Strictly for humanoid and humanoid type mobs feedback and suggestions. Bugs, duplicate ideas, lists of things, and support issues will be deleted.

1238

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

2554 Comments

Post is closed for comments.

Sorted by oldest
  • 1
    Registered User commented
    Comment actions Permalink

    The idea is good to nerf villagers to be more skill based, but the execution is terrible. You need to account for all kinds of players, those with less time (who will not go exploring), map makers, super flat players, new players, etc. This change means nothing to the players you really want to "nerf", as they will either A) Downgrade just for villagers or B) Max out their enchants by playing an extra hour or two everyday - meaning this change was for nothing anyways.

    I would support this change if it was done differently, find a new idea and I will be happy! 

    Also - did any dev even bother to play survival while taking these villagers out to different biomes? I can barely move them 25 blocks without having to spend 40+ minutes setting up paths & baby-proofing everything...

  • 1
    Registered User commented
    Comment actions Permalink

    I like the idea that villagers should be nerfed, but I think it should be done differently,

    As many have pointed out, in SMPS with small world borders or in superflat worlds, (I know neither are intended ways to play, but Minecraft is a sandbox game, there should be no intended way to play) This would make getting enchants like sharpness or protection even less reliable, and promote randomly rerolling enchants at an enchanting table with an XP farm for a long time. It would also make mending impossible to get in some situations. However, I do agree that villagers need a nerf in many scenarios. I might suggest the idea that villagers can sell only tier 1 enchants at the novice level, and then at the master level, they sell the level 5/ max level of the enchant. Mending could be considered a max enchant, being sold alongside curses and frost walker (the other treasure enchant). This would make it more difficult to quickly get max-level gear, but make it possible in closed areas, and remove much of the randomness that comes with current trading by decreasing the number of different trades that each novice can have

  • 0
    Registered User commented
    Comment actions Permalink

    Moving villagers around is extremely tedious and unfun. I like the concept of making certain villagers locked to certain books, as librarian villagers are far too overpowered, but without an easier way to move villagers around combined with the fact you have to make a villager breeder in jungles and swamps simply makes it extremely tedious and not fun. That, and the master level enchantments aren’t even their max versions. I like the wandering trader changes though. To be honest though, my main concern is with the tedium of breeding villagers in swamps and villages. Maybe villagers in certain biomes, if their trades are not locked, could become that type of biome villager? Like after some time a villager in a jungle will become a jungle villager unless it already has locked trades. It still makes the moving of the villagers tedious, but at least isn’t extremely grindy. We definitely need an easier way to move villagers around though. Overall the concept is very good (with how OP librarians are), but I feel there is a lot to be desired with the execution. Excited to see how you take the communities feedback.

  • 0
    Registered User commented
    Comment actions Permalink

    This is ridiculous, no one wants that, it's already hard to get librarian with a good trade and you want to make it even harder? In my opinion you shouldn't change that, leave poor villagers alone!

  • 0
    Registered User commented
    Comment actions Permalink

    I don`t think that this is a good change. Many thousands of minecraft SMPs and single player worlds which have lived with stackable villagers discount system for years will have huge troubles with rebuilding there economy systems. This change dosen`t make any fun, only problems. #ReturnStackableDiscounts

     

  • 1
    Registered User commented
    Comment actions Permalink

    I think the problem isn’t with Librarian villagers but with the Anvil work penalty. We only rely on trading because any other method of enchanting will eventually “screw” us out of making the perfect item. Mending in particular is the main reason I think the prior work penalty should be looked at. Ideally it would be removed, but I wouldn’t mind having a way to mitigate it or even an upgraded Netherite Anvil that ignores it.

  • 0
    Registered User commented
    Comment actions Permalink

    This looks like players will have to migrate their villagers hundreds or thousands of blocks if they want to have a complete trading hall. From what I understand, we're going to be forced to do this anyways because of the two biomes which mending and unbreaking are locked behind don't have villages. Does Mojang think moving villagers is fun?

    It also looks like the enchantment levels of the most important enchants are going to be capped at below max level, meaning you either have to look up an enchanting order calculator or have a deep understanding of anvil mechanics to get max gear if its even possible.

    According to the table, we also aren't getting crossbow, fishing rod, or trident enchantments anymore. This is particularly an issue with the trident because its harder to obtain multiple tridents for an enchanting table, meaning you have to pray for trident enchants on a book.

    Overall, I don't think Mojang realizes that villagers are the only truly reliable and consistent way to get enchantments. This is going to be especially harmful for superflat, skyblock, or other challenge modes.

    I personally think the curing change is slightly less of an issue, although I still don't really like it. People will just make more stacking raid, melon, iron, or whatever other emerald farms they use.

  • 0
    Registered User commented
    Comment actions Permalink

    Awful, making an already tedious process unbearably lengthy just to acquire similar results.
    Rolling villagers in 9 different places is no different to rolling villagers in 1 place. If you were bored before, you'll still be bored. 

  • 0
    Registered User commented
    Comment actions Permalink

    It's a good change, but would be better if coupled with an anvil rework - like removing or reworking too expensive. Having to combine the special books master tier books makes hitting that limit more common and the anvil limit is not currently intuitive.

  • 0
    Registered User commented
    Comment actions Permalink

    Strongly disagree with the recent changes that Mojang is planning to make. If someone wants to go through the process of building a trading hall that has the best trades possible and the process of curing them for 1 emerald trades they should be able to do so. Villagers in my opinion shouldn’t be made so grind heavy. If people think trading hall mechanics are too op then simply don’t use those Mechanics don’t ruin the game for everyone else.

  • 1
    Registered User commented
    Comment actions Permalink

    I think, in order to balance trading a bit, higher enchantments should be for master villagers rather the novices. The higher the enchantment, the higher villager level needed to unlock it. This would nerf them a bit, without using biome hopping, which I think adds too many barriers and adds too much time.

  • 135
    Registered User commented
    Comment actions Permalink

    I prefer this method to putting and removing a block until I get the desired enchantment.

  • 190
    Registered User commented
    Comment actions Permalink

    So since this change makes this kind of annoying to mix books even more with the awful anvil mechanics, i think it would be a better idea to give the librarians the ability to duplicate enchantments by placing the enchanted book in the lectern on wich the librarian works, so the player trades with the villager and instead of regular trades it shows the trade GUI but instead of the regular trades it shows multiple trades to duplicate the enchantment

     

  • 1
    Registered User commented
    Comment actions Permalink

    I think its good but on my opinion this enchants need be better:
    Not unbreaking 2 but 3 ,
    not sharpnes 3 but 4 or 5
    Not efficiency 3 but 4 or 5
    I think it's needed becouse when somone will go to all willages He / She must get somethink for IT.

  • 0
    Registered User commented
    Comment actions Permalink

    this kills minecraft play for me, and ive played for over 10 years. how is this supposed to work on existing servers with large biomes. i already feel i'm gonna lose interest in game with that change. thank you mojang, what disappointment

  • 96
    Registered User commented
    Comment actions Permalink

    Very good change! Villagers is finally balanced!

  • 0
    Registered User commented
    Comment actions Permalink

    Biome Trades change makes sense but Jungle and Swamp having Exclusive Trades while not even having own Villages is bad. Like sure making own Jungle/Swamp themed Village could be fun, but transporting Villager atleast 2 times by thousands blocks not really. I'm not asking for new Villages but maybe there being for example a chance to find 1 small Jungle/Swamp house with 1 Villager would make more sense + be different and more challenging from other Villages and be more fair & fun.

  • 118
    Registered User commented
    Comment actions Permalink

    I like this change. (There are no more villagers who give an emerald for one stick!) However, it would be even better if the game had villages that naturally spawn in the jungle and swamp biomes. I believe that jungle villages and swamp villages would add a much more exciting element to the adventure and gameplay atmosphere.

    Instead of having villagers born through new crossbreeding in each biome selling special items, it would be more logical for the existing villagers to sell unique items like mending books in rare biomes like the jungle and swamp.

  • 0
    Registered User commented
    Comment actions Permalink

    Illusioners should appear in raids instead of Evokers

  • 1
    Registered User commented
    Comment actions Permalink

    I agree make them biome specific, but don't take away things like efficiency 5 unbreaking 3 fortun 3

  • 1
    Registered User commented
    Comment actions Permalink

    I think this change is overall good, but you're going to face some backlash to the community due this to feel like a nerf (same thing happened in the past with TNT duping and now has become a "forced feature").
    But I believe with this you open the door to a more complex question which is the role of "villagers" as a game feature in a player world.
    I would love to propose that Villagers (and Trading) should be an integral part of a player World/Base with a new approach/organization.
    Right now they're separated (in their trades) by Jobs; but this ones doesn't have a "purpose" (or, at least, they don't fulfill it too well) so there's room to delve more deep into this concept to tie Villagers with Bases in a more cohesive way.
    I'm going to give an example (since I think the change with Librarians is a good approach) using the Cleric, whom should be tied to Alchemy/Brewing/Potions:
    T1: Buy Rotten Flesh/Spider Eye
    T2: Buy Glowstone/Redstone
    T3: Buy Glass/Gunpowder
    T4: Sell Ender Pearl | Buy Rabbit Foot/Scute
    T5: Buy Netherwart
    Most of this materials are "farmable", "early game" (easy mobs) and "brewing" related (you could say alchemy related, even) but would tie more together a player base/farm with villagers interactions (since now it's "good" to have villagers "working/living" in your base/farms) and the same can be true to the other professions.
    With this, they're not only "existing" but they're "living" in the world without being necessary assets or "op" game breaking balance.

  • 1
    Registered User commented
    Comment actions Permalink

    Regarding the changes of the villagers, from my game mode (Technical Minecraft), I do not see this change as positive, since the players who play in this way are harmed because in this way, we could not obtain all the enchantments (Especially high level). I think giving the enchantment table a bit more use might be fine, but not by removing the basic enchantments from the villagers, but rather making the complementary enchantments (Frost Walker, Deep Strider, or similar) more exclusive to the enchantment table. The fact that the enchantments are on the last level does not seem very correct to me. Also, the fact that each biome has different enchantments seems to me to make it more difficult for new players, and more difficult for technical players. In short, in order not to complicate things, and not harm the technical community or new users, I would recommend that the trading system with librarians remain the same as it has been up to now.

  • 71
    Registered User commented
    Comment actions Permalink

    In my opinion, I would make that OP enchantments only experts librarians trade them, because if not trading halls would be very difficult to make, because you would have to move a lot the villagers or we would  have to make a trading hall in every biome and this wouldn´t be balanced.

  • 590
    Registered User commented
    Comment actions Permalink

    Hate it. Just makes the game Tedious for no reason.

    Also discovering biomes would be forceful.

     

  • 30
    Registered User commented
    Comment actions Permalink

    You should add an EXTREMELY rare chance for a trade with swift sneak, and when I say rare I mean like 1/100000000000000000000000

  • 1
    Registered User commented
    Comment actions Permalink

    Let's Talk About Unnecessary Changes

    Seriously, this is supposed to be a chill block game. You don't need to nerf everything all the time. Librarian's and other Villager Trades were already tedious to get what you wanted and now you're planning on making it even more difficult on top of more expensive for far too little reward. You do this and people will only kill Villagers once they are maxed out due to not having what they want as well as taking up space in the Village. This is a bad, poorly thought out, and completely unnecessary idea.

    (The Wandering Trader update is good though)

  • 1
    Registered User commented
    Comment actions Permalink

    Regarding the changes to the villagers in my game mode (Technical Minecraft), I don't view them positively. These changes are harmful to players like us, as they prevent us from obtaining all the enchantments, especially high-level ones. Instead of removing basic enchantments from the villagers, I believe it would be better to enhance the use of the enchantment table and make complementary enchantments like Frost Walker, Deep Strider, or similar more exclusive to it.

    Having enchantments restricted to the last level doesn't seem right to me, and the fact that different biomes offer different enchantments makes it more challenging for both new and technical players. To avoid unnecessary complexity and ensure neither the technical community nor new players are negatively impacted, I suggest keeping the trading system with librarians the same as it has been until now. This way, we can continue enjoying our game without unnecessary hurdles.

  • 1
    Registered User commented
    Comment actions Permalink

    Making specific enchantments more likely or guaranteed in specific biomes instead of making them only available there, would incentivise players to travel without making it feel like you are being forced to do so.

    Limiting enchantments to specific biomes feels like punishing player for not playing one specific way devs intended, and would only make the game feel more tedious.

    Mending for example, I would make available only as the master trade of librarians, but I would make it possible in every biome, but only Swamp being 100% chance to have that trade.

  • 514
    Registered User commented
    Comment actions Permalink

    DONT RUIN VILLAGERS THIS WILL JUST MAKE MENDING MORE TEDIOUS

  • 0
    Registered User commented
    Comment actions Permalink

    I'm really not sure how I feel about this. On the one hand, villagers are slightly OP, and they're also incredibly trdious to work with currently (breaking and placing lecterns to roll a preferred enchantment in the librarian's case)
    I understand that this change would not only work to balance, but give the player a sense of control over outcome. However, i fear this change may actually be more tedious than not (especially when villagers are notoriously difficult to transport), is unintuitive, and would also gatekeep players playing in non-standard game modes (such as superflat) from obtaining what was previously obtainable, removing options.
    I'm also just not sure this makes the game more fun. Is taking two villagers to an arbitrary biome to breed, leveling up the baby, and then transporting the baby back to base (or flying between multiple biomes to create an armor set) fun and engaging? I fear this is how many will engage with the changes.
    Perhaps librarians could create a copy of an enchanted book, either in the players inventory via the trading menu, or the lectern? Though, say, skyblock players may be unable to obtain mending if this was implemented, it still gives the player a degree of control, encourages exploration, and removes tedium without creating an alternative that might be frustrating. Perhaps not putting a book in the lectern or giving a blank book could maintain legacy functionality fkr what would be the copy trade?
    Also, pls give the wandering trader lava!