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

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  • 1168
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    This is making village trades extremely hard for newish players. And for experienced ones it's not making it more fun... it's making it tedious. 

     

  • 0
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    I 100% support the wandering traders getting some better trades and being able to buy as well as sell. But the changes to the librarans I am less sure about, It is definitely an interesting idea but it may end up being annoying. Also swamp and jungle villages need to be added to mach the existing types of villagers

  • 517
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    Now make moving villagers easier

  • 0
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    bad changes overall, makes villagers and enchanting more tedious and less fun
    the main problem is mending is soooo easy to get, maybe just remove treasure enactments trades
    (that being said having easy access to mending has become the norm for some plyers so there might be some pushback)

    another problem is how villagers can make mining unnecessary, specifically the diamond tools and armor trades

    a big problem with these changes is the fact its been YEARS since the village and pillage update - and you are calling it a bug fix, this is not a bug fix this is a redesign of the system you decided to just now call broken

  • 661
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    i hate it it makes smps so much harder

  • 0
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    Are the exclusive enchantments capped at level 3 for efficiency from desert librarians?

  • 1
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    While I agree that villager trades need to be altered, I don't think biome hopping is the way to do it. It is making it too difficult and complicated, and honestly villagers are tricky enough without this barrier, to the point where it puts me off of trading with them, but this is going to put me off entirely. I don't think the extra time biome hopping is worth the benefit of the trade. This is creating too many barriers, which I don't see necessary. 

  • 0
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    I personally love it as it makes Mending rarer, but you should add gamerules for both and set them to the old system by default on Superflat Worlds.

  • 0
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    It's great to see Mojang taking steps to rebalance the villager trading system. The changes to librarian trades sound really intriguing. The fact that different biomes have specific enchantments adds depth and strategy to the gameplay, making it more engaging to trade with villagers. It's fantastic to know that players will now need to put in effort and skill to obtain the best trades, rather than relying on random chance. This change not only enhances the trading experience but also adds a historical and lore aspect to each village type through the unique enchantments they offer.

    The adjustments to the Wandering Trader are also very welcome. Lowering prices, introducing more trades, and allowing the trader to buy items from players not only make the interactions more rewarding but also increase the usefulness of this wandering character. The fact that Mojang is actively seeking player feedback shows their commitment to improving the game based on the community's input. This is a step in the right direction to make the village trading system more balanced, engaging, and enjoyable for all players.

  • 904
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    i HATE this change...
    this will kill so many servers with lag.
    this change will make old and new player not wanting to play this game....  

  • 0
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    Is a villager guaranteed to have the biome-specific book at master level? Or will it be a random chance still? I think the change might be worth it if the former

  • 0
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    Lock villagers trades as soon as they get the profession, so you can't just break and replace the workstation to change them.

    Also love the changes to librarians.

    Also also, I think that the discount for curing a zombie villager should only apply to spawned zombie villagers, and not transformed ones.

  • 0
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    I hate the biome-limited trade.

    • It limits certain play styles, e.g. The play style of "build a megabase with everything centralized" is no longer possible after this change, it's such unnecessary limitations while the game is supposed to allow players to build freely, kind of a contradiction for me.
    • Forcing players to travel far distances and set up a village just for a trade option is purely annoying and tedious. It does not encourage anything, players most likely end up building minimum breeder to produce Librarians + transportation, and that's it.
    • How are new/casual players supposed to figure out such hidden detail without checking Wiki, Youtube, etc? so this change will make those trade options never available to new/casual players, unless there are some in-game hints to tell them, but I doubt how many of them could manage such detail when even experienced players think it's difficult.
  • 1
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    This idea could not be worse.

    If you want to give the Wandering Trader something useful, how about buckets of axolotls, frog spawn, and powdered snow? Or maybe bamboo?

    The change to librarians will absolutely destroy challenges like single biome, superflat, and skyblock. It is an unimaginably bad idea.

  • 1
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    I like the new wandering trader trades and the fact that the villagers have biome specific trades now. However, I feel like villagers should be guaranteed at least a level 3+ enchantment for master villagers. Let’s say one biome guarantees efficiency 3. Then if you you get a villager to master he would have a 60% chance of giving you efficiency 3, a 30% chance of giving efficiency 4, and only a 10% chance of giving efficiency 5. This would allow for people to still get max enchants but for them to have to invest lots of emeralds into leveling up villagers. Thus making villager trading roughly equal with enchanting or finding books in structures. Also I saw a post up there about super flat so please make an exception in the code for super flats.

  • 0
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    I love the idea of adding utility to the wandering trader.

    The change to Librarians is nice but I don’t know if I like the idea of having it based on biomes. Having to make villages in specific biomes hurts some play styles. It does encourage exploration. Maybe make the biome restriction on villagers a world setting option?

  • 0
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    I do agree that villager trades are too powerful for how early they can be obtained in the game, but I dont think splitting their trades into multiple biomes is the right choice. I think a better solution is to remove certain enchantments from village trading entirely. For example, respiration and aqua affinity could be found in ocean monuments and shipwrecks. Thorns could be found in jungle temples (which need an overhaul btw). Fire protection could be found in nether fortresses. I believe doing this will actually incentivize exploration, instead of players just going to every biome and setting up a villager breeder.

    I also think that limiting the max enchantment level on the purchasable enchantment books is a bad idea, and this is because of the current anvil system. A prot IV book created from 4 prot II books is more expensive to apply to a piece of armor than a prot IV book that is straight-up bought. Unless this system is changed, buying enchantment books from villages would become inconvenient and may inflate anvil enchantment costs past the "too expensive" limit. I think a better solution is to have the desired enchantment on the villager start at a low level, and have that level increase up to max as the villager levels up. For example, a novice will have protection I, but as the novice levels up to master, the book will become prot IV. This also alleviates rng with having to reset the same villager over and over again to get the desired max-level enchantment.

  • 0
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    I do not think that this is a good idea. Although I support the highest level villager selling a fixed enchantment, this makes the game's progression very slow for many players. Finding structures can take hours of searching and completely based on chance.

  • 0
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    i really like this concept at first impression! i do, however, dislike that the master level offerings are not maxxed out and find that to be counterproductive to what mojang seem to be doing here.

    i also feel as though this will an additional frustration to already convoluted systems (enchanting + potions) and hope that mojang will consider creating futher in-game guides to help new and returning players navigate this. a UI guide similar to the recipe book, only affixed to the anvil instead, or for villages to spawn with written books on lecterns that offer a little advice (though i'm not sure how that one would work with language localisation).

  • 823
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    I don't think biomes are the way to make this better, too tedious

  • 0
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    Really, really dislike these proposed changes. Why are we adding additional tedium to villager trading? It takes hours of gameplay to get a decent trading setup going as is. Transporting villagers around via boats or minecarts is a huge pain; now I'm going to have to move them to specific biomes to get the books I want?

  • 1
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    While this is a step in the right direction, it's not enough. The real way to rebalance villager trading is to bring the alternatives up to the same level.

    1. Enchanting Tables: Now that villagers are less RNG-dependant, enchanting tables are the most RNG-dependant way of getting enchantments. Many people have suggested the ability to "bias" the table's RNG by surrounding it with chiselled bookshelves with the enchantment you want. This would be an end-game solution to make enchantments more renewable and would still require the initial luck to get the first few books.
    2. Anvils: The main reason villagers are considered overpowered is because they give access to unlimited Mending books. Mending could be made a less desirable (but still viable) enchantment by removing the XP cost from anvils. Repairing an item with Mending requires XP; so why should repairing an item with an anvil require both XP AND materials? Players should be encouraged to make the choice between anvils and Mending, based on whether they want to use materials or XP to repair their tools.
    3. Wandering Trader: I like the change that added Enchanted Iron Pickaxes to the wandering trader, but why stop there? Why not let them sell all iron tools? Players who aren't willing to craft & enchant their own tools would have the option to continually buy tools from the trader, accepting the trade-off of them not being fully maxed out. Combine this with the anvil change and they could replenish these tools easily with an iron farm
  • 299
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    I think the villager curing fix is a great change but I do not like the fact that you have to go to different biomes of villages to get certain enchantment books. Getting netherite armor is already hard enough. Maybe make only one enchantment biome specific? 

  • 0
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    I think that the idea of changing trades depending on the biome is very good, but with such trades, I don't see any meaning in the librarian's

     

    Wandering Trader, and I think there will be no use other than enchantment tables.
    Regarding the wandering trader, I think that it is necessary to prepare a little more rare item to make it a meaningful item.

  • 1
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    I think the changes are not completely bad but they seriously lack some work, for example, you can only get mending from the swamp villagers but they won't spawn unless you build the village yourself, that sounds relatively fine (you need to fix the chances of getting the enchants and maybe change those exclusive master ones) but the ways we have of moving villagers through long distances is so inefficient nowadays that these changes sound like another reason not to progress if you are a new player and a real pain and huge loss of time for experienced ones.

  • 0
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    Please please don't do this. Villager librarian trading now is already challenging to get top trades. This will essentially make it worse and much less fun. Mending is currently only available through villager book trades or luck in chests or fishing. In my servers mending is an essential enchantment for everyone. What you would do is make it essentially a license to print diamonds for anyone lucky enough to have a reliable book trade. Very unbalanced.

    There is an advantage to servers in allowing librarians to be able to get any enchantment in their first trade. It allows those who want a few villagers so they have a few specific book trades to only create those few villagers. Server lag when there are large numbers of villagers is still a problem. What's you're proposing will make villagers less useful, create more lag, and overall make the game much less fun for a set of your users.

  • 101
    Registered User commented
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    The special enchantment system is an interesting idea, but I think it should just be a higher chance for those enchantments, and should be higher level. Additionally, if discounts are to be nerfed, I think that the first one should stay at 20, but the rest, instead of not doing anything, should add 5.

  • 1
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    Absolutely not a fan at all of this change. Building a villager trading hall to take advantage of all the trades is already an extremely tedious and grindy process that really not many players decide to do. However, if they do decide to do it, they are rewarded for their patience and hard work.

    All this change does is INCREASE the tedium and grind, while LOWERING the reward. This is exactly what Minecraft (and all video games) should strive against, the game already has huge problems with pacing and tedium, whether about gathering sufficient materials for large builds, or inventory management.

    This is just another step in the wrong direction, you need to make the game LESS tedious. After 13 years a LOT of players are leaving the game due to burnout, increasing requirements to do anything, and horrible inventory management.

  • 0
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    I think this is the right direction. Villagers are far too overpowered to the point we’re on some servers I play on we have banned all villagers. Making people go to different biomes and making curing less effective means that exploring for certain items is actually worth it. I think the next step would be nerfing stacking raid farms. Overall please keep this even though some people won’t like it I think it makes the game much more balanced.

  • 264
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    Hey, it's kind of weird that you can get Power 5 from a villager, but getting Unbreaking 3 from them seems impossible. What's up with that? Furthermore, it is expected that the special enchantment should be available at its maximum level, as having it at a lower level renders it rather useless.