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

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  • 1
    Registered User commented
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    DO NOT MAKE THIS CHANGE!

    Having to go to a bastion for a template for gear and mine diamonds is one thing.

    BUT THE GAME IS ALREADY LONG ENOUGH AND THERE'S ALREADY SO MUCH TO DO AS THERE IS.

    Villager trade rebalance? OP?

    Cause MLG Minecraft is totally fair and a real thing right?

    Like who cares if it's OP. 

    If players don't want that type of power in their multiplayer worlds and we also live in a world where there's a mod for everything in minecraft, let those players make a mod that prevents other players from getting villager trades.

    Just let me have my enchants and focus on building COOL things.  I don't want to build more stupid tedious stuff across 7 different biomes just because, "Mojang made it that way".

    Enchants. 7 biomes.  No max enchants. 

    And some of the enchants are locked behind villages THAT DON'T EVEN EXIST IN GAME WITHOUT PLAYER INTERVENTION

    REALLY?

    Fantastic.

    Figure something else out... PLEASE

  • 1
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    I have mixed feelings, the concept of locking certain enchantments behind master level, that's good,  although obtaining them may be a bit annoying, capping their level that they appear, is bad getting perfect armor is more annoying if not impossible. The biome idea is interesting, but ultimately I see it as unnecessary as it requires a level of technical skills beyond the average minecraft player, and is more effort than it is reasonably worth. The process of moving villagers is already difficult when bringing them from a village to your base, now imagine bringing them thousands of blocks to get a certain trade type. The re-curing change is understandable but I think it is a bit too harsh, I think that you should still be able to do it, but every subsequent cure is much less potent, so if you want cheap trades, it is possible, but requires more resources, making it more of an end game feat. The wandering trader is great, I would even argue giving them more trades that unlock after getting certain achievements like entering the nether the end city or killing the wither, make them dynamic. As for my version of the trader fix, instead of locking the enchantments behind biomes, just have it so the villager naturally can only have one line of enchantments, so you can tell where you are progressing, while still only needing one village. Also make it so the final enchant can be maxed, or remove anvil cost limits. Or, make it so that librarians need more experience to level up.

  • 1
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    Combine this with more village types, more villager jobs, making villagers easier to move and it might be considered an okay change. As it stands it will result in more tedium added to the game.

    However, why is this where your time and energy has gone? Why change this over adding new blocks, missing blocks, doing an inventory update, or one of the hundred other things that the community has actually been asking for?

  • 0
    Registered User commented
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    Yes I love this Idea but I do think the enchantments need to go up to their max level, beacause they don't unfortunatly you can't get maxed out armor anymore. To Fix this 

    A. Change the to expensive mark from 40-100
    B. (For Example) I buy 2 protection III books from the plains villager I then can't combine it into a protection IV book and have all the enchants that I would on my boots like

    thorns III
    mending 
    protection IV
    unbreaking III
    feather falling IV
    depth strider III or soul speed III

    So make them sell the max version of the book. Instead of effienency III it would be Effienecy V.
    I would be very upset if I couldn't get maxed out gear from trading with villagers anymore, since you have to go to different biomes now to get certain enchants, and have to get even more levels to apply all of them to your gear I think just simply changing the "To Expensive" amount from 40-100. This would make me very happy :) 

    Also I do understand that minecraft players for a long time have been able to get to strong
    to easily, and that may not be how you intended it, though if you do make this change we can always go out to strongholds, end citys ,ancient citys, Ect.

  • 0
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    I am so happy seeing this addressed resetting villager trades is one of the things I dislike the most in this game. I don't think this is the best solution as you are just trading the resetting for moving villagers all around the world. I feel like its ok to have a couple books on villagers but this from you can still enchant all armor, tools, bows and swords. Maybe just have 4 predetermined books on all villagers and drop the rest. Consider rebalancing enchanting instead as people would opt to sit and spam refresh trades for hours instead of just using an enchanting table and there is a reason for that. My feeling is the solution is to rebalance enchanting and just have villagers be a source of some of the hardest to randomly get enchants like mending or feather falling and just remove every other book from villager trading.

  • 0
    Registered User commented
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    I've always thought villager trading was way too overpowered but these proposed changes are making their trading at a reasonable level almost unobtainable to all but the most dedicated players.  We're not all Youtube content creators that can play for hours a day and some of us have lives/work/school etc.  Granted, some of the enchants shouldn't be available until "end game" but making them completely inaccessible other than anvil fun and games (combining books) is a cop out I reckon.  Perhaps make them loot in chests?  Add them to archaeology?  Make the sniffer useful after the novelty has worn off and they have a chance of digging them up? A little more frequency in fishing? Random loot from other passive mobs with no current use (pandas, polar bears etc)?  Add some quests?  If you think there's no quests in Minecraft currently, there are many in all but name:  Kill the dragon to go get an Elytra, kill the wither to get a beacon, find an upgrade template to get netherite armour...the list goes on.  

    As for the biome specific stuff that's what I'm talking about with regards to the time sink.  It's way over the top.  

    Curing being nerfed is a good thing.  

  • 1
    Registered User commented
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    I think you are on the right path, but I also think a better way would be to make the trades more gradual. For example, let the librarians sell Unbreaking 1 from the get-go, but to get lvl 2 and 3 you have to upgrade the librarian. However, upgrading the librarian is not achieved by simply trading with him enough times (like it is right now), but rather something else, like giving them certain items. These could be biome specific again, like the swamp librarian would first need a Heart Of the Sea to level up, then a Conduit or something, and for max. level something difficult and biome specific, like the Frog Light that gets dropped when a frog eats a Magma Slime. That way players could gradually get more powerful and still benefit from pretty important enchantments like Looting, Fortune, Unbreaking, Efficiency, etc. early on, and it would also encourage more exploration depending on what items to lvl up are needed.

    Also, probably no matter what, you will have to revamp the anvil mechanics as currently the anvil removes too many levels for powerful enchantment combos. This makes XP farms in the late-game a must. IMO a similar system to the enchantment table is best, make the best enchantment combos require a certain, very high level, but then do not take all those levels away, but rather -5 levels.

  • 0
    Registered User commented
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    i dont think you should do this but this is a step in the right direction, Villager trading takes hours of grinding already and having to take an extra step to do that is not a right step in the right direction
    I dont agree that villagers should take a nerf since most of us dont have hours to grind each day

  • 0
    Registered User commented
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    There are pros and cons to this idea, but ultimately it doesn't hit the mark. It just makes the game immensely tedious. It's hard enough to set a trading hall up and cycle through countless librarians, but now we have to cart them around the world, max them out, then cart them back?! Be reasonable here. And on top of that, you don't even get the highest level of enchantment that you're painstakingly doing all that for? Not worth it at all.

    Now, the curing fix is good, you shouldn't be able to make all trades 1 emerald. I also like the idea that villagers in certain biomes will guarantee a certain enchantment, so you don't have to cycle if you don't want to. But I do think the current system is better.

    Consider the target audiences: on one side, you have the new, young players, to whom this new system would be nigh inaccessible due to the skill and knowledge needed. And the other side, older veterans that have played for a decade, who did the song and dance hundreds of times, would now have to jump even MORE heardles to get to where they want to, just pointlessly making things hard and complicated.

    All in all, please do reconsider. The enchantments are there to allow us to make tools and armor that give us the freedom to do the other parts of the game that we enjoy with way less hassle. And if you do decide to push through with this, at the very least make the books you get at master their highest possible level.

  • 21
    Registered User commented
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    I'm excited for this change, but I think a few new professions might be fun. Some I've been thinking about are Beekeeper and Railworker, giving minecarts a buff

  • 0
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    I really like the idea that villagers from diffrent biomes can offer different items for sale. It makes biomes feel more unique and gives them more identity. Fletcher villager could really use this sort of a change so that it's easier to get desired effect of an arrow based on village's biome. Also enchanted gear from villager trades maybe should follow similiar formula that books do

  • 0
    Registered User commented
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    This idea is a good one. In theory, this will make it so players will have to branch out in their worlds and explore, so they aren't just sitting in one spot with their broken villager trading hall. The idea of a singular trading hall takes away from the player's experience since there is no repeatability after the initial grind. Once you already have a special place to trade everything that makes it so the player has less to do in their world. With this new feature, players would have to explore and build multiple bases/villages, and that would increase the number of things to do and interesting sights to see. You could make it a toggleable option to not interfere with super flat worlds, but as far as the normal generation worlds I think this idea can be wonderful. With this new feature though a possible overhaul of villages would be nice. :)

  • 1
    Registered User commented
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    I really love this change, trading halls were just to op. Now u can build multiple villages in different biomes.

    The lower tier books are also good but maybe remove the weird lvl mechanic of the anvil. The order should not matter at all its confusing and unnecessary that I always have to try both orders when combining a book. Just make it a fixed xp value depending on the number and strength of enchantments.
    Also mending could be a non librarian enchantment if there was a way to endlessly repair a tool with xp and and other recourses. (Maybe add an enchantment or just a default mechanic that the tool doesn't break, but just becomes unusable.)
    Thx for your great work!

  • 0
    Registered User commented
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    1. i think, and if u think otherwise please i insist tell me your view so i understand, but i think wondering traders should change and keep villagers, as in the way they are w/o the 1.20.2 update, and keep the rest, duh
  • 1
    Registered User commented
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    我讨厌这种变化,这使我制作满级装备变得困难

    I hate this change, it makes it hard for me to craft max gear

    Translated by Google

  • 0
    Registered User commented
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    Generally I like these changes, but here's some points of feedback:

    - If there's not a reliable source of high-level enchantment books, "Too Expensive" has to go.
    Getting a soul speed book is fun, being told you can't add it to your favorite boots is awful. Trying and failing to make another perfect set of boots and wasting the book is even worse.

    - There should be some indication that players should try building villages in Jungles / Swamps
    I saw someone else posting about the idea of village ruins in these biomes to tie into Archaeology, and then the player could restore these ruins with new villagers.

    - Wandering Trader is a decent source of items for Skyblock / Superflat worlds
    I think the wandering trader could maybe sell the biome-specific enchanted books (and duplicate smithing templates?) so that folks playing on these kinds of worlds would have a way to get these items.

    - I'd love to be able to buy/sell some items in bulk from the Wandering Trader (even more!)
    Maybe the trader has a single trade per visit that you can use an unlimited number of times? Visits are so rare and the rarity of some trades is punishing enough that I'd like each visit to have more of an impact if I was prepared for it.

    - If discounts aren't as good, it's more tedious to trade for large amounts of items (which is bad).
    But I have no good thoughts on how to fix it =/

  • 1
    Registered User commented
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    Villager curing was way too broken, glad it's gone.
    With this new update, Anvil UI NEEDS a change, most of the casual playerbase don't even know about anvil levels and how they work. A rework of it or something in the UI informing players on how to combine books properly is necessary, now more than ever.
    Also Wandering traders still feel useless to me, them selling logs makes no sense when they already sell saplings. Also logs r renewable and abundant. Wandering traders still have same amount of usefulness as before, in my opinion.
    Being forced to explore to get new enchants is W, way better then breaking lectern and depending on rng. I still feel jungle and swamp villages should be added to the game instead as obtaining those enchants might be too hard. Lastly, villager curing shouldn't be tied to difficulty level in my opinion, and a parity change allowing spawners in Java to have zombie villagers like on bedrock would be great.

  • 1
    Registered User commented
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    While encouraging players to explore the world is indeed a good thing, it should not be done in this manner.The correct approach should be to use valuable rewards (such as elytra) to attract players to explore actively, rather than forcing them to explore passively.

  • 0
    Registered User commented
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    I could actually get down with this idea if it didn't completely remove certain trades. No max-level enchantments? No trident enchantments? I don't like any of the villager-specific changes personally, but I understand why they're being made - but I strongly disagree with removing certain enchanted books.

  • 136
    Registered User commented
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    Keep it as it was. I DO NOT feel like this is going to be a change that will positively affect the game as the game is mostly played in multiplayer which will ruin the economy in many servers. 

  • 0
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    I have spent literal real life months looking for a swamp biome before I found one, so tying trades to a biome is a horrible idea for multiple reasons. Exploration for specific biomes should be an option, not forced upon the players. I've also spent weeks at the end game point of a world setting up a gold farm specifically so I could finally make a villager curing system, almost a year later real life time. I really don't want to see villager curing stations ruined. I don't want to have to look up every biome I need to go to and then search for weeks trying to find a biome that may be tens of thousands of blocks from my base, bring a villager there and then back and likely make my regret my life decisions. These changes would ruin the game in a way I never thought possible.

  • 52
    Registered User commented
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    i think this could be a very teadius change. thoug i think it is a good idea to nerf the prize changes you get when curing a villager.

  • 0
    Registered User commented
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    I think that is a very bad idea, it's not beginner friendly and just ruin the gameplay of everyone . All the work you need to do just to obtain certain enchant, not even maxed xD,  definitely against this update . 

  • 0
    Registered User commented
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    This is an anti sandbox idea. Let’s hypothetically say that the trading system is op. Who does this negatively effect? Nobody, because since it’s a sandbox game you can choose to participate or not participate. Do you think it’s too op and that it should be biome based? Then travel to other biomes and pretend it exists by changing trades or not trading with specific villagers instead of forcing 100% of people to do something overwhelming negatively reviewed. Of all games Minecraft is a game of freedom of choice, forcing people into insanely annoying and tedious scenarios just to use a game feature or build a trading station is not the direction of a sandbox game.

  • 0
    Registered User commented
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    I would prefer this modified form of villager trading be togglable. I enjoy building large centralized bases, automated farms and villager trading hubs. I also like having access to all the top tier enchantments. The designing, building and just general creation aspects of Minecraft are what I enjoy the most. The adventuring aspects are just in service to that creation for me. I don't want the tedium of having to set up multiple locations or hope a random mob encounter will drop something I want or need. Give me the choice of whether to use that feature of the game or not please.

  • 1
    Registered User commented
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    I don't think changing the Librarian Villager will be a good idea it just makes Villagers more tedious than they already are. I think if you do plan to go ahead a deliver this change please give players a way to more easily move villagers. Places such as Swamps which is where you get mending, one of the most impactful enchants is also one of the only biomes that don't have naturally spawning villages which would make getting that enchantment through a villager extremely annoying seeing as you would need to move a villager to or cure a zombie to even have villagers in that biome. Overall I would like this change to not happen personally but at the end of the day you make the decisions.

    I think that the Wandering Trader being changed is a really good idea having it now be able to buy things would be really nice especially things you can't sell such as maybe Ender Pearls or things that villagers sell you can sell to him sort of like he's buying your items to sell to villagers so they can sell them an nice idea of an economy without actually programming and economy.

  • 1
    Registered User commented
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    I do not like this new villager trades, maybe just restrict some of them (mending, etc...) to a certain biome but not all of them.

  • 0
    Registered User commented
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    This nerfed system is gonna be bad SPECIFICALLY because of how bad the Anvil system is. If you're going to make a change that forces you to combine books to upgrade them. Either re-balance the Anvil System/Overhaul it. Or reduce the costs otherwise this change isn't a very good one. Or maybe just remove the level cap on anvils? (Or maybe add a new Anvil variant with a much higher level cap and durability)

  • 0
    Registered User commented
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    Excellent change, enchantments should be overhauled to balance it out, but I love this direction

  • 1
    Registered User commented
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    This feature would ruin special Minecraft challenges such as super flat however I feel it should be added as an optional feature to worlds