Strictly for humanoid and humanoid type mobs feedback and suggestions. Bugs, duplicate ideas, lists of things, and support issues will be deleted.

1238

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

2554 Comments

Post is closed for comments.

Sorted by oldest
  • 0
    Registered User commented
    Comment actions Permalink

    This is definitely an amazing change for the wandering traders but everything about the librarians and the zombie villagers is just not a good quality of life change. It is not hard to administrate or plugin a server to ban converting zombie villagers but it is hard to grind to get a villager trading hall so it would be the best of both worlds to not change anything about the normal worlds

  • 0
    Registered User commented
    Comment actions Permalink

    update with librarians is bad i think it can be done in certain biomes, will be more likely to find a certain book but not a certain book in a certain biome and please add at least some functionality to the archers table

  • 1
    Registered User commented
    Comment actions Permalink

    This is interesting for sure. Villager trading definitely need a rework. This is quite tedious though. I can't see most players setting up trading areas in more than one biome per world. Perhaps if it came with buffs and quality of life changes to other parts of the enchanting system, these changes would be more palatable.

  • 0
    Registered User commented
    Comment actions Permalink

    Villagers are currently just slot machines and cookie clickers.
    This change takes the gameplay used to earn their trades out of the Minecraft UI and puts it into the actual game where you must capture villagers and transport them to specifically explored biomes.
    In my head this seems a far more reward worthy system.

    I hate it when I spawn into a world, see a village and realise I am able to re-roll a librarian for almost any enchantment (usually Mending or Fortune) and all within 20 minutes of "building terrain". Villagers are currently too overpowered in this way.

    I will say though, making Mending and other enchants so accessible did facilitate players who just want to build mega projects as soon as possible. But surely adding in this extra bit of work (the changes suggested) would be a fair trade in favour of another style of players that like the slower, less repetitive challenge of upgrading their equipment. I think that with this change, (because the enchanted books that villagers sell are often maxed at level II or III) players might end up obtaining their enchants in more fun ways like finding them in chests in Desert Temples or End Cities, even just building experience farms to use the old enchanting table again would be nice.

    For too long, enchantments have been too easily choosable and accessible through the time consuming and unapologizing entirely UI system that is villagers. They have sucked the gameplay out of enchanting and upgrading gear since 2019. 4 Years now.

  • 0
    Registered User commented
    Comment actions Permalink

    So, now we have to find biomes potentially thousands of blocks away to get enchants and some of the master level enchants arent even the best offered? Protection 3 from a master villager? No protection 4? Streamers and youtubers losing the ability to play 1 biome only 100 days worlds? Best enchant goes to a villager in a biome that doesnt have villages? And no update to make moving villagers easier? At the very least let us move them with leads!

  • 1
    Registered User commented
    Comment actions Permalink
    I think the current experimental implementation doesn't solve the core issue. The enchantment table's functionality is outdated and made obsolete by the anvil and enchanted books and then compounded by villager trading exploitation. Why sink time into hoping I get the enchantments I want when I can sink time into ensuring I get the enchantments I want.
     
    My suggestions:
     
    1. Enchanted books are not for enchanting.
    2. Anvils are for naming items and repairing items only. Also increase/remove limit of repairs
    3. Make enchantments biome or structure specific treasures
    4. Implement non-treasure enchants as villager trades
    5. No combining enchanted items
    6. Overhaul the enchantment table:
    - Remove the "maximum xp level (Level 30)" enchantment system.
    - Replace bookshelves in enchanting table setup with chiselled bookshelves.
    - UI is now a list of available enchantments (Default: 0).
    - Enchantments become available on the enchantment table list by having the enchanted book in a chiselled bookshelf within range of the enchantment table.
    - Enchanted books can be separated (costs xp and/or Lapis)
    - Enchantment tables are now used to combine/separate books (costs xp and/or Lapis)
    - Each enchantment has a unique xp cost.
    - Number of Lapis placed in enchanting table determines how many enchantments the player can select. e.g. (1x Lapis = 1x Enchantment, 2x Lapis = 2x Enchantments, etc) Alternatively (1x Lapis = 1x Level I Enchantment, 2x Lapis = 2x Level I Enchantment or 1x Level II Enchantment, etc).
  • 0
    Registered User commented
    Comment actions Permalink

    I appreciate the proposed changes. While I understand the concern about Villager Trading the proposed change making librarians villagers biome-specific, I think a better solution would be preferable. Moreover, considering the challenges faced in Vanilla Minecraft for Bedrock Edition with Superflat worlds, it seems the wondering traders could also be modified more to address these issues in Superflats for Minecraft Bedrock for a more enjoyable gameplay experience.

    Instead of solely limiting the villager's trade to a biome, a more professional approach could involve exploring alternative methods to balance the game, which would enhance overall gameplay without relying on biome-specific adjustments. Additionally, in Superflat Worlds, a thoughtful resolution could be to incorporate valuable items such as a lava bucket, into the wandering trader's inventory. This addition would enable players to obtain basic materials required for progression, thereby making Vanilla Superflat worlds beatable in bedrock edition without the need for mods or cheating since you would already be editing the wondering trader it would be greatly appreciated if we could actually beat Bedrocks Superflats without the need to modify or cheat to make it possible since it does not seem Bedrock will be getting custom superflats anytime soon. also with all these recent updates you keep adding more junk/filler drops to fill chest loot tables how about you focus on an inventory update also?

     

  • 0
    Registered User commented
    Comment actions Permalink

    I think villagers really need a nerf, especially librarians, but I think the best way to nerf the curing loophole would be to add a decay to major positive rather than lowering the max value. This way you can still get very cheap trades, but you have to think about when it would be worth it to spend the resources.

  • 7
    Registered User commented
    Comment actions Permalink

    In my opinion, the changes in the mechanics of trading are great, I hope they will reach 1.20.2

  • 0
    Registered User commented
    Comment actions Permalink

    I like the wandering trader changes, but the wood change doesn't make any sense to me. Why would I buy just 32 logs? If I have that kind of tree already then I can just farm the trees that I have, if I don't have that tree type, then I wouldn't commit to building anything with that wood. I just think that having a random chance to get only up to 32 logs is a waste of a trade slot. That slot could be better filled by a sapling trade, which could have the wood type I haven't found yet.

  • 1
    Registered User commented
    Comment actions Permalink

    I like the Villager changes overall but dislike some specifics. The curing changes makes sense and I like the biome specific enchants.
    Master level trades should be max level, this would fix the issue of cycling for trades and change getting the best trades to be exploration based rather than luck based. With the number of enchantments not included in potential Villager trades new biome villages should be added to fully include all enchantments - exlcuding Swift Sneak and Soul Speed.
    Additionally, biomes that don't have a village should not be included unless something is added to naturally make them obtainable. Potentially adding jungle villages or singular jungle huts, or maybe add the ability to cure witches for Swamp villagers.

  • 16
    Registered User commented
    Comment actions Permalink

    The villager trading does need a slight nerf, but overall this is too much. This makes it way too hard for casual players to get enchantments like Mending.

  • 1
    Registered User commented
    Comment actions Permalink

    I don’t believe this change is for the better, while I agree villagers are overpowered, I don’t believe that their trades should be limited to a given biome. This only makes the game more tedious and discouraging to play. I believe that villagers should have their trades reworked and nerf the zombie buff. While I believe this update is a step in the right direction, this is overkill with the different biomes.

  • 8
    Registered User commented
    Comment actions Permalink

    Plus this still enforces kidnapping villagers and taking miles away to make them live in a 1x2x1 meter cubicle for the rest of their life where their only purpose is to trade you. I think there are ways around this. For example, for villagers to restock they should need a larger space, a bed, and a door (I remember the old iron farms!). This way people might find a way to benefit off villagers in a more humane way. Also, I'd patch iron farms but then add a better way to get iron because just mining will never be enough.

  • 6
    Registered User commented
    Comment actions Permalink

    Good idea

  • 1
    Registered User commented
    Comment actions Permalink

    Overall, I like these changes, but I would like the Wandering Trader to sell something unique like sharpness VI or protection V for about 40 - 50 emeralds and something else, to not make getting protection V easier than getting protection IV.

  • 6
    Registered User commented
    Comment actions Permalink

    This is a great change, no ever likes things made harder, why would a turkey vote for Xmas but this will greatly improve the game going forward and make it more of a challenge

  • 0
    Registered User commented
    Comment actions Permalink

    I love this change as it encourages players to build and explore instead of just sitting at a village near spawn waiting for their overpowered trade. Also you could maybe add new village types ;)

  • 20
    Registered User commented
    Comment actions Permalink

    I think locking the better enchantments such as mending behind expert traders is a great idea, but locking them behind different biomes is a tedious change, which I would not like to see.

  • 1
    Registered User commented
    Comment actions Permalink

    I really don't like this change I only play casually and don't have to time travel with villagers to different biomes this will make the game really boring and tedious

  • 0
    Registered User commented
    Comment actions Permalink

    cool idea with biomes, but I think it's better to do so that you can get the maximum level of enchantment and add trident books to this topic

  • 0
    Registered User commented
    Comment actions Permalink

    Make anvil's XP limit go further. Or completely remove "Too expensive". Otherways, with villagers now selling for example Eficiency III, you'll have to combine books to get Efficiency V. It is still possible to get the perfect pickaxe, if you do it right (novice players wont know the right way to combine books), but sooner or later, if you try to repair your pickaxe or whatever you're gonna end up getting "Too expensive".


    P.D: English is not my main language, sorry in advance if i made any mistake

  • 0
    Registered User commented
    Comment actions Permalink

    I absolutely HATE the way biome based trades are made. It is tedium, not difficulty. Moving villagers through the nether in boats should not be the best way to get enchants, that’s worse than lectern breaking. If you want players to have villagers all around their world, them make them easier to move, maybe you can pay a villager to ride a camel with you for example. If you want enchantment table to be a real competitor, change the too expensive system on anvils. This way combining enchants is an actual strategy. Maybe even make it specific to books the player enchanted themselves.

  • 0
    Registered User commented
    Comment actions Permalink

    I think you should consider making the wandering trader buy invisibility potions instead of selling them. I think that would result in more interesting gameplay. Players would be encouraged to make potions to help support their trading early on. I think having a constant selling price of at least 10 emeralds per potion ( that's 30 emeralds for a batch of three) would make provide incentive for players to explore potion making.

  • 0
    Registered User commented
    Comment actions Permalink

    Do not like the change. Has negative impact in SMP superflat worlds. If it does change, then allow a toggle option if a player wants it in their world or not.

    Also biome specific? very bad idea. My bases are usually in islands in the middle of nowhere, unless you plan to make it easier to yoink villagers from their biomes.

  • 1
    Registered User commented
    Comment actions Permalink

    In general, I think this is a good change. That being said, there are a few things that need considering.

    Villager trades really ought to be a data resource that we could edit in data packs. That way, players who really dislike the trade could just get a datapack to change the trades back to the old version. (Whilst you're at it, please make biome tags that define what biomes spawn the specific villager types!!!)
    Additionally, as some people have already mentioned, most new players probably don't know about the two secret villager types. Adding either new villages to the Jungle & Swamp, or making some kind of ruined structure in those biomes is really necessary if you plan on locking mending books behind these villager types.

    I also think a few of the enchant levels on the books need to be reworked; in particular, the Sharpness 3 book really ought to be a sharpness 4 book (as having to buy 4 of them for one tool is a bit much).

    Otherwise, this is a good change; getting literally any book from villagers by constantly resetting their trades was neither fun nor balanced. Getting different trades based on biome is a much more interesting and consistent mechanic, and I'd love to see many more biome-specific trades!

    also please let fishermen trade emeralds for tridents kthxbye

  • 1
    Registered User commented
    Comment actions Permalink

    Changing the librarians doesn’t make any sense, setting their enchantments wouldn’t make any sense, then we would have to travel around the world for not even a maxed level book? This would make trading tedious. By the time players are ready to start trading with villagers they obviously have to have the recourses to trade which still doesn’t take a short amount of time, setting up villager trading is already painful and can take several hours, this change could lead to it taking days and having it infinitely less rewarding. If this change is added i can confidently say all worlds i play on will not be in this version, even if the diamond generation has been buffed.

  • 0
    Registered User commented
    Comment actions Permalink

    For the most part, I like the change. I've always seen the librarians as too op, and don't believe maxed out enchantments are something we should be able to get too easily, as it makes things like the op loot in the End redundant.

    • Reducing the enchantment level of the books makes it so the player still has to work a bit to get the best enchantment possible, and xp isn't the most difficult thing to get.
    • Having the good books at the Master level makes a lot of sense, having to level the villager all the way up to get them makes it more of a commitment, and it's once again something you should have to work towards.
    • Removing the crossbow and trident books makes it so that you HAVE to use the enchantment table for something, which at this point was left behind.

    However, I don't think the biome specific villagers is the right way to go. You would either be going to each of your villages, having to carry around your ressources to trades, or move the villages to a centralised point after breeding them; both of these options feel more like a chore than anything.
    So maybe instead it might be a possibility to keep these 8 different trade tables, but randomise which one you get with each new librarian. It reduces the randomness that we currently know, as players will know what trade to expect when they get to Master, but it's still a bit of a challenge to get there. Keeping a little bit of randomness is not a bad thing in my eyes.

  • 0
    Registered User commented
    Comment actions Permalink

    Molto buona la 23w31a, mi piace la nuova iterazione con i villici. I diamanti in effetti erano pochi mentre ora ce ne sono a sufficienza anche per l'uso che ne dobbiamo fare adesso con le nuove corazze. 

    Il banco della forgiatura potrebbe avere un utilitò se usato con un oggetto speciale che il Maestro in ogni bioma ci dona per aumentare di molto la potenza di una qualsiasi arma! 

    Il Maestro come ultimo trading ha un oggetto particolare che puo essere una pozione speciale nuova oppure una specie di amuleto oppure una pietra rarissima.

    Con questo oggetto si potra dare una potenza maggiore all'arma che piu usiamo tramite l'uso del banco di forgiatura!

  • 28
    Registered User commented
    Comment actions Permalink

    I don't like it