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

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  • 0
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    I am fine with locking the higher level enchantments to master librarians but locking them to certain biomes when there isn't a good way to transport villagers make single player worlds way more tedious and less varied in biomes. The reason that villagers are so powerful is because anvils are way too expensive, so most people people craft their gear all at once instead of gradually upgrading.

  • 0
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    I don't like this, it makes it a lot harder for us to survive on the server. (translated by Google)

  • 1
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    Not the biggest fan of these changes for a few reasons. I understand the idea behind them and can get behind some of it, but there are a few issues. 

    • For the amount of work involved in finding or even creating a village in each biome and then levelling the librarian to max level - the master enchants should really be max level
    • Making it impossible to reliably obtain max level enchantments (e.g. Efficiency V isn't available on enchanting table and won't be available on villagers) - then we will need to combine more books together, meaning we will see "too expensive" a lot more trying to make tools/armour. This needs balancing.
    • Villagers are a nightmare to work with - if we are going to have to set up extra villages for ones that don't spawn, please make them easier to move, a way to get them to follow or go on leads or something. 
  • 5
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    我不喜欢这样,这让我们在服务器里生存变得困难很多。

  • 0
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    I don't think this change is a good idea.

    For one thing villagers are annoying to deal with just getting them into a trading hall, but having to transport them across the whole world would make me just not use them ever making them useless.

    Another reason that this is a bad change in my perspective is that mending would be next to impossible to get and if you die with a full set of mending amour that would mean that you have to visit so many structures to get it back.

    Overall I just wouldn't play Minecraft as much due to so many  difficulties with getting good stuff

  • 0
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    Long overdue nerf to these villagers. Limiting books will make death and losing your tools a bit more impactful, which I think is a good thing. Plenty of books not being available from villagers and making the others biome exclusive will encourage actually exploring, which I think is a very good thing.

    I understand superflat players not liking the biome exclusivity, but in the end the game should be developed for normal gameplay imo.

    What I do dislike is that due to the way more limited pool of books an individual villager can trade, duplicate trades with the same villager are incredibly common which is very annoying and pointless.

  • 4
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    現環境に対する仕様の改悪であり反対です。

  • 0
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    Hate this! Trading for mending will mean finding a swamp and then breeding and then dragging them back to my base etc it’s already a lot of work to build up a hand made village - just don’t make the trades biome focused. The other changes seem balanced but this one genuinely takes away some of my joy for playing

  • 5
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    I'm not against updating togres, but please make villages generate in swamps and jungles, otherwise it will be such an idea to build them, it will appeal to those who like to build, but I don’t think the rest, so please please make 2 new types of villages in these biomes (swamps , jungle)

  • 1
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    It will just kill the inhabitants completely. before adding this, did you even think about servers? in general, as for me, this is already surrealism and not a fix.

  • 0
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    I appreciate the want to make the Librarians more "interesting"; the current format of "start world, find village, keep placing and removing lectern until librarian has the trade you want, rinse and repeat for <Mending, Efficiency5, Unbreaking3, Protection4, Fortune3, Sharpness5, Infinite, SilkTouch, etc> is tedious.

    Still, the reason this is done is because I just want to play and build interesting structures. The fact that I'd have to get villagers from various biomes will be more tedious than the current system, but honestly I'm okay with it for endgame and it forces me to go build a village in swamps and jungles. I also appreciate that the "Master" level book is fixed, making it predictable (which is nicer than previous).

    My main issue is that the "special" enchantments for each biome are level limited and thus need to be combined to get "perfect" enchantments. The anvil system is already annoying with it's level cap, this just adds to that frustration.

    Overall, I think I agree with the Librarian system if we can also agree to just scrap the level limit on the anvil, such that the new need to combine books in order to get "perfect equipment" doesn't introduce needless complexity in figuring out "the perfect order for all enchantments, otherwise you can't have good equipment", which would no doubt mean people have to use things like https://iamcal.github.io/enchant-order/, which is even more "I have work around the game" than we currently have it.

  • 0
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    Just to add to my previous concern there also seems to be a recent thing of we must make players explore more. Despite several chunk trims my server world size is currently at 40GB, this more than double with the recent update as people were exploring for trims. Now they're going to be exploring the worlds even more for villagers. The only way a server is manageable at the moment is with 3rd party tools to remove chunks that haven't been used. If you are going to keep forcing players to "explore" more then you need to deal with world sizes that are making long term saves non-viable.

  • 0
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    I've not seen any comments mention the Wandering Traders. I think the changes to them make them a lot more interesting and useful. And being able to sell them things when you don't have emeralds on you is helpful.

  • 1
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    This is a good idea but the problem is the Too Expensive! thing on the anvil. It was already a problem before; it's a even bigger problem now as you can't get Sharpness V, Efficiency V using villagers. So, remove the Too Expensive! thing and decrease the amount of levels needed to enchant.

     

    About the swamp and jungle villager thing. First of all swamps and jungles are rare and then you have to transport villagers thousands of blocks just to breed them in swamps and jungles. So just add Swamp and Jungle villages.

  • 1
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    This makes trading even more of a problem.
    The issue with trading is that its a grind relying on chance and this just exaggerates that.
    Especially for new players who won’t even know of swamp or jungle villager. I’m unsure what the solution is but this definitely ain’t it. Making curing less op is probably a good move however. What really needs fixing is anvils ever increasing exp requirements. This really needs to be capped or just removed exp requirements altogether.

  • 1
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    Villagers should be configurable. Here's why.

    There are two types of players. The players who are ok with OP villagers and actually use the current way of how villagers work. There are the people who think they're OP. I think for the people who want the more OP version it should remain as is, and for the people who dislike OP villagers it should be nerfed even more. If you can fast travel from the nether and you have a villager with the specific enchantment you want in every biome and you have 100% to get this enchantment players will just go to the biome they want and have 100% of the times the specific book they want and for this type of players, who want villagers to not be OP it is a serious problem because they are still OP. For the players who do want the OP villagers this is too nerfed. So what is the best solution? Configurable villager mechanics. If you have control of how your game works people will have more interest of the game and will try the different options and the game experiences of all game types. The idea of configurable game types can also include combat, automatic farming mechanics and much more things. I think respecting everyone with their game types is the best solution for a game that should be infinite and regulating a game like this with mechanics which work in a specific way and match specific players is a bad thing, so the solution is giving the players more control over things like villager trading, combat, automatic farms and much more things.

  • 34
    Registered User commented
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    I think as a more casual player this would most likely ruin the game for me and my Friends.

  • 1
    Registered User commented
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    面白い要素だと思います。
    効率強化やダメージ強化などのエンチャント本は最大レベルのものにした方がいいと考えました。

  • 0
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    The post mentions some players believe the current standard of librarian trading is too overpowered. So this change is therefore meant to address this by making them less powerful.

    They are less powerful by restricting the maximum level, restricting access to enchantments through the need of travelling to different biomes to collect them, requiring master librarians to access some enchantments, and removing certain enchantments from the trading pool entirely.

    You compared librarians being overpowered compared to enchanting tables and loot from structures. For enchanting tables, you spend more experience enchanting a tool using books compared to it. The tradeoff being you reliably get the enchantments you want through books. From structures, you spend lots of time searching for them to unreliably get one of the enchantments you're looking for.

    This change isn't going to make structures more appealing though. For that changes would need to be made. For example, taking the change you propose for the librarians and making certain enchantments be found in certain structures reliably.

    This might help enchanting tables only if it becomes more efficient to first enchant your equipment and then apply books to get whatever is missing.

    This change will also overall require greater amounts of exp use to get equipment to have all desired enchantments. Will this be addressed or is it just an added extra to making the librarians less powerful

  • 35
    Registered User commented
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    This is the worst change that I have ever seen. Players must create villages in jungles and swamps from scratch. At least villages should be generated naturally in jungles and swamps, and be easily discoverable. And maximum level enchantment is preferable in every special book.

  • 0
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    Biome specific trades are a nice change, as it induces exploration, but I would leave the cumulative discount scheme as it is, as players will still circumvent it with volume.

  • 0
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    I think I might have a suggestion that helps round these changes out.

    If zombie villagers have a low chance to come from a biome different than the one they spawn in, it gives players an opportunity to get the enchantments they want without having to build an entirely new village after exploring. However, due to being luck driven, it creates “speedrunner moments”, times where you get super happy because of your luck.

    It’s also skill driven, players need to be prepared when seeing zombie villagers, to cure them. This demands a decent understanding of the game’s mechanics.

    Finally, players who really don’t like exploring, people on survival superflats or in large biome worlds or people who have trouble finding the biome (in other words, people who struggle to/cannot find the right biome) have an alternate solution that still relies on the base mechanics of the librarian changes.

    If done correctly, it also adds lore. Zombie villagers that aren’t from the right biome imply that they’ve traveled far while zombied.

    I measured that a 1/6 to a 1/8 chance to be from a random biome would be pretty nice. With the 1/7 chance of being from any specific biome, it becomes a 2.4% to a 1.8% chance of being the biome the player wants.

  • 0
    Registered User commented
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    There needs to be more balance of this is going to be a permanent change. Eg sell highest level books, let master level trades be seen so before they’re accessed you know what you’re getting.
    Otherwise nerf the change. It sucks

  • 0
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    I personally think these changes were badly needed, but some features need to be changed. First, the wandering trader should be able to buy more stuff than a couple bottles, buckets, potion materials, and food. I also think the new librarian changes are nice but the books should be maxed out if they are the special book and be of a random level for standard books. (ex. Taiga librarian special book will always be fortune 3, and lesser enchants like Blast Protection would be 1-4. If the librarian changes are kept, then the anvil's max cost should be removed.

  • 0
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    I haven't voted here before but as this topic is important to me I want to. But is it only possible to vote yes?

    I feel like things like boots and helmets are already really expensive to perfectly enchant. If max level enchantments cannot be bought anymore, it feels like the anvil limit will prohibit this? I would not mind different biomes selling different things, nor only Master librarians selling max enchantments, but it should not be impossible to still get all enchantments on armor and gear imo.

    Maybe what could make it better would also be to have to get enchantments from the enchantment table but being able to pay villagers to like turn fortune I into fortune III without the book becoming more expensive to use in an anvil?

    Also I'd absolutely dig redstone villagers in badland villages maybe? Like selling rails and stuff.

  • 0
    Registered User commented
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    If you were not looking to nerf villagers and decrease randomness, but still want to promote exploration, another way to do this would be to use different wood types to divide the enchantments instead. What I mean by this is you would craft a lectern using a specific wood type. To differentiate them the lecterns would have different colours and or styles depending on the wood used. The exploration would be to find the different kinds of woods which are already located across different biomes.

    This would mitigate many player's complaints about having to relocate villagers from the various biomes for their trading halls while reducing the time-consuming randomness of looking for a specific trade.

    It also sounds like you want to further encourage exploration. This could be done by guaranteeing certain enchantments to certain structures so one could have a clear goal of what they're searching for and be rewarded for it.

    In regards to the enchanting table, this would require a careful balancing act between the costs of enchanting equipment through the table and through books. It would have to be cheaper to enchant something through the table than through the books or allow a combination of enchantments that wouldn't be possible with just books.

  • 42
    Registered User commented
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    Inconvenience doesn't mean more fun or better

  • 25
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    Another idea: Introduce a village leveling system, where players can increase the village's level by defeating raiders, trading with villagers, or upgrading buildings. As the village's level rises, villagers will offer more items for trading, and the biome won't have any impact on the trade goods.

  • 0
    Registered User commented
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    I'm definitely not happy about this.. Restricting certain books to librarians from certain Biomes.
    Not that it'll affect single player world by much - you just have to go exploring further, but what about on Multiplayer servers ??

    MOST SMP's have a fixed world border size & basically once a structure/village/ruin or whatever been raided by one player then there's nothing left for anyone else.. there's no 'easy' way to respawn structures in game without usually wiping out the whole map which will also wipe out any buildings the players have built 

    Can you imagine what will happen on these servers? I've seen it happen several times -
    Once a new version of MC comes out & the server updates then players that get on early will be going around, finding the new stuff (like villagers in different biomes),raiding/taking the new stuff back to base & leaving nothing behind for players who cant get on until later due to world time differences.
    How many times have you joined a SMP, gone exploring & find everything already been found/raided ?

    What about Villager breeders ?? 
    - why breed librarians all the same if you ONLY get the same books ??

    My Idea
    Mojang introduces something that give a baby a random Biome attached to it once born
    You could breed 2 Plains villagers but the baby MIGHT become a Jungle biome Villager once grown up
    AND/OR
    How about certain biome villagers have a higher % chance of getting certain books while still keeping the existing possible trades

  • 1
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    I find some of these changes will make the game infinitely harder in ways it doesn't need. We say that transporting villagers is really hard and makes them difficult. So why would you make it so we have to transport them to a jungle/swamp biome?! This really feels like a half baked idea. Gaining XP is already a struggle in the game. In the past, there were ways to gain XP if you wanted to play on a more epic scale, or you could leave it alone if you didn't. There were options for all the different play types. But Kelp XP Machines are gone. If this Villager change is initiated, it will lock the game play for everyone and remove a lot of people's choices in how they utilize villagers. 

    An update to them I'd really like to see would be removing some enchantment books and making it possible to have "free range" villagers. Right now there are a lot of books that people just do not use, such as Blast Protection (because why when you can just get Protection and get even protection to everything?) and Bane of Anthropoids. We could remove some of these. And even  those of us that make trading halls would much rather have free range villagers running around a village. But they path to impossible places that make no sense and no matter how secure you make them, they will die. It would be great to be able to protect a village without making them all prisoners.