game. learning enchants was one of the last things I learned in Minecraft because it is so complicated and hard, adding this will only make it harder. Tweaking old features that worked perfectly fine will only serve to make people upset. Speaking from years of enjoying Minecraft both on bedrock and Java. Mojang please do not add this!

  • 0
    Registered User commented
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    This feels like it makes dealing with villagers significantly more difficult, significantly less rewarding, and significantly less fun, and more or less ruins our attempts to build a community incorporating villagers if we have to spread them out to the ends of the earth to find an unpredictable biome.

  • 1
    Registered User commented
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    Villager trading has needed a nerf since 1.14 released, so thanks for this! Though, there's a few things stopping this from being perfect. 

    1. Anvils still have the "Too Expensive!" + gradual level increase mechanics. I'd recommend removing these and raising the Villager's Master level book from the 3rd best version to the second best version, making only two books needed to combine into a max level book.

    2. Books being biome dependent is a very good idea, I would also recommend Villagers like Toolsmiths and Armourers also only give out certain types of equipment in different biomes, much of the allure of diamonds has been lost due to how easy it is to get diamond equipment from villagers alone.

    3. To help technical players with the new biome trades, we need a more intuitive way of bringing villagers into the player's base/villages. Carrying a banner after defeating a raid could have any Villagers you've traded with in that village follow you around while you have the Hero of the Village effect. This would be so helpful! The current methods of moving villagers (against their will) don't sit right with many players either.

    4. Wandering Trader changes are good, but they need some exclusive/unique items in stock. Perhaps they'd rarely give armor trims in certain biomes? More trades that don't involve emeralds would also be nice. Traders also need some reworked spawning behavior, they should periodically visit Villages that the player has traded within, rather than the player's base.

  • 1
    Registered User commented
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    This change focuses on the wrong issue.

    Villagers are the primary source for players to get enchantments because anvils get XP-locked, and enchantment tables are RNG based.


    Biome Dependency
    By making villager trades biome-dependent, this causes many issues, with two major ones being immediately clear.

    The first is that Minecraft is a sandbox, meaning players create and play how they want. However, players who like challenge worlds (e.g, superflat, chunk-based challenges, biome challenges) will now have no access to higher-level gear-- if they did not already.

    The second is that some biomes are rarer than others. Worlds are procedurally randomly generated, and that means there's going to be many worlds with biomes (e.g, swamps) without a village nearby. Moving one villager over potentially 1000 blocks just to unlock a trade is tedious, boring, and hard. Throw away the ideas of having a trading hall close to your base, or having all your villager trades in one spot.

    I understand what this change is trying to achieve, because it's true that end-game level enchantments are easy (if not tedious) to get currently. However, using villagers like this is also the only way to get high level enchantments. Anvils get XP-locked easily, and ontop of enchantment tables having RNG enchantments, if you combine these two issues, you very quickly see that end-game gear is not possible using this method.

  • 1
    Registered User commented
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    Changes about village is really BAD.This change just wastes the player's time and adds unnecessary action
    If you want player to explore this world, just add some new structures,new monsters or boss. Like mod Twilie Forest and When Dungeons Arise
    What you want: player explore the world, enjoy adventuring time.
    What player do:open a neither portal above the bedrock, use chunkbase to find the coordinates of biome,build villager breeder in each biome,lock the trade and send it back home.

  • 0
    Registered User commented
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    While I do agree that villager trading is too overpowered, I feel like tying enchants to biome-specific villagers would make obtaining the gear that you want way too difficult.
    Obtaining the villagers you need from every biome and centering them would be a massive logistical operation, especially if your world generation isn't that good. If you don't have a nether portal system on the bedrock roof, you'll be loading tons of chunks, and even then, it will be extremely time-consuming because of how difficult it is to move villagers.
    Not to mention that if you get protection 3 instead of 5 and etc., and villager curing doesn't stack, you'll spend forever farmimg emeralds, moving villagers, and grinding xp just to get that perfect gear. And even with the best xp and raid farms, it will still take forever.

    My opinion is that survival gameplay doesn't need to be structured around having to burn time to better gear. The current system is already hard given the time you need to breed villagers, shuffle their trades, grind emeralds and xp, etc. I don't think anyone finds survival fun because of working through the progression to end game, but rather enjoying themselves with building and other activites without it feeling too dry like it is in creative. Nobody is going to watch a YT video of someone grinding to get gear; they watch it for their builds, adventures, etc. In my opinion, survival now is the perfect balance of grinding and getting to do other things you want.

  • 42
    Registered User commented
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    It is not fun to make impossible what was previously possible.
    Sometimes there is no new land in survival multiplayer.
    If you want people to use the enchantment table, it is more correct to add benefits there.

  • 1
    Registered User commented
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    This is a very bad idea as it completely negates an aspect of the game many players have come to know and love, establishing a trading hall. While the argument can be made that certain enchantments are too easy to get, many can attest to the time and effort it takes to establish the desired librarian trades. In turn this effort makes the pursuit feel earned and worthwhile. If you are to alter this mechanic you will completely bar certain players from getting the majority of trades (unless they wish to continuously move bases across biomes). This change will remove a loved feature from the game without offering any fun alternative and only serve to make the game more tedious and place the player at mercy of RNG. I think most people can agree a feature which is entirely RNG based (in regards to biome generation) is not fun or skillful, just time consuming.

  • 5
    Registered User commented
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    I get where your going with the idea but I would say just Mabey make it harder to get higer enchants like make it a low chance to get prot 4 bu increase prot 3

  • 0
    Registered User commented
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    tl;dr Slow down // think about Mending first

    Firstly, glad you guys are addressing this finally. It has been a long time coming. But now that you are here, slow it down. You don't need to make so many sweeping changes all at once. I won't be the only one here saying these changes have some issues, so I'm not going to cover them specifically, just that maybe you should be a little more patient with it. Suggest a change, get a week of feedback, and proceed. Things get overcomplicated when you try and do a lot of different things. My suggestion is to take a step back from all this, and start by deciding if Mending is going to stay the same. As it is right now, this is the most powerful enchant in the game by a country mile, and many people have called for it to be changed in the past. I'm not going to say that, instead I simply offer that if it will stay as it is, villagers shouldnt offer it at all. It should be something obtained through Exploration. It's always good to have a reason for adventure, and librarians don't require this enchant to be a valuable part of our worlds.

  • 1
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    I believe this is a positive change only if some things are changed. Swamp and jungle villages should be added, it would just make more sense. Otherwise, there would be no way of newer players knowing that if two villagers are breed in a swamp or jungle, they sell different trades. They wouldn't even have to be full villages, just a hut or something would work. And for the players who do understand this system, it's very tedious for them to have to haul some villagers to these biomes, especially since there is not easy way to do so. One way you could make moving villagers easier, is when holding an emerald they would follow you, this would be very easy for new players to find out and would sort of make sense (the villagers follow you because they want your money).
    The third change and most important one would be the anvil system. I think that making villagers sell a lower enchantment book level could be good, but with the "too expensive" feature, it makes getting the highest level of armour and tools impossible, quite literally. When adding things together on an anvil, the cost shouldn't increase with every enchantment you add, instead each enchantment should have a fixed xp cost. For example, if you tried adding mending to a pickaxe with unbreaking III, it would cost 15 levels, but if you tried adding mending to a pickaxe with efficiency V, unbreaking III and fortune II, it would still cost 15 levels to add mending.
    Anyway, I would say a little more, but I've run out of space.

  • 0
    Registered User commented
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    No! I like building and exploring, I don't enjoy messing around with villagers (more than I have to) and I don't want to travel to all the different biomes and make a village breeder in each to get what I want. I like to get decent tools and armour to play the game the way I like, it's not called "Villagecraft" after all!!

    Make fortune 3, mending, protection 4 and effeciency 5 master level trades - that would make it more balanced. But remove all the low level books ie effeciency/unbreaking/protection 1 - 3 ect from the villagers, have them only from the enchantment table.

    How about the people who play superflat, single biome or sky block? In sky block it's more of a mid game thing to be able to travel hundreds or thousands of blocks in any direction - it's hard enough getting villagers as it is in sky block!

    These changes just makes the game more tedious for experenced players and will probally put off newer players entirley

  • 2
    Registered User commented
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    よくねぇと思いまーす

  • 1
    Registered User commented
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    I think there are some things from this that could be taken inspiration from, but the actual execution as it stands leaves a lot to be desired.

    To put it simply, I think having villagers be Environment Specific opposed to Biome Specific would be much better.

    By that, I mean that a player would need to find very specific materials and ensure they are within a certain range of villagers would be a much better way of doing this. This is similar to interaction requirements like Pandas needing certain materials around them in order to breed. It would minimize the randomness of the books, encourage exploration and creativity, and avoids the extra bulk and frustration that a lot of people are voicing issues with.

    There's also the option of Status Specific villager trading. Imagine a player has to make sure the villager has certain potion effect(s) splashed on them while their trades are being upgraded, similar to how you can kill a witch while on fire to get a fire resist potion. This would also mean you can limit some higher enchantments behind doing this process at a higher mastery level and/or higher level potions.

    I could go on for hours about alternative ways this could be implemented (because I get that coding this stuff in takes a lot of time and resources, so it seems fickle to simply say to toss it all together) and how this impacts the larger masses (casual players rather than content creators), but that's the main point I hoped to get across.

    Thank you for your hard work.

  • 0
    Registered User commented
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    This is fantastic, i love it so much, the games more balanced, please add it i love it sm!