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

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        Well,the first time for me to talk aboout ideas of new versions on this page,now here are my feelings:

        1st.I just CANNOT understand the reason to make up this change.If we are encourage to explore the world,why there is NO EASIER WAY TO FIND SPESIFIC BIOMES in vanilla game(without using command)Which meas the logic to encourage players to explore the world and take advantures is hardly self-consistent.

        2nd.Though with suitable biomes,it costs less time to get the best(may not) enchanted books,but there is one problem that it will become much harder to build a trading center due to the difficulty of transporting villagers.It's just way too time demanding,and makes the game pretty boring

        3rd.The swamp and jungle village cannot generate normally in game,which means I need to transport villagers from other biomes and create these two kinds of villages.It is also time demanding and boring.

        In a word,this will completely become an oops terrible change.If this change will have added in games,I will never update my vanilla game to 1.20.2 or any further versions(Come on...to get the best enchanted books is also hard but does not require so much exploration and transportation.Though it seems a bit unreasonable that player could get the best by trading with the beginning librarian,but the community has been used to it for so many years,just return everything as it was)

        I've never been so disgusted with about new changes,please don't do that.

  • 0
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    I think this is an excellent change overall, but it adds the new tedium of traveling and making villages/villagers in biomes that can be difficult to find. 

    Perhaps if we could locate biomes with a special item, or transport villagers easier? Maybe giving a villager a compass linked to a lodestone would tell them to "move" ?

    Or maybe the traveling trader could have some kind of interaction that invites a villager to visit and if you give them a job they stay?

    Maybe a traveling troupe of villagers that come from various biomes could be a rare encounter?

    Overall love the changes, just think if you are going to make something more difficult to do, there should also be new tools/options provided.

  • 0
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    Today, you saved Minecraft, all the comunity is against you but now, this is the moment when you can rise and shine again

  • 1
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    Encouraging players to explore the world in this way is highly inconsistent in logic. The Minecraft doesn't provide any way for players to find a specific group without cheating. This makes it difficult for players to get some enchanted books through villagers, not boring or troublesome, but difficult. This feeling of having a goal without a reliable way to achieve it is very discouraging. On the other hand, if players can use third-party tools to find the target group directly, they will also not feel the fun of exploration. ​

  • 0
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    Iv been so close to uninstalling since 1.18. Every update has added more grind to a grind intensive game. This will be me done. No thank u.

  • 0
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    I've yet to actually play with the new system, but here are my thoughts based on reading through the patch notes:

    - The change to Mending to make it harder to obtain is understandable, considering how overpowered it is. This will make sure it's a late-game item.
    - The power level of many of the other "master enchantments" is disappointingly low compared to Mending. Having easy access to common enchantments like Efficiency and Unbreaking is nice, but only getting Efficiency 3 after leveling a villager to master, and having to combine *four* books together, would make things far too expensive. Particularly, having to move an entire village into a Jungle only to get Unbreaking II and not III seems not worth the effort. I would change these enchantments to be max-level - Efficiency V, Unbreaking III, etc, and allow villagers to sell lower-level versions without the Master level (for instance, Efficiency II or III, Unbreaking I)
    - The enchantment selection provided does not cover books like the Trident enchants. It makes some sense, as new players will likely be confused. However, I think for experienced players (especially in Skyblock), it would be good to allow these to be traded for, perhaps by adding additional biomes - like if you built a village in an ocean.
    - Finally, you have to realize that players who are playing the game "blind" will have no idea how to get Mending now, as they would not know to build a swamp village. You would probably need an advancement hinting at this.

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    I like the idea of making some enchants harder to get but making biome specific enchants is not the way to do it. It’s difficult as it is to deal with villagers and having to move them to different biomes that can be very far away is not the way to do it. Maybe if we had easier transportation and way to find the biomes (like a biome map) it would be better but right now it’s more complicated and difficult than it needs to be

  • 1
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    Villager breeding/trading is tedious enough as is, encouraging players to make and use human, sorry villager breeders also isnt a very good idea imo. also, what do you do with the dozens of fully maxed out humans that DONT have the trades you want? a bucket of lava is looking every more convenient. 

    if there was a way to reset a villagers trades then having some books locked behind a level wall would be cool. SO LONG AS YOU COULD KEEP RESETING THE TRADES. (and not by accident).

    books should never ever be locked behind a biome of origin wall though, that means you need potentially 5 differetn villager breeders and setups, it would be annoying and tedious to do. 

    Honestly, a better approach would be to rework the enchantment table so its more reliable and easier to get enchantments you acctually want opposed to a thousand random quickshot or impaling books.

  • 2
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    Please, no. These librarian changes make getting good and useful trades much harder than before, and much more tedious. As it stands getting good trades, like mending, requires a good deal of infrastructure and planning (and a bit of luck). It's not "easy" to get mending on all your items right now, but this change would make it far more of a tedious, un-enjoyable pain. Ask yourself a simple question: is this new system more fun? Of course not! Transporting villagers is infamous for being one of the most annoying things in the game, and the biome only trades increase transporting to a maximum! And for the new limits on what levels of books we can get, that just means spending MORE XP, breaking MORE anvils, and relying on something like an iron farm even MORE than before! Or else you have to use the absolute gambling machine that is an enchanting table, which is practically useless with how random it is.

    Please, Mojang: Revert these librarian changes. They do not add to or improve the game, they make it worse. Rather than making librarians worse, make enchanting tables better

  • 1
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    I like the way that enchantments are split up and guaranteed, BUT

    I don't think that splitting them up by villager biome type is the right way to do this.  This mechanic is entirely obtuse to the player and you wouldn't know what villager has what book without looking it up on a wiki.

    I think the idea is good though: what if villagers sold books related to their respective professions?  For example: fletchers would sell power, infinity, quick charge, etc. books, armorers would sell protection, fire protection, etc. books, toolsmiths would sell fortune, silk touch, eff., etc. books.  Librarians could still sell generic/specialty enchantments like unbreaking, mending, etc.

    It's much more clear gameplay-wise to make them profession based at least from my point of view.

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    The biome enchant separation sounds cool, but only if you play the game in the most casual way. Makes it far too tedious for everyone else.

    Maybe, rather than the biomes themselves, biome-exclusive blocks nearby, so they players need to travel there to get them, then place them next librarians near them as a “study resource”, akin to a second workstation or, rather, a farmer’s crops.

    Making mending less available is fair, but this change would simply push people who need many books back to auto fishing farms, and we know how we generally feel about those. If the system above sounds workable, maybe lock it behind end-only blocks.

    Making high level books only available to master traders makes so much sense all the way until you look at how many duplicate trades you already get when making a trading hall. Would turn the process from a couple sessions to a part time job. Worst part is that the villagers lock their trades, so you’d have to re-home or “remove” the unwanted ones, which is awful with the villager reputation system. Though, if we had a way to reset villagers who we’ve already traded with… ignoring the griefing potential… it becomes workable.

    However, re-working anvils to allow maxed out gear while combining low level books sounds good. The cost of combining 16 level 1 efficiency books sounds like enough to justify treating the efficiency 5 book as brand new in the eyes if the prior-work system.

    Good intentions, but alienates most experienced players’ play styles.

  • 19
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    Great idea (I'll regret it later)

  • 11
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    Это лучший снапшот за последние месяцы! Моджанг буквально пофиксил весь 1.14!!

  • 0
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    I like the curing of zombie villager change, as it always felt a bit like torturing the villager to get the best trades. Overall, I think I like the idea of making some books biome specific, which could also open up for adding an ancient city villager type at some point, selling Swift Sneak which is currently the only non-farmable enchantment?

    I'm not liking the idea of capping the enchanted books to the second highest enchantment level, as for instance it is already difficult enough to make a pair of boots with all enchants on, combining books to keep the cost of the final enchantment down. Generally, it just makes it all the more tedious to make gear on a late-game SMP, as there would just be an additional and somewhat unnecessary step in the process.

    Which leads me to my next point - removing some enchantments from villager trading, is in my opinion a mistake because villager trading is already a late-game thing. Sure you can rush it, but if librarians do not offer enchanted books before 2nd highest level perhaps, I think that would even it out and make the whole thing less "OP". By reducing the renewability of some resources for no real reason, will in my eyes, likely have a negative impact on the communities on servers, as it could lead to unnecessary hoarding etc.

  • 52
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    This is a better idea then breaking a lecturn so many times and placing it down to get the desired enchantment, which has been op for a long time and it is pretty boring.

  • 1
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    This is horrible, I hate it. Don't think I'd ever start a new world with these stupid changes.... 

  • 315
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    I don't think the librarian changes are a good idea. It makes it unnecessarily hard to get good enchants (especially mending)

    If you're set on adding this, at least make it be a toggle-able feature.

  • 0
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    What about servers where the world is limited or, for example, a seed is created that just doesn't have a certain biome to get a certain enchantment and that enchantment isn't in the enchantment table? List of this enchantments are: Binding Curse, Vanishing Curse, Frost Walker, Mending. I now that you can find it in the danges and etc, but it's limited and critical for servers.

  • 0
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    It's important to know that one of the reasons Librarians became centralizing and seen as the best option was because the other options are more frustrating. I.E. The Enchantment Table's random (RNG) factor.

    Along with changing Librarians, changes should also be made to the RNG factor of the Enchantment Table. The lack of control over what enchantments you can get can be quite frustrating, and is also seen as a general time-waster with the other options available. However, simply nerfing those other options and not addressing the worst of them (Enchantment Table) is not the best solution, and may make players unhappy.

    You shouldn't be able to remove the RNG element completely for Enchantment Table, but there should be ways to manipulate what groups of enchantments you'll get, similar to the controlled random-ness that has been added for Librarian via biome-specific trades.

    In summary, before changing Librarian, change Enchantment Table as well so that players have more options.

    Mending should also not be accessible by Librarian. It is an overpowered enchantment that invalidates the repairing system, and should only be in loot chests. However, it's only this strong because there are no options to toggle durability loss - Mending as the only option is viewed as QoL. Adding a gamerule/other methods of being able to toggle/modify durability & durability loss would satisfy all playstyles, along with improving repairing systems like addressing the anvil repair cap.

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    I feel like these changes + the cure stacking removed is too much of a nerf, especially if they are going to sell only efficiency III and unbreaking II. If they sell the special books at max level, then it might be okay. But I still think the changes in curing mechanics will make raid farms even more needed and OP as you will no longer gain good emeralds by selling most things that do not drop down to 1 emerald after 1 cure. Also sad seeing crossbow/trident enchantments removed from their trades.

  • 0
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    I get what you guys are trying to do but moving villagers is already tedious. Why not just make the powerful books much more likely with the leveled up librarians or more likely with different biomes, but still achievable in all for those who don't want to travel everywhere to get a full set of enchantments? If you went ahead with it, at least add an easy way to move villagers as it is not a fun aspect of the game. Adding naturally generating villagers in the jungle and swamp would be amazing though. Thanks for all your hard work making the game amazing. 🙂

    The wandering trader changes are way overdue though. That is a good move.

  • 0
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    This change is TOO sudden, you will be in a lot of trouble if you do this. This change doesn't make the game more fun, it makes it more tedious. They should at least give us another not so tedious way to get enchantments. Nobody will like this change

  • 1
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    Make it so the wandering trader also sells lava buckets

  • 1
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    I think that vilagers are good like they are in 1.20.1. I think that it is not a good idea to bind the given books to a biome. You could probably change that books are more rare than they are yet. But don´t change the fact that allmost all enchanting books are tradeable by a villager.

    With this plan you also make this game much more painfull because you have to know every single trade in each biome. Also you couldn`t realy build a base like you do nowadays where you have all important villagers to trade stuff when you died an cant get back your stuff. This way you make the game much more difficult for starters who don`t want to die from zombies because of their bad stuff. Also it is very difficult for starters or even normal players to get for example a swamp villager to get a mending book. With this change villagers would also lose a big use in the minecraft communtiy because you can´t get your enchantments you need for your tools and armor as you can nowadys.

  • 0
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    A comment on the change to Villager Zombification, I would like to offer an alternative: instead of only reducing price once, I believe the chance of the villager not surviving zombification should increase each time it is zombified (say 1% i.e a villager cured once already in Normal Mode will have a 51% chance of dying), therefore adding risk to doing it over and over again - this percentage could vary based on difficulty like Zombification already does, meaning the consequences for doing it over and over could either be more or less brutal in Hard Mode compared to Normal and Easy.

  • 0
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    My main concern would be locking things to a specific biome. Unless you look up your world seed, you just have to hope that you got lucky enough that all of the biomes listed are within a reasonable distance from where you set up a base. I know there are ways to travel further using the Nether, but not every player is that advanced or knowledgeable about those types of game mechanics. I do like the idea of some enchanted books being locked at the master level because that feels much more realistic and you would have to work to get there and hope you get the one you're looking for. 

    Happy about the wandering trader because I never use him. I've really only bought dripstone from him if I can't find it caving. 

    Also, someone else said this elsewhere, but it would be nice if some villagers might be willing to get on a llama with us or something so transporting them doesn't feel like we're kidnapping them. I'm also thinking maybe there could be a mechanic where you gift them something and they're willing to travel with you or follow you? Could be a more rare item too so it's not too easy.

  • 305
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    This makes villager trading even more tedious than it already was. Not the kind of changes to librarians I was hoping for.

  • 1
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    Two things.

    Firstly the anvil system needs to be reworked if the villagers can never sell max trades. Too expensive should be outright removed and gear should no longer exponentially increase. Mending is already in the game, so the reasoning of never having permanent gear is nullified. This also creates sinks for repairing tools, which gives more uses to ores in the early/mid game.

    Secondly, the wandering trader should rarely sell 1 "Villager tome." Right clicking it on a villager can switch its biome type to whichever tome the wandering trader is selling. This allows those in superflat to gain all enchantments, and it stops the grind of having to move villagers. Villager tomes can also be found in villages, in pillager towers, and in Woodland mansions.

  • 0
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    this is the worst update. i’ve NEVER complained about an update before but if this pushes through to the game, i won’t play updated. don’t want to be “that guy” but make these options for people, don’t force them to do these updates. the villager trading system is already rough as it is moving and transporting villagers and rolling trades, don’t make players hate it anymore.

  • 0
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    I would be completely behind nerfing librarians, but these go too far. You are now making players either put a base in each biome, or transport villagers thousands of blocks just to get the trades they want.

     

    Instead I propose that the focus should be two fold. First, make the enchanting table more enticing to use. Let us see all enchantments we will get, instead of just seeing a preview of one. Increase the max level enchantment for sharpness/efficiency/etc to V instead of IV. Then secondary to that, make librarian trades cap out at IV. This incentivizes players to use the enchanting table, which has 0 point atm, and nerfs librarians.

     

    I do like limiting what librarians offer as trades as well for enchantments. I could see a case to be made that the "common" enchants like efficiency/unbreaking should be removed, and the more specific ones like mending, infinity, etc