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

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  • 1
    Registered User commented
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    The new Villager Traiding system is not mine, but it is ok for me if you would please add the enchantments that are no longer offered again. 

    Idea:

    These enchantments are used by other Villagers:
     - All Crosbow enchantments are offered by the fletcher
     - All Fishing Rod enchantments are offered by the fisherman
     - All Trident enchantments are offered by the weaponsmith

  • 1
    Registered User commented
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    I quite like the idea of locking certain, better enchantments behind higher level villagers. Knowing that you will definitely get something good at the Master level will make trading them up to the master level more rewarding while also taking away some of the unbalanced randomness at novice level.

    But please don't make it dependent on the biome. Moving villagers is a tedious and painful experience. We don't need more of that!

    Also: I don’t know if this is official but I saw a chart where the master villagers did only trade sharpness III, unbreaking II and similar non maxed enchantments. Why, after all the work getting the villager up to master level, do I only get such a low level enchantment? What am I supposed to do with a sharpness III book?!?

    If you want to nerf trading, restricting the ridiculous emerald supply given by raid farms would be my way to go...

  • 3
    Registered User commented
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    さすがに53仕様すぎる。頑張って集めた司書30人が使えなくなるなんて言われたら引退するし最大レベルじゃないのが1番意味わからない。せめて最大レベルにしてガチャするべき。冒険させたいのかもしれないけど冒険させたいなら最大レベル報酬にしないと大量に合成して終わりになる

  • 1
    Registered User commented
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    I personally think it would take way too much effort to get good enchantments to make it into later game stages.  It's already a lot of work setting up villagers to get good trades and enough emeralds to get what you need, and the levels required to put them on tools.  I think it would draw away from the game if it takes too much effort to get into the late game, as it already takes quite a lot to get to a point where you can truly explore, maintain and build up a world of your choosing.  If this change takes place I will be finding a mod to change it back, playing on an older version, or likely just get sick of playing the game, as it's too time intensive to enjoy.

  • 22
    Registered User commented
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    If they made villagers much much easier to move, then I maybe wouldn't mind it, otherwise I think it's a bad idea, as it already takes far too much time to get villagers set up anyways. 

  • 1
    Registered User commented
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    This is a great idea the wandering traders were very useless before. And it would make you explore the world to find villager types to get books

  • 0
    Registered User commented
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    I personally think that this mechanic of standing next to a librarian for hours on straight trying to get an enchanting book is part of the endgame experience! Plus, it isn't always immediately you find the enchantment you want, and the relief you get when you do find it is beyond words.
    I would say that better enchantments should have a slightly lower chance of appearing than slightly less useful enchantments and/or increase prices drastically for more stronger enchantments.
    You could also make it so that the librarian is like an enchanting table; the more bookshelves around it, the slightly higher chance of better enchants. This would be another way for the player to work for their enchantments, instead of forcing them to explore around the world.
    Instead of forcing this upon others, you could also make it like a toggle-able option, so people in charge of SMP's and players themselves can decide whether or not they would like to embrace this update.

  • 0
    Registered User commented
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    I kind of like the biomes, but not the change that makes it so the master level trade isn't the max level book. If I'm working that hard to get a max-level villager, I should get a max-level book or at most one level below.

  • 0
    Registered User commented
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    I like most of this, but the fact that mending is limited to a villager type that doesn't have a village makes me mad.

  • 1
    Registered User commented
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    This change is not making the game better for anyone. No beginner is going to want to travel thousands of blocks for basic enchantments, especially without an elytra. And the advanced and technical players are going to hate the added grind to an already difficult aspect of the game. The beauty of villagers is that it’s very difficult to breed and collect the exact trades you want, but they have a huge payoff if you’re patient. This update just adds way more work up front for way less payoff. If you’re going to nerf them, just make certain trades more rare or something. Or just nerf void traders.

    Also consider the people who have been playing on the same world for several updates and don’t have the right biomes anywhere near them. What do they do? Travel 10000 blocks for a single book? Reset a bunch of chunks and risk losing builds? Use chunkbase to find the perfect seed and start over? I for one will not be updating our server past 1.20.1 if this change is implemented, and I doubt I’m the only one. Please listen to the community on this one, Mojang.

  • 1
    Registered User commented
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    This is a great change as it will encourage players to explore the world instead of making op villager trading halls for everything they need. A cool expansion of this would be if other villager professions also had biome dependent trades. Lastly, this balances out the mending issue as it was often times one of the first trades players would try to get and then never have to craft new armor or tools again. I strongly support this change.

  • 1
    Registered User commented
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    Changes like this are extremely disappointing because they add nothing to gameplay and only serve to punish players that already spend a lot of time/grinding to work with villagers. 

    All this will accomplish is:
    a) Punish large survival build players, who rely on villagers for tool replacement, etc. in order to make resource collection more tolerable when concentrating on creation.
    b) Punish any players using villagers on multiplayer servers, due to the sheer amount of lag created by requiring multiple biome breeders/villages
    c) Punish players in general by taking an existing aspect of the game and adding additional difficulty to it for no productive reason.

    If you want to make things more challenging and/or encourage more exploration of certain biomes, then you need to add NEW concept/mechanisms/appeals to said biomes and not take a long, long established part of the game and increase the difficulty "just because." 

  • 0
    Registered User commented
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    I like the idea of the change, it gives villagers more usages, and it’s a opened path for new village types. It makes the previous overpowered method of getting stacked a bit more difficult, while still having the potential of fun. Now, that isn’t to say the idea is ready to even be put in a dedicated Snapshot.
    However, In stead of just complaining about change like everyone else, as someone who is working on a Star Wars/SW home brew Roleplay, I appreciate giving us this idea in such a unpolished form, your giving this idea to the community so that both we as the players and the developers can polish it into the game. Very interesting idea o hope to see more communication about this between the players, because without it, the feature may not turn out well in the end.

  • 0
    Registered User commented
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    Wondering trader should have either higher payout or more trades.
    I'm not sure I like the trident, crossbow and fishing books leaving the librarian potential trades. Not sure what problem that solves.
    Separating the books by biome feels bad. I dont hand pick my seeds or use chunkbase in the overworld so this is really going to make things unnecessarily grindy and annoying. But not enough to force me Into using the table, maybe do something with the table or xp to make it more viable option.

  • 26
    Registered User commented
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    This is NOT fun. While I like the idea of linking biomes to certain enchantments the removal of some enchantments (particularly trident enchantments) and lowering the max lvl of others is too punishing. It's already difficult to obtain a trident now it will be borderline impossible to enchant one.

  • 0
    Registered User commented
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    Please just leave them as they are! This is a horrible idea. They are hard enough for people to figure out. Complicating it more would make me not even want to deal with villagers. I know at least a dozen people personally who already find villagers confusing. Doing this would make it near impossible for them to figure them out. Please leave villagers alone!

  • 1
    Registered User commented
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    You are not making the game more balanced or harder. More grind does not = harder it makes the process of playing the game feel more like a job and tedious. Don't nerf villagers buff other things like structures and enchantment tables, maybe up the prices of books from villagers as well. Some changes make sense such as how you zombie villager cures do not stack.
    If you do go ahead with limiting book levels then the "too expensive" "feature" in anvils HAS to be removed or completely reworked. Moving villagers also needs to be made easier so that people can actually transport these villagers across the world
    Again if you are going to go ahead with all of these changes then you have to buff other things such as structures and enchantment tables. 

    One way to make everyone happy is to make it a gamerule turned on by default. This is a large change to how people have to approach the game and it is not adding new content, it is taking away content. Now instead of being able to get max gear and start building more fun things, people will have to spend hours upon hours getting gear just so they can start building things easier and faster and have more fun

    Again, more tedious and painful does not mean harder and more fun 

    Edit: I just realised the change to tridents and why that is bad. Tridents are already difficult and painful to obtain, this just means you have to work even more for a fun item that isn't even that good except in some specific scenarios 

  • 1
    Registered User commented
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    The zombie curing nerf is also not great. I could understand if this would impact enchanted book trades only, it's reasonably fair. But it's a good thing if other trades are cheap, incluind blocks like terracotta, glass blocks and quartz. I don't want to completely destroy entire biomes such as deserts, mesas and the nether just to obtain enough building blocks for my projects, so villager trading becomes an important part of this process, as a complementary and alternative way of getting these blocks. Nerfing the prices would impact this aspect of the game by a significant amount - I think we all know how much players already complain about trading prices, with reason.

  • 1
    Registered User commented
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    I dont mean to be rude but this is one of the worst updates ive seen so far, id say phantoms were a better thing than this. the idea that there are biome specific villager trades for librarians are pretty bad. but that they cant reach the maximum level for the enchantment is absolutely terrible. and the idea of a special book at the end of every trade is also a terrible feature. And that some enchantments were removed entirely is so awful. It would be waaay better if things stayed the same regarding villager trades.

    Regarding everything else thats not about villagers, its pretty good I guess.

  • 0
    Registered User commented
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    I really feel this is a bad idea, creating trading halls as they currently are is a big enough slog, why make it even more difficult!
    I honestly don’t feel you are making the game exciting with this, just very grindy and forcing players to travel rather than letting it happen naturally.
    I have no objections to the zombie villager idea though, I feel that is overpowered. But only being able to create a trading hall and paying full price for books is more than fair………but please don’t move them to different biomes then force us to create villages in empty biomes.
    if this absolutely has to happen, why not make it an option we toggle, or in hardcore, then those that want the challenge can have it, while those that prefer it as is, can carry on.
    I play this game as an escape, not as a hard slog…..challenge is one thing but boring grinding is never fun.

  • 1
    Registered User commented
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    TL; DR: Words cannot express how bad this update would be, or how tedious it would make the game. Probably the worst update idea to date. If the pros want a way to make the game harder, they can always not build trading halls, but don’t betray casual players and builders to make that happen. I’ve been playing for years, this may be enough to make me stop playing.

    This change simply makes trading more tedious and stressful, not more fun or skillful. Trading should remain a valid way of getting strong enchantment books. Every enchantment at any possible level should still be available through villager trade, but perhaps you can keep the region function where although you can get any enchantment book at any level from a villager, some enchantments are regional. Example: you should still be able to get frost walker up to level III by chance from a villager, but maybe only from a tundra villager. The regional mechanic sounds like it could be fun and lore-building, but not accompanied by any of the other nerfs, especially not the zombie villager curing change. These changes cripple and ruin a large and fun part of the game, as the civilizational aspect of markets and trading is a very fun balance/addition to the more survival-oriented aspects of the game. Since bedrock players already don’t have many ways to make trades cheaper, the curing changes would mess them up even more. This update would be shooting the game in the foot, making it stressful and tedious rather than fun.

  • 7
    Registered User commented
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    Overall, I enjoy the changes, but there is still room for improvement. For example, it seems weird that both jungle and swamp villagers are given importance, but neither of them have a village. This will most likely confuse a lot of players that don’t play snapshots or don’t stay up to date on Minecraft news.

  • 1
    Registered User commented
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    The idea with different biomes is certainly not bad, but there are a couple of difficulties that may arise and their solution:
    1) difficulties for newcomers to the game. they simply won’t know that there are different enchantments in different biomes (with mending and unbreaking - especially since there are no villages there) and that it’s worth deciding to add a couple of challenges in achievements (trade with all the vilagers of biomes, etc.)
    2) Possible difficulties of enchantments on servers or large and long worlds (too expensive and so on). Often, after death, I cannot restore my things and have to enchant them again. And with the old librarians, this was done simply because they sold books for maximum enchantments. And now it will be difficult, long and inconvenient to enchant things to the previous level. And what I propose: create two new game rules - one that can completely remove all changes from trading and do everything as before, except for bugs of course (for the opponents of the update) /gamerule oldtradingsystem , and the second - /gamerule maxlibrarianenchantments - which leaves all the delights of the update , but adds books to the villagers for maximum enchantment (of course, at the final stage of the auction)

    Here are all my complaints. I have no complaints about the wandering trader, the changes are cool. I will be glad if you notice my feedback

  • 1
    Registered User commented
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    It would make it so much harder to get op gear and tools and it would make setting up trading halls a nightmare maybe buff the enchantment table maybe have it so the more lapis and bookshelves you use the better selections on the table and at the max level all enchants except for a few to be in the enchant selection menu for the enchantment table either do that or don't change villager trading at all

  • 1
    Registered User commented
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    This is just flat out a bad update, 
    1. its a video its fun to get over powered equipment, why would you gate keep that behind an even rarer form of RNG. 

    "Players will have to work towards getting the best trades instead of relying on random chance."

    What this actually means is hours on hours praying to find a dungeon chest that has a book and than relying on that dramatically smaller RNG chance to get what you need.


    2. its like they're only seeing the final product of how people get enchanted books and not all the hours going into making the current trading halls that people

    I feel like this is just another tone def change.
    And I'd also like to point out the vote button tells me "vote" or voted" it doesn't tell me if I've voted for or against these changes. This is highly misleading!

  • 0
    Registered User commented
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    Just a tought. Why not move the most op enchantment (mending) to the hero of the village loot as this mechanic isn't used verry often in my experience.
    That way the enchantment is available in every biome but with a bigger challenge.

  • 0
    Registered User commented
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    The wandering trader change is certainly welcome as apart from some very specific instances, the trades that it has now aren't useful. However there are still trades that they could have that would seem like they should already be done, like Cocoa Beans or Bamboo.

    On the other hand, limiting book trades to specific biomes only makes it far to troublesome to work on. Either removing the biome restriction and just having pools for the trades to be pulled from universally, or just leaving the trades as they are is a better choice for them. Also, having the books not appear at the higher levels doesn't really make enchanting any more fun as suddenly, the already high final costs of end game gear will hit the "too expensive" threshold earlier than they should really be anyway. Removing the books for fishing, tridents, and crossbows should be paired with a better chance at finding them in structures so as to keep them in a similar place to the other non-tradeable books.

  • 0
    Registered User commented
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    The Wandering trader upgrade would be nice, as atm they are only useful for free leads. With librarians however, villager trading halls are already a tedious and annoying thing to set up for casual players. Part of the fun of Minecraft is the point in game where tool durability concerns are minimized, and you can just build and explore your world. I think this would serve best as a toggleable setting. That way those looking for a challenge could have it, but casual players wouldn't become frustrated and turned away from playing all together.

  • 1
    Registered User commented
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    I personally play Minecraft to blow off some steam and relax with friends. Sitting villagers in front of a lectern for hours to get all of the trad a you want already takes ages and wastes time to set up in the early stages of a new world. This new method will require us to move villagers all over the world and will take so much longer. I JUST WANT TO BUILD STUFF IN PEACE IN A REALM WITH FRIENDS. DON'T MAKE THIS CHANGE. Not only am I opposed to this idea but I won't want to continue to play this game if this change is made.

    Minecraft has many "camps" so to speak. There are those who like to do PVP on Highpixel, there are those who like to speed run the bosses in the game and those who like to make massive Redstone contraptions and many MANY more. I think that one of the largest "camps" in the Minecraft community are the people who like to just build stuff, relax and hang out with friends. This nerf takes away 2 of those for me during the early stages of a world. Not only will this nerf make me EXTREMELY less likely to play the game but I fear that it will also discourage new players from playing the game. There has to be a hook to keep more relaxed players, and villagers as being an easy resource for books is a great hook.

    Finally, I fear that this will be expanded to other villagers which will limit the ability to get many items, blocks, armor pieces, and weapons in the early stages of the game and even in later more grind based stages. This WOULD RUIN THE GAME FOR ME!!!

  • 1
    Registered User commented
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    I like this! But, villager trading was always one dimensional, over powered and tedious and this update only solves two of these problems. To make trading less tedious:

    There should be an easier way to transport villagers to new biomes; here are some ideas for that:

    • Villagers can ride on llamas and so you can use a llama train to bring many villagers to a new biome
    • Villagers always path to a wandering trader to "meet" them so you can use the wandering trader as bait to lead them places
    • You can get two villagers on a camel so you can use a lead on the Camel and bring them with you

    Finding the trade you want can take hours; here are some ideas.

    • There is a cycle trade slot where you can pay an emerald to have a new villager change its trades
    • You can trade a villager an item and it will show up as something they sell. for example, I sell an unbreaking book to a villager and when they level up they will start selling an unbreaking book.
    • workstations have a "request" slot and you can put an item in there to request the villager sell that item on the next level

    Lastly, biomes lock out players from getting books if not using normal generation or are playing some other way, here are some ideas:

    • If the world generation cannot spawn a biome all other villagers can sell that biome's specific trades. Example: if I have generation that cannot have a cold biome, frost walker can be rolled and sold by all villagers
    • Cartographers can sell a biome Map that finds the nearest randomly chosen biome,