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

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    1/2 Stolen from reddit but makes sense here
    Not a fan of these changes.

    The villager trades being based on biome makes the whole process even more of a grind than it was before, so now I need to make multiple breeders upwards of thousands of blocks away? And some in biomes where there are 0 villagers in the first place? If this is to stay we need better ways to transport villagers. It can’t be a process that forces you to move them without a good way of doing so, I for sure will not be boating a villager across the nether roof for a thousand blocks. Heck no, waste of my time.

    Master librarian selling special books no regular level can sell is nice I guess as long as it stays guaranteed, but this limits the expansion of the game in a hard way. They can’t really add strong enchantments anymore, without needing a whole new biome or making them not guaranteed, which just removes the only benefit from this change grind wise. This seems like no thought was put into future expansion for this, and if we’re gonna rework villagers we should do so in a way where we won’t have to again, and with this we will just need another change in a few more updates.

    With master books being limited in level also sucks, if this is to stay then the anvil max limit needs to go. That system renders this villager master book thing even more grind-y, and just becomes an even larger pain than before. Again, not that bad of an issue now, but ruins expanding on it in the future.

  • 1
    Registered User commented
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    Nope, don't like these changes. Villagers are already tedious to deal with. Making all the books biome specific is NOT a good idea. For new players, they would never figure it out. And for experienced players, that's a lot to remember. I'm not gonna seatch for biomes that are hundereds of blocks away from my base and transport the villager there just to get few books. Also the one cure discount is kind of meh.

    Wandering traders on the other hand is a good change, maybe allow more trades for emeralds before locking.

  • 1
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    The villager trade rebalance is not fun. I am fully against it becoming the main stay, but if you can leave it as a world spawn toggle feature, I think thats acceptable for those that enjoy the tedium. My further thought on this is that if you increase the base chance amount of zombie villagers that spawn, this may offset some of the tedium. I'd also say why not allow vilagers to increase the level of the books they sell as they level. Ie novice librarian sells Unbreaking 1, master librarian sells unbreaking 3, scaled with emeralds. Finally Id also think there needs to be a way to keep permanent discounts with villager trades on top of temporary ones, but thats a little more open.

    I am happy with the adjustments coming to the wandering trader, though I would love a toggle experimental feature that means they can just sell anything, from air blocks to end blocks to zombie eggs. This would make single biome runs soo much more enjoyable, without the need for modding.

  • 0
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    2/2 Stolen from reddit but makes sense here
    Villagers not selling certain books also sucks, like another user pointed out we can’t get trident enchants anymore? It’s already such a niche tool, this just makes it even worse if to use it well we have to start gambling on the enchant table. (Which by the way needs a major rework if these changes go into affect, it’s a terrible system)

    Villager curing seems like a major blow to villagers, on top of all the nerfs already. I agree it needed a change, this was not it. How bout limiting it to a few times, or can’t go lower than X% of the base price? Different ways of fixing this problem than just removing the system completely, especially with all these other changes. All in all this update basically kills villager trading, with no real alternative. If these go into affect, at least rework enchanting and the anvil to give a better alternative to the system.

    Diamond ore gen… whatever I didn’t find them hard to get, no comment

  • 91
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    while nerfing the villagers is a good idea this amount of nerfing will just create a more difficult barrier to the ability to achieve a lot more while full max tools and amour trading halls already take a lot of grinding to achieve making them impractical for a lot of people anyway. it's been a great trading ystem for a while and it would be better staying that way

  • 1
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    I understand that some players feel that villagers are too overpowered. However, I believe that this change to villagers would be unnecessary and harmful. Villagers are already difficult to deal with, and this change only makes them more annoying. If players want a challenge, they can simply choose not to use villagers. There is no need to nerf them for everyone. This change only makes the game less enjoyable for those who want to use villagers, (which is a lot of people). I urge Mojang to reconsider this change. Villagers are an important part of Minecraft, and this change makes them even less enjoyable to interact with.

  • 0
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    I'm going to be completely honest ...this idea is horrible and I hate it. I do not understand why you feel the need to keep adding changes which effectively make the game more difficult. Please do not do this.

  • 0
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    i like the idea of the biome excusive changes. but i think to keep people happy it should be that you can get the same enchantments on all librarians but its less likely than in the specific biome.  i also think the "too expensive"on the anvils should be removed aswell.

  • 0
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    Time to overhaul the enchanting table.  If you made the enchanting table much cheaper and the new bookshelves display the name of the book you're hovering over (or at least on your hotbar in your hand), enchanting could become a seriously fun part of the game, managing a library and slowly building up a stock of enchantments.  I did this in my 1.20 survival world but it's a little clunky without being able to see the book without opening your inventory and also enchanting is too expensive, average players are never going to earn the XP to really make their own library.  I spent way too much time sitting AFK getting experience to do more enchanting.  Enchanting needs to be more of it's own game than just a thing you do to get good tools.  How cool would it be to have your own magical library where you get to spend time improving your equipment as opposed to walking over to the table and anvil and immediately dumping all your levels into it in 2 minutes.  In my opinion you should be able to enchant things for a whole 10 minute day in Minecraft for 30 levels.  So like 1 or 2 levels max for combining books of any level and a much smaller cost for buying tier 1 books, like even less than 1 level's worth of XP potentially.  Or make XP much much more abundant

  • 0
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    I always thought Villager trading was a problem. There must be only 1% of players that trade with villagers in a natural manner, and not in confined torture holding cells. Its a system that rewards the player for doing inhumane things, and forces them to see villagers not as living creatures, but as a gameplay mechanic to exploit. The most optimal way to trade with villagers should be in a hospitable, confortable village enviroment. The current practices should stop working, but there should be another system in play to allow players to obtain a similar amount of benefit, but having to provide villagers with nice living conditions.

    A big problem with this is that there is no ingame way of knowing how to obtain the books from non natural villages, nor how to make a village. A player that doesn't look at tutorials or wikis might never obtain these enchantments.

    Also, possibly a hot take, but the same applies to iron farms in my opinion. There should be a more 'intended' way to obtain large amounts of iron, because i'm aware that it is necessary, but iron farms as they are now should not work. Its not even a thing that requires absolute ingame knowledge of the game mechanics to achieve, you can make one in 10 minutes with almost no materials. These are the features that make players play minecraft's engine, not minecraft itself.

  • 0
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    If you changing villager based enchanting Please please please remove the too expensive thing. Allot of things will become useless with this still in place. If we need to be using more books to get up to top lvl 5 enchants.

  • 0
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    Idea: To ease the burden of potentially transporting villagers 10K+ blocks, a rare uncraftable "villager garb" item found in villages (1-2 per village), with variations for each biome (like armor trims). After you find one type of village, use this item up to change any untraded villager somewhere else to that same biome type. Swamp/jungle versions could be craftable using any other garb + 8 items unique to the biome, lilypad/cocoa respectively for example.

    This way you'd still need to explore and find all these village types, and set up village breeding there to get as many of that type as you want, but have the choice to make 1-2 villagers elsewhere the type you need without having to haul them in a boat for ages.

    (Also superflat players could get swamp villagers through lilypads from the wandering trader and a garb from a plains village)

  • 0
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    As a bedrock player I am annoyed that you are fixing things like this and not addressing the parity that was promised. Bedrock has plenty of issues that could add to the gameplay. This is the kind of change that will drive me and the people on my realm out of playing. Let's focus on doing the things you promised and fixing major issues. Then you can work on balancing features that are functional. Also for casual players, this is more work than seems worth it. I would rather have parity than villager changes or trader changes.

  • 0
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    Finally a step in the right direction in terms of villagers!
    I really like the changes but I feel like sharpness 3 is a bit too low considering the amount of swords enchantments in the game (sharpness/smite/bane, looting, sweeping edge, fire aspect, knockback, unbreaking, mending) and the fact that villagers can only sell unbreaking on level 2 which might cause it to be near impossible to fully enchant a sword without a tutorial even if knockback is excluded due to being generally undesired in PvE. I feel like sharpness 4 it high enough to keep the "difficulty" of fully enchanting a sword reasonable while not making it too cheap.

  • 0
    Registered User commented
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    I feel like this is a much needed change, though I do worry about flat and large biome worlds, as well as newer players. Maybe there could be one slot in each librarian villager that is a random enchanted book: almost any enchant, any level.

  • 0
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    It just makes everything too complicated and too difficult to play. It’ll become a chore as opposed to fun. Rethink this!

  • 1
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    This change makes the game too tedious, when it already was tedious enough moving villagers and getting good trades. Maybe if biomes weren't involved and the special enchantments were max level it would have been better? I really dislike the change and I wish the game would stay as it is.

  • 1
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    I think the zombie villager change is stupid. For anyone who doesn't read the patch notes, they are going to be incredibly confused and waste time and recources. Instead, I would make a maximum of 3 times to zombifie and unzombifie villagers for a discount.

  • 1
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    Overall, I love the changes to Villagers with biome dependences, it allows players to explore their world and have separate trading halls for each biome (also add jungle and swamp villages). The problem that I am facing is outside of the Villagers. With librarians not trading max enchant books, the anvil will be getting more use out of players, which makes me think the anvil needs a rework. Combining books gets too expensive at some point if the books are not put in a specific order. It just doesn't seem intuitive for an average player. With that, I think getting experience needs to be more fun, getting XP are too boring. Sitting at a mob grinder or an Enderman farm are the best ways of getting XP, but are the least fun. On another note, I believe, the Enchanting Table needs a rework, so players don't need to depend on Villagers for max enchantments. I think lapis shouldn't be the only item that is used for enchanting. For example, amethyst could have another use inside the Enchanting Table. Using a specific item(s) could allow the player to roll for certain or have a more likely chance of rolling that enchantment inside of the table.

  • 214
    Registered User commented
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    Absolutely hate this.. It's already so difficult and time consuming to get a full trading Hall. That's why it's a late game reward.

  • 2
    Registered User commented
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    There are two main problems I have with the new librarian system.

    One is the limiting of specific enchantment trades to specific biomes. I do like the idea of the guaranteed enchantments at master level depending on the biome, but I don't think it's fair to completely lock a player out of trading for an enchantment they need behind the biomes they've found. For instance, efficiency books are sold only at level III by master-level desert villagers. Deserts are now extremely rare due to the changes made to biome distribution in 1.18. A player shouldn't be forced to find one of the rarest biomes in the game just to trade for an enchanted book that isn't even at max level. I don't think this philosophy necessarily applies to treasure enchantments, though, since the point of treasure enchantments is to be discovered through exploration anyway. It's mainly a problem if it locks players out of common enchantments.

    The other problem I have is that crossbow, trident, and fishing rod enchantments aren't available as trades at all. If part of the reason for the librarian changes is to add lore to each new village type, I think the idea that all seven villager cultures completely neglected these three items actually detracts from the lore and makes it far less interesting overall.

  • 0
    Registered User commented
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    dont do this!! moving villagers is already a pain and now we have to move them to other biomes?? come on now what is wrong with yall

  • 0
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    I dont like this change because I like to make many sets of maxed tools & armor, and i'd rather spend weeks rerolling villagers so that i can spend an hour making each set instead of spending days at the enchantment table for each tool, also enchanting boots is really hard because of the "too expensive" limit, so combining MORE books to make maxed boots would make it really hard to get maxed boots, which means MORE boots in order to have several non-maxed boots for each reason (soul speed boots, depth strider boots, fighting boots, etc.)

  • 0
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    I'm not a big fan of the villager changes! I have terrible luck, and struggle enough trying to get the books I need as is, but this will make that x10 harder! Not to mention, Villagers are already frustrating enough to work with as is. Please focus on more pressing changes that this game needs and people have asked for like inventory!

    As for the wandering trader, I think it's a pretty good idea! It's needed updates for a while now with all of the changes the game has had since their addition.

  • 1
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    I personally think that high level enchantments should be held back a bit so you have to level up your villagers. However, I don’t think biomes should play a part. I am making a town in my survival world (check out TheCreator013 on YouTube) that substitutes for a trading hall and it’s in a snowy biome, and I would not want a swamp or jungle dude in my snowy area as it breaks the immersion.

  • 1
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    If you do this, revamp the anvil xp combining system as well so we don't have to pick and choose what enchants we put on our tools and armor before it gets too expensive please

  • 0
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    This change is a double edge sword. On one hand, it adds consistency, making it easier to know what we can get. On the other hand, villager trading halls are harder to build up, the max levels available make anvil enchants more expensive, removing certain enchants from the pool defeats the purpose of enchant trading altogether, and we can't forget that not even enchanting tables are predictable. The cons greatly outweigh the pros. I'd rather spend 20-30 minutes trying to get the enchant I want than do this

  • 1
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    I personally don't use fishing rods, tridents, or crossbows often so I don't care about those books being removed from librarians. But please god let me keep my clean nice amazing villager trading hall in one place... I don't want to have to run around my world to get different villagers and then transport them all to one place that could be 100s or even 1000s of blocks away. I feel like that takes away from the game being more sandbox, build your dreams game. And more like a grindy, adventure only game that takes too much time to even worry about going through all the effort of getting villagers to your hall and having to combine the books instead of just buying the max level, also zombifying is very grindy so I believe it should stay as is because its a huge grind to be able to get prices down and it costs a ton of resources. thank you for making wandering traders less useless for early game players. Another thank you for making diamonds more common at lower levels, I can't even count the amount of hours I've spent mining out thousands of blocks and not finding more than 10 ore lol. I hope you consider my feedback and have a nice day -Ryyder (Edit, Villagers are also a very late game thing that I think is already hard enough to get in late game don't make it later lol)

  • 0
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    This is terrible in so many ways, making progression so much more difficult when using villagers. Trying to get better armor and tools is already a nightmare that takes a long time. Having librarian villagers not be able to sell those important books off the bat immediately makes them less useful. Its already hard enough getting the XP to enchant tools and armor, but making it so the other books can't be easily acquired by villagers is insane. It isn't a skill change, its just making it more difficult for no reason whatsoever. 2/10 change. (The 2 points come from the wandering traders because they do definitely need a change)

  • 1
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    I do appreciate these balancing changes, but I feel like this would be a great opportunity to add jungle and swamp villages in the next update, due to the biome specific trading system! I feel this would add to the idea of exploring new biomes, and even though the swamp was recently updated, the jungle still is in need of major revamping! The textures for the villagers are already in the game, so why not add a village to go with it. Please add this.