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

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  • 1
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    In my opinion its a horrible idea with how minecraft works right now, Most of us spend atleast 6 hours getting just all villager trades and then we have to cure them and depending on difficulty it gets harder. We can't move villagers easily. I mean OKAY boats or minecarts can work but if it comes to transporting villagers from all around the world atlest lets say 2k blocks in nether... Its horrible (I have done it many times in the past in minecraft smps).

    Other thing is, multiplayer, think about servers, its going to be horrible to gte any enchants on more popular servers as all villagers will be taken or killed by other players. Its similar with new tameplates but I actually think theyre quite a good idea making netherite actually harder to get. (I could get netherite armour faster than enchants). Other thing is, super flat worlds and servers. What are they suppose to do? Many people take on challange to survive in only superflat world. In my opinion If this goes throught minecraft will be just anoyying to play.

    (Sorry for any grammar mistakes, english isnt my first language)

    I just think, they shouldnt add it, due to how horrendous time consuming this all would be and hard on servers like anarchy or just survival servers.

    Some of us go outside and have a life and cant spend mroe than 10 hours grinding for items, just becose we have to. Enchanting table is ehh giving shit enchantments most of times. (comes from someone who prefered them 3 years ago).

    I hope they don't add this.

  • 0
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    It is good to see changes in trade, although it will totally ruin trade with villagers and become a bit useless. Scattering special enchanted books to different villagers is a bad idea, it would be better to just make a smaller percentage of chances to get something good. In addition, the mere fact that at master level a villager will no longer give a book with the maximum spell level is not ok either.

  • 0
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    These are largely good changes. It seems that a lot of players who want to just grind for random enchantments in one spot (and not explore or build villages (actually play the game)), are forgetting that the enchanting table still exists. The enchanting table can still act as your one-stop-random-shop for most enchantments. Though adding mending to the enchanting table's loot pool is probably a necessity for those players at this point, so I think that could be a good change to see.

    I also mostly like the new wandering trader trades. However, I think the new "earn emeralds" trades just need their caps increased so that players can actually buy the enchanted iron pickaxe straight away. Otherwise, if you have gotten 20~ emeralds from elsewhere (a village), then you likely don't need a randomly enchanted iron pickaxe anymore (you've already met toolsmiths and librarians to trade with instead).

  • 0
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    I'm not sure, but with this innovation you are destroying all the benefits from the residents, although it looks logical. I would suggest the following change:
    Make librarians the same as they were before, but at the same time increase the likelihood of certain books appearing. For example,
    a librarian in the desert will have 5-6 times more chances to get a book on "Fire Resistance", "Spikes", "Infinity" than a librarian in the Savannah, etc.
    Thus, I believe that both the benefits of residents do not disappear, and trade with them improves. No one will look for a certain village for the sake of some book that only a certain resident has, but at the same time many will try to multiply the number of residents in order to get this very book. And then the player has 2 options, it's simple: find a certain village and multiply the inhabitant there for the book you need, or difficult: breed more than 200 inhabitants (in any biome) to get all these books.

  • 0
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    i really like these changes but I do think their final trades should be max level especially sense you have to go through all the effort of moving them all around or going out to the different biomes

  • 1
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    These changes basically require moving villagers to a swamp and jungle for every serious player, as Mending and Unbreaking are enchantments that go on EVERY single piece of gear.  Which is unintuitive, since these villages don't exist in the game currently - players have to have non-gameplay knowledge to access basic gameplay enchants.  The only way this is tenable is if mending is moved to being obtainable in the enchanting table.

    Also not a fan of the capped levels on all but mending and silk touch.  This will lead to much more expensive gear, and may make current best swords uncraftable.  If this is kept, I would want to see the "Too expensive" anvil mechanic removed to allow players to enchant more complex items still (the "too expensive" mechanic isn't the best in the first place).

    Wandering trader still seems incredibly underpowered - why can we only trade one item? I'd rather trade away more valuable items if I can only trade once (e.g. diamond blocks or ancient debris). Getting a bucket/bottle trade for a single emerald isn't worth the time it takes to think about it.

    Curing changes seem good. Should also nerf raid farms while we're fixing the economy.

  • 1
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    I love the intention behind rebalancing villager trades. Curing in particular is a great fix. But I don't think spreading the enchanted books across multiple biomes is the right approach. This enforces a particular playstyle, which is fun for some people and not very good for others. Exploring is not always fun for everyone. 

    Breaking lecterns sucks. But it's even more tedious to have trades split across multiple biomes. This feels like a new barrier to enjoying the sandbox aspects of the game. I would really just like to be able to make things with as little friction as possible in a survival environment, and septupling the amount of times I need to work with villagers from scratch does the opposite. 

    Here's what I see happening: as a result of this, I need to go to 7 biomes and set up 7 little library stations. Then I need to travel to 7 places to enchant my gear completely, or carry shulkers full of unstackable books back and forth to centralize them. Or, I can set up 7 villager breeders and transport villagers from each biome back to a central place, drastically increasing the work and setup necessary to just get decent gear. This feels punishing. This adds a huge level of tedium to the process; frankly I would rather break lecterns for an hour. Even if I could put villagers on leads, this would still be miserable. 

    This seems great for YouTubers—suddenly you have so much more content! (The first year, before viewers get bored, anyway.) For everyone else, it's awful.

  • 0
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    The underlying issue is not fixed with making mending harder to obtain.

    The reason mending is essential in the first place is that you would need multiple netherite pickaxes for single projects, because they have so low durability.

    Add a zero at the end of every tools durability, otherwise mending will still be essential and the 'nerf' will only make a necessary solution more frustrating instead of fixing the problem (wich is not mending being strong, but mending being alternativeless for larger projects).

  • 0
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    I think the changes are good like being able to get emeralds from wandering traders and other stuff like that. The villager changes are good as it requires now more effort to get these very valuable books but I feel having the swamp villager and jungle villager be present in these changes seems off. These villages don’t spawn naturally and a village needs to be near these biomes to have these villagers, so locking books behind them seems unfair to people who don’t know about them, unless new villages for swamps and jungles were to be added. But, what about super flat worlds? They only have plains villages so how are those players going to get the other books?

  • 0
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    Please,please,PLEASE don’t implement these features mojang. Villager trading was at such a nice place I mean if you were to relocate certain books the whole system would be messed up. Putting it in prospective imagine a PvPer has died in a battle or someone has somehow died in some way and the first thing they have to do is go and get new armor and new tools. But since this update stopped the books being in one place he no longer can get his gear quickly but farming some emeralds. This therefore makes him/her take longer making more armor than doing what he/she actually wanted like getting revenge or building that giant mega base. Lastly for anyone who wanted to try and sell armor on their servers to other players would have a much harder time stockpiling. So please Minecraft when you think about your players and think about this update don’t implement it Minecraft, please.

  • 0
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    I dislike elements of this update like max of some enchants being level 3 or two I believe keeping some enchants region locked but I believe any villager should be able to have enchants such as effiency, unbreaking, sharpness, silk touch, mending(worst case), and fortune all villagers should have a rare chance of giving these no matter the region mending is probably the worst seeing as no villages spawn their and another ripe I have is that to get full enchanted gear it would require the player to already have villagers maxed in different region and since the movement in Minecraft is stale would be annoying also another annoyance is the amount of experience needed to fully craft enchanted armor and the annoyance that to come when wanting netherite gear.

  • 0
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    I think this the best villager update since 1.14 but we can go further. When villager will be taken out of the village he can have now sadness effect which will make him have higher prices and lower assortment. Also replacement time will be longer. This effect can be also given by destroying the village or closing villager in small box (exaple: 1 x 1 x 2).

     

    Thanks

    maronio

  • 0
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    Proof that mojang doesn't care about casual players, right here. Maybe this seems like it's not too big of a deal for experienced players, but as a casual builder this feels like a slap to the face. I decide to make my base in the plains and the nearest swamp or jungle is 7000 blocks away, I'm just out of luck.

  • 1
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    To add to this post I made: https://feedback.minecraft.net/hc/en-us/community/posts/17813182847245/comments/18190364018189

    I wouldn't care about any of this if the enchanting system as it is wasn't so random. If I could guarantee certain enchantments or more easily reroll, that would be great. The level requirement for merging gear should never be above 1 level, and there should be no maximum repairs allowed, etc. If the rest of the system receives a rework such that I don't need to rely on villagers for a consistent method of obtaining enchantments, fine. I'm really just worried about continuing to have to work with villagers, and that process being made more tedious. I don't know how you do that, but it needs to be simpler than enchanting a regular book to reroll the enchantments available. That quickly clogs your inventory and is a slow, tedious process in itself. 

  • 1
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    I have a multitude of issues with the current design of villager nerf:
    1. How is this going to function in worlds such as super flat- where it would be impossible to get any unique villages.
    2. The reason many players grind villager halls is because both anvils and enchanting tables are bad. The Max xp limit on the anvil is one such problem, in which makes getting maxed gear harder from loot tables and combining lower level books. And so anvils and enchanting tables should also be updated.
    3. Removing trident enchantments from villagers make it significantly harder to get a maxed trident as you would have to either combine a bunch of tridents or spend ages on getting enchanted books to do so, in where the problem lies that unlike fishing poles or crossbows they arnt craft able and are much much rarer of a drop that both of those. This makes tridents near useless as they arnt that great if a weapon in comparison to others.
    4. Having curtain trades with specific biomes also causes issues as to get specific trades if I might need to travel thousands of blocks In order to reach the nearest swamp or jungle biome, which discourages players from using the features to their full advantage.
    5. Whilst the end have gear that have enchants like mending- it is not accessible for items not found in the end like hoes, axes, and bows requiring villagers. In which should be achievable without villagers to encourage exploration, you could also use older features such as jungle temples.

  • 0
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    I don’t like this change at all. I think taking out the fishing rod and the swift sneak enchantments is the only one I can sort of agree with. Because there’s a way to get them if you’re new and don’t have a lot of knowledge to the game. But to take away specific enchantments and then limit them to certain levels is doing the most. It takes time to get certain books for your armor or tools, and certainly lots of do to enchant. If you’re going to remove certain rarities, you have to fix the xp. I vote no to the villager change.

  • 0
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    I may be in the minority but this change will cause changes depending on what version you play. For java this will isolate people into playing on an update before this change. (such as 1.8) and for bedrock this will make people stop playing all together. The majority of minecraft players play the game casually. Villager trading works because you can get the villagers and then not have to worry about it outside of rerolling trades. With the new update a casual player will not want to spend the entire week moving villagers 8000 blocks away to a swamp for mending. I for one will stop playing minecraft if this change goes through. I do not want to spend an entire week hunting down villages just to get the special enchantments. 

  • 0
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    I think that Wandering Trader needs some rework, but villager changes will make some types of maps like skyblocks unplayable after getting far enough.

  • 1
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    Finally villagers are not so disbalanced! Awesome changes! Thank you, Mojang!

    Actually, why the change IS great:

    - You HAVE to travel, not to simply abuse villagers to get anything you want at the game's start;

    - Making different books for different biomes add some story to people of the biome.

    For those guys who say the change is awful: you see, Minecraft is a game about exploration and creation, not about grind. And you becoming sad because you can't stupidly abuse villagers? There is a creative mode, play it if you want to have best equipment from the start.

  • 9
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    I like it so much

  • 0
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    This update concerns me. My family is using Microsoft Realms to play Minecraft together. We started the world in 1.19. We are now running it in 1.20.1 but none of the new biomes are there. The new items are in the crafting bench, but no new biomes. I explored far passed our base to unexplored chunks and still the new stuff wasn't there. No trail ruins, no cherry biomes, no suspicious sand or gravel, etc. If the books will be biome specific, I'm worried that in our realm world they would be unobtainable. As not all biomes are available to us.

  • 43
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    No. It’s already time consuming as it is. This would just add pointless redundancy and make everything take longer.

  • 0
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    Too many changes all lumped in one to try and combat a mechanic *some* feel is OP 

    The changes to biomes are going to really prevent people from wanting to play large biome worlds 

    its now impossible to enchant a max sword (and potentially boots) using villagers alone given the drop from max tier books down to tier 3; I can sort of understand the drop down to tier 4 of Eff and Sharpness etc to match enchanting but down to 3, and the drop in unbreaking, far too much at once.

     

    You've added a much bigger grind to even get a villager set up fully done, then a massive increase in XP requirements *and* emerald requirements (though I actually dont mind this change to the cure mechanic myself if it wasnt with All the rest) made some items actually unobtainable without sheer luck (so even more grind, fantastic)  there's OP and then there's such a grind as to make the game not enticing. maybe finding the middle bit instead of flipping right to the other side would be better. So far these changes, and the snapshot as a whole,. leave me without any desire what so ever to update. Even the wandering trader changes are meh, the best thing from them is still the leads you get for killing the llamas honestly. 

  • 0
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    At first glance, this is a good idea, pushing players who want to get guaranteed enchantments to explore the world and all that, but taking away from players a guaranteed way to get the highest level of the best enchantments does not sound good. Forcing players to do something by banning other things has never been a good idea. Removing maximum enchantments from residents will only complicate the lives of players who play for construction, not for travel.

    I do not use the enchantment table, not because it is cheaper or faster to buy a book from residents (on the contrary, the time spent searching for the right trades is much more), but because with the help of residents I can spend time and at any moment I am guaranteed to get the enchantment I need at the moment, that the enchantment table cannot gild me.

    Removing the highest level of enchantments from merchants is not an option. It is better to move it to the last trading level and maybe remove discounts for it. But it is best to add to the enchantment table the possibility of guaranteed receipt of any desired enchantment (for example, with the help of empty bookshelves and books with the necessary enchantments) or at least the ability to remove unnecessary enchantments from the book, leaving the necessary ones.

  • 0
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    I'm not against innovation but
    1.I'm always a burden, but now to get a fix you need to bring the Jewel into the swamp and it will be quite inconvenient in the initial stage of the game. Can you make something like a swamp village? this is an example, after all, it is not always convenient to transfer residents, but in general I really liked it
  • 44
    Registered User commented
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    Not a fan of this at all. It's already a lot of grinding to get different enchantments as it is. It would only mean that I have to grind more and more and that's already a lot work to do :(

  • 0
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    Villager trades:

    Positive:

    1. Biom-assigned trades

    Negative:

    1. Discount accumulation removal

    2. Limited enchantments from vilagers

    Suggestions: 

    1. Leave discount accumulation

    2. Leave special trades in the advanced stage of the villager 

    3. Add missing enchantments to the trades of novice villagers. 

    4. Add cherry blossom villages. 

  • 0
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    A bit of a nerf for villagers is okay, but this is a really hard one. They just became really useful (I remember that before, you used villages to just steal stuff and then forget about them). I saw someone mentioning something about the amount of XP that villagers give after trading with them, and that is for sure too much. If you want people to explore more you could better add something else to explore then basically lowering the use of villagers to almost zero. To where you can maybe only use them for a few items for a big build or so. If you really think this is a good change maybe you can just make this an optional setting while creating a new world?

  • 0
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    Librarians change for me is...kinda bad. This change expand the time, to get the necessary enchantments. You have to find the specific village, that can spawn very far away from your home, to just get the 1 specific enchantment book. The main reason behind this change is to make people adventure and find villages. BUT! To get the most valuable books(Mending and Unbreaking) you have to breed the villagers in biom. So you have to take the villager, transport it(by the way on early stages is not easy) to the biome, and then breed the villagers. Its not interesting, and its not about the skill....its about time spending. I Think the old system was good. Yeah mending is easy to get...but its bad? Less time to get something important, More time to build something cool.

    But what about wandering trader? Good fix...i like it

  • 0
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    If the goal is to rebalance villager trading, there are better ways to do it than this. Having enchanted trades being restricted to biomes means we need a new way to transport villagers. Especially when jungles are especially rare and could take thousands of blocks to transport the villagers. Also, having the max enchants being so low means we need to be able to combine the books without having a limit on the anvil. Though I'd prefer to see the limit removed entirely.

    I like the idea of the master trade of a librarian being the best trade. But instead of making it a special, biome specific enchant. What about letting it copy an enchantment the player already has? Have the special trade come from an expert villager and have the master duplicate a book given to it. That way exploration is still required, but players can still have their enchantment halls after doing so without needing to transport villagers thousands of blocks