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

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  • 0
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    I don't think it's a good update because the trading system was simpler and a bit boring, but then you wouldn't have to make it so difficult that you do the best enchantments in a different biome as a master level. Minecraft is from 6 years old, which of course means that even younger players are playing and their enjoyment of the game is reduced by such an update. How are they supposed to find out? Should they try for 5 hours to get each villager into a different biome? Your updates are getting worse and worse and you take away all the fun of the game.

  • 53
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    Dont do this

  • 1
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    Right now the Minecraft community is incredibly polarized. Controversial nerfs that affect the most active part of the player base are a perfect storm for a PR disaster. The wandering trader buffs are less controversial. For the sake of the integrity of the community and the attitude toward your team, fix uncontroversial issues like the inventory problem, especially until things cool down. Implementing these changes is a one way ticket to disaster regardless of if they're warranted or not.

  • 5
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    I don't know what I should think about this. I think it would be better if every Villager has locked Trades that you can't chance after you gave it a Job. Not like before 1.14, but when you place down a job block and a Villager takes it, this Villager should be locked.

  • 0
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    Opinion as a superflat survival player

    Biome dependent book trades (e.g. mending) would be absolutely devastating, as the superflat world only has a plains biome. I appreciate the idea of making the wandering trader more useful, and since there is currently no way for superflat players to obtain bamboo, why not use this opportunity to finally add a bamboo trade to the wandering trader? Also, since you can basically buy all flowers from the wandering trader already, why not add pink petals as well? It would be greatly appreciated, and closes a gap for, admittedly, a very small percentage of players.

    Opinion outside of superflat survival

    Still devastating, and just an annoying, unnecessary addition. I think most of us will just end up with multiple villager breeders, where we'd then get a mending villager and move it back to our base through the nether. 

    Think about large biomes world as well, who in the right mind would create one of those and travel over ten thousand blocks to get a mending villager?

    A way to completely move around this problem would be to create a world in earlier versions, build a trading hall, then update to the newer version.

    To summarise: don't change the system, give the wandering trader some bamboo and pink petals, and don't ruin two other gamemodes (superflat and large biomes). 

  • 0
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    Sure, the system villager trading system could be exploited to get enchants incredibly easily, but I don't think these new changes improve the area of villager trading at all. I don't know what specifically makes exploring mechanics less than optimal, but there's just something very dull about it. Ì would say I find exploration enjoyable for an amount of time, but it gets very time-consuming and very boring very quickly. I think while the current trading mechanics are a bit overpowered, this response is an overcorrection. I feel these changes ruin villagers, it's just not efficient to get books this way anymore if current experimental features are implemented. There should be more than 2 enchants that you can't get from villagers, but there would have to be a new way for these enchants to be obtained rather than just the enchanting table or loot chests. I don't think making the enchants biome specific and lowering the level is a good solution at all. I think this update does address a big problem that needs to be dealt with, but I feel the current path of biome-specific villagers is only going to lead to headaches and make villagers useless. 

  • 1
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    TLDR at the bottom

    This will just increase the grind needed to acquire gear. Obtaining top level gear already requires lots of time without much of benefits.

    Also separating the books by biome makes no sense from lore point of view, specially the biomes that don't generate villages. How is the world population supposed to get the books? Travel to the biome just to have a baby :D

    It will be much better that all librarians have chance of selling all books at lower level but have the top level enchantments biome specific. For example Fire Prot 4 to be only available from desert biome and so on.

    Making Silk Touch a top level book doesn't really make any sense. It's fairly easy to get Silk Touch from the enchanting table and on gear from other villagers.

    Why remove so many books? Yes it's possible to get fully enchanted fishing rod using the table. But this just add more meaningless grind it doesn't really benefit the game at all. 

    TLDR>

    Don't increase the grind to just increase the grind.

    Let all librarians sell all books at lower enchantment level and make the top level biome specific. For example only desert librarian can have Fire Protection 4 and so on.

    Don't remove books.

  • 1
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    I’m not fond of the change, we don’t all have that much time to grind and collect the villagers from different biomes and breed them, I believe this would tear people away from the game as they don’t want to put in the large amount of effort.! The wandering trader is the good but I believe it should buy more things off you in contrast to buying 2 items and selling all the others! I also know a friend with a long-term super flat world and it could discourage others from making one, you can’t get all the biomes in super flat, maybe try to think of a way around this. Otherwise I would think I speak for most of the community after looking online that this is not a change we enjoy.

  • 0
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    I think that the part where the villager trades depending on other biomes should not be included because the ones in superflat do not have other biomes and on my own world i searched around 8000 blocks to find just a small island of swamp. The thing is that somme biomes are just hard to find in somme worlds.
    If you would make this change make the cartografer to sell you maps that show where other villages in other biomes are and do something about the ones that play superflat please mojang.

  • 39
    Registered User commented
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    This is a scam.

    If you are going to do it, you should reconsider the difficulty level of the travel method.

  • 54
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    Terrible villager idea will make me not want to play the game as often as I do

  • 0
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    We need more intrinsic motivation, give us optional content like rpg style elements, 5 elements like fire water earth lightning and wind, including mage armors that we activate that we level up as small weak little skills along with magika or mana bars and use the levels for that, it promotes pvp and pve as well as customizability, you can be a jack of all trades or specialize and go deep into one or 2 elements, obviously this has a basic counter system as well.

    we should be able to trade with villagers as we do now but level them up to diamond and this unlocks a new level system where they can be defensive, offensive or workers, teach them sword and shield or two sword or archer and or horseback, as well as order resources and pay for it and then get it for you, build up their own village and make it alive, make the villagers defend themselves or put them against other villages, these are the villages and villagers we deserve.

    Wolves need at least a chest plate, we need the world to feel more alive, not just explore already existing areas and do villager trading for nothing, it should be more alive and organic and deep rpg style, this will benefit single player as well as multiplayer and pvp

    a small direct small ball shot of chosen element, and then a lob over the top bigger attack and then a on player aoe that grows with level and then choose and aoe location within a radius attack, and then the armor elemental activation ability, mastering the element.

    and a sky dimension

  • 0
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    Its a step in the right direction. I do think there needs to be a way to get max level special enchantments from villagers. Maybe if a villager is in the end it can have max level. The player has already beaten the game then and it not easy to get a villager in the end. This also gives a reason to do more in the end. Books from the Trident, fishing rod and crossbow are missing. Give the player a new option to get them. Put them in their respective structure. Mansion and outpost for crossbow. Water ruins, shipwrecks and maybe even the temple for Trident and fishing rod. This encourages exploration. Biome dependent trading is amazing. It gives more reason to explore en creates consistency in villager trading. Maybe expand this to other villagers as well. Make it easier to get villagers to different biomes. Rail lines to the jungle and swamp are not fun to build and clean. Curing a villager multiple times should be nerfed long ago. I dont think thats a problem in this snapshot. Wandering trader changes are always welcome.

  • 19
    Registered User commented
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    Return the trident/crossbow trades. 

  • 51
    Registered User commented
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    Moving villagers is already annoying enough. With the new rebalance there is no point in using librarians anymore.

  • 0
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    The worst change in years. With the amount of things that can be added to the game to improve it and give it a new air and to focus on nerfing the little that is worth it... Put filters for the hoppers at once and stop playing what works well!!
  • 1
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    I want villagers to stay how they are, they are already tedious enough, and traveling to different biomes to get trades will be annoying. I think it could be cool that certain villagers will automatically have a certain enchant at max level, but it shouldn't take away from how the game works now. So if players would rather do less grindy work to get a mending villagers they can. Or if players want to create a trading hub, they can. Also, limiting efficiency to level 3 and limiting a bunch of other stuff is stupid. I can understand the villager curing nerf. The only reason that players are resorting to villagers is because the enchanting table is bad, maybe make a better way to enchant stuff if you want players to have a less grindy experience.

    Also, if you are going to try and have villagers only sell efficiency 3, then the max anvil enchant needs to be gotten rid of. Also, make a better way to transport villagers. Also trident, fishing rod, and crossbow enchants shouldn't be gotten rid of.

    Everything about this just makes villagers unreliable.

    Instead of forcing everyone to have this, I think it would be cool to have an optional toggle in settings for villagers to be biome specific. This also overcomplicates villagers and makes it so new players will have no idea how to make a proper villager hub. I always liked villagers, because it fixed the problem that if you died, you would have to grind forever to get all your super gear back. But now it's stupid

    I hate this

  • 0
    Registered User commented
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    Villagers desperately needed a nerf, but hand in hand imho there needs to be a way to transport villagers (or just mobs in general) easier. Villagers currently are overpowered, but the amount of effort it takes to set them up due to them being so annoying to move kind of balances that out. But the grind it takes to set them up is tedious, and would be even more tedious with this change for even less reward. I do think they need a nerf but along with the nerf they need to be made less tedious and boring to move. If you reduce the reward the effort put in should be reduced too.

    And if it then becomes too easy to set up villagers in each biome for all the trades? Then possibly make some other change to make it more difficult for max trades like increasing prices or something, because a tedious grind should not be the price to pay for them imho. Much better to require more emeralds and be able to move them easier than have their difficulty to be moved be the price we pay for villagers

  • 0
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    For players, that are not that secure in their abilities or are just not that good, villager trading is a very valuable way on getting ahead and not getting frustrated or dying a thousand times.

    Locking trades behind biomes just seems like a nuisance for me, that likes building villages and habitats and since villager wrangling is already so troublesome I really don't like the idea. Yes, I think they could use an overhaul to make things fairer but locking enchants behind biomes and making it so much harder for players to get geared up that aren't that good anyways, seems just bad.

    Trading halls are already not a easy or early game thing to do, just adding another level of nuisance to it, won't make people want to do enchanting more traditionally, it'll just suck the fun out of collecting all the books.

  • 1
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    The general idea is inconvenient, to say the least.
    What I would do to balance the villagers:
    - Make villagers biome-independent. All trades of enchantment books will automatically at maximum, with fixed, cheeper price. (Including Smite, Sharpness, Efficiency V)
    - Precious enchantment will appear in tier 3 instead of tier 2.
    - Librarians can learn enchantments through giving them enchantment books which can have multiple enchantments and non-tradable enchantment (e.g. soul speed, swift sneek etc.) in Tier 4 as well as 64 emeralds. Those books can be bought by a price between 32 to 64 emeralds, depending on the experience needed for that particular enchantment book.
    - Remove mending from villagers. That can make the obtaining of mending be challenging at first (or by fishing for a long time), and after that everything will be easy.

    The learning method can also applied to toolsmiths, armoursmiths and weaponsmiths. Players can give them 64 netherite ingot and they can sell netherite armour/ tool/ weapon.

  • 0
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    I bet Mojang devs (maybe beside gnembon) never actually have tried to set up a max level villager trading center in their survival world, so they dont understand how painful it is and believed its overpowered.

    YOU GUYS JUST MAKE A TERRIBLE DECISION

    Like I have seen everywhere, rebalancing can happen, but instead of nerf you should do buff to structures and make the loot chests not containing shit but really good stuff, that will build up the willingness to explore more. Making a already existing thing worse will just kill everyone's motivation.

     

  • 0
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    I really like the villager change, now it just needs a way to move them easily. Maybe they could follow you if you have an item they trade, as they already show you some of their trades when you have an emerald on your hand. Definitely could also remove the anvil limit, it just makes it more tedious to max enchant items and considering you can get really high levels, it doesn't really make sense to have such a low limit.

  • 0
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    I'm not a fan of this. With villagers trades being biome specific. Just make mending a master only level trade Rather then a random one. And add the swamp, dark forest, and, jungle villages to get more verity to world's . With villagers curing just make it to were another item is needed along with a golden apple to get lower trading prices like a  diamond or something 😉 

  • 0
    Registered User commented
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    I feel this mechanic makes it too much of a grind and is mostly a pain. What about the world's which only have swamps 5000 blocks out. Or deserts. Or plains. Just to get a low level enchant. If you nerf raidfarms, I'm quitting this game

  • 0
    Registered User commented
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    Please don't do this. But if you do make the proposed changes. at lease reward players (after travelling, upgrading villagers to diamond then paying max price)  with last trade have max level. E.g Protecteion IV, Looting III. Fortune III. etc. Players also need channeling and loyality trades for the trident. How else would a bedrock player have the challenge and fun of  a charged creeper? 

    How would a older world be affected? 

  • 0
    Registered User commented
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    Please don't do this. But if you do make the proposed changes. at lease reward players (after travelling, upgrading villagers to diamond then paying max price)  with last trade have max level. E.g Protection IV, Looting III. Fortune III. etc. Players also need channeling and loyalty trades for the trident. How else would a bedrock player have the challenge and fun of  a charged creeper? 

    How would a older world be affected? 

  • 48
    Registered User commented
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    I personally hate it, if you do have to add it either way at least make it a selectable option like fire spread.

  • 1
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    This change would probably make it more fair, but I would still prefer the old way. If you do decide to implement this, maybe buff the max trade for each villager type, so it is always the maximum level or something. The change to wandering traders is good, and I would like to see that in the game. However, I don’t think that the rebalance for librarians is something many players would want, at least for now. My final opinion is that this is a bad change to the game.

  • 1
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    I don't like the villager nerf; it's unnecessary honestly... it's just difficult for new players and just tedious and annoying for older ones. How about an update for the anvil instead, it's so easy to hit limit and have the "Too expensive!" message.
    However, Wandering Trader update is long overdue. Yes, it's helpful for superflat, but we just need that overhaul to the system. :)

  • 1
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    These changes aren't really the best considering how anvils and enchantment tables work nowadays, if these changes are going to be implemented then at least remove the "too expensive" mechanic when using anvils and make enchantment tables possible to give you the highest level of enchantments, ex: efficiency V, looting III, unbreaking III, etc... . Another point is, the player spends way too much xp now, shouldn't there be some new methods of getting a lot of xp?