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

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  • 1
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    So it's going to be less intuitive for new players... you know, since two of the village types don't even exist!! How many will wander around looking for a swamp village, get fed-up and close the game?

    And for the more experienced players, you're making something that was already a time sucking grind (since villagers don't link to what they're meant to in Bedrock anyway), into one where (unless you take all the adventure out of it and use Chunkbase) you are likely going to waste days of your actual life trying to find the biome you want, transport villagers from elsewhere to breed them in it, then roll and trade for a sub-standard 'top' level trade? How is that fun?

    This change will make early game especially so painful, grindy and long. How this change reads, I'm starting to think life is too short to waste on Minecraft if it's going to be so joyless.

    How about you try fixing some of the actually broken things (like Bedrock hostile mob spawning rates, or maybe a useful parity, like adding fear mechanics to villagers for iron farms) instead of breaking one of the few half decent, if slow and grindy things we already have?

  • 0
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    You need to consider a few things:
    - Finding a certain biome can be hard sometimes, but jungles, swamps, badlands and many others are considered rare biomes already. And that doesn't even contemplate the distance those biomes could be (from 1,000 to 10,000 blocks, sometimes). 
    - A villager breeder + the transportation method used might not be easy for new/unexperienced players, and all of that just for 1 enchanted book? The risk, time and effort are not worth the reward at that point, leaving us with fishing or looting (wich aren't realiable sources for certain enchantments).
    - It doesn't solve the enchantment table/anvil problems and surely won't encourage their use, as it just takes away the decent aspects of villagers and building a trading hall. 
    - It's not interesting nor skilful; it's rather redundant, overdo and invitation to not bother trading with villagers, rendering them useless at least for enchanted books and, again, it doesn't ensure that anvils and enchanting tables will be used.  
    - This is a sandbox game; pushing an "exploration" narrative defeats the purpose of free will/creativity and forces everyone to adapt to a single playstyle, which makes it linear, almost mandatory and boring. Not everyone is a hardcore adventurer player, nor wants to be one. 
  • 0
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    I think that's a very good idea, but i think it's not need in superflat worlds.

  • 0
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    I’m interested but wary of the suggested villager updates. I think there are a lot of additional changes that would be really helpful in moving forward with this. For example, creating jungle and swamp villages. However, I also recognize that not having these villages makes it intentionally more challenging. It might be interesting to add in more customization features into the world so that you could toggle whether jungle or swamp villages generate.

    The repair system for gear is also pretty harsh and it would be nice to have an overhaul of that since enchanting has been made much more expensive and you would lose the ability to utilize just any village you find.

    An overhaul of the rail system and transportation would be beneficial also for the purpose of transporting villagers. If players need to build villages in jungle and swamp biomes, well then it would be nice to have a great system for transporting villagers.

    I do find this proposed update overall exciting as a way to make the game more challenging and encourage exploration. And I’m happy about the wandering trader refresh since they are currently mostly useful as a source of leads.

  • 28
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    Its a wery bad.

     

  • 0
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    This is insane. Anvils cut you off and you're going to make things harder for the minority of try hard players? People who want this to be more difficult can set these goals for themself. Adding it as a feature no one can avoid is wrong when this game is a sandbox game designed originally for kids. Stop making things harder for the people who complain when they can implement these systems on their own, when all you're doing is making the game unenjoyable for casual or kid players. People should be able to choose how hard they want it to be, and this takes away that choice. Leave villagers how they are and suggest to players who want this that they can set it up by refusing to get trades that make it "too easy" especially when villagers were designed to provide trades no matter where you are.

  • 0
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    I can understand how villager trading feels overpowered to many players. It isn't hard to build a villager breeder and a trading hall in order to get fully enchanted gear. That being said, I don't really like these changes. While I can understand making it more difficult to obtain the top tier enchantments, I don't like the enchantments being biome locked. This change doesn't really make anything more difficult, it just makes it more time consuming. Instead of building one villager breeder and trading hall, now I need to build multiple. It doesn't make it more challenging, just more annoying. Likewise, limiting the maximum level of enchantments (like efficiency books only going to level 3) is just annoying, not challenging. In that case, I just need to buy more books and combine them, which just takes time away from the things I would like to do instead of making the game more fun to play. I think if you want to nerf villager trading, some item or method needs to be added to the game to restore the original capabilities for players that reach a late stage in the game. I would like to see some way of selecting the enchantments on my items so that I can quickly and easily remake the equipment I might have lost so I can return to doing something more fun than grinding to get my stuff back. Adding a lot of time consuming grinding tends to drive people away from a game, especially a sandbox game like Minecraft

  • 1
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    I personally think the is one of the worst ideas yet. PLEASE leave the villagers alone.
    Maybe put all the effort into fixing the million bugs?

  • 0
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    I love this change a lot, it makes villagers trading less OP and less accessible for early game, but for now this does need more stuff to make this more acceptable for most players. For example, this will make moving villagers, if your making any trading hall if you really want to grind or make one village, a lot more hard and annoying. So my feedback for this is to make them follow you with emeralds (example would be how quark does it) or pay them to make villagers follow you and make them be able to ride on llamas, horses, or camels. The animals idea will give a greater use on animals as transportation, for example you can pay 5 villagers to follow you and make them ride on llamas, you can use a lead for one of the llamas to make them all follow you to the required destination, which also makes llamas more useful for survival and possibly more used in servers.

    Another possible thing to balance the whole villager in different biome thing is to make biome maps tradable from Cartographers in a semi early level or another means of finding biomes in a vanilla way so people don't use external sites to find biomes. Even for jungle and swamps maybe make 2 new archeology ruins to show how there are different villagers you can make, this can be another way of telling that isn't the use of zombie villagers.

  • 0
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    While I understand the sentiment of villager trading for enchantments being too easy, trivial, or boring. This is not the way to fix it. From one extreme of all trades being moderately easy to attain, this snapshot goes to the other extreme of all trades being a tedious hassle to get. Don't get me wrong, exploring is one of the best parts of the game! But I can just imagine having to drag villagers along thousands of blocks to a biome (that most players already have an incentive to visit for other reasons) to get this or that trade. Sometimes having to place a lectern 10 times to get a trade you want can be more rewarding than what this change will do because it does not take hours. For example, mending, of course, is a late-game enchantment. But late-game should not mean grindy and monotonous. People like their trading halls! If Mojang decides to make this change, it should at least come with jungle and swamp villages. I think a compromise is needed, such as making a biome have greater odds of getting a trade, and not limiting it to just that biome. I would also like to say that the change of enchantments now being sold as a lower level is understandable, but should merit some kind of change to the anvil cost system. No one enjoys getting an alert saying "too expensive!" and frankly having to search online how to avoid it is not enjoyable or rewarding gameplay.

    I am very happy about the wandering trader changes. The mob desperately needs more enticing trades.

  • 38
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    I believe village need to be balanced, but this is not the way to do it. It'll only make dealing with villagers more tedious which will make it less fun. Especially locking trades behind bioms.

  • 50
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    This is an awful change, I've seen many of my newbie server players just quit trying to get decent enchanments and now it will even more hard to get them? Not to mention as how bad the anvil system is this change will practically make it next to impossible for people that don't put 200 hours into the game per day. This is not the way

  • 0
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    If you really want players to have different villagers having different sets of books depending on their biome, then we need to either :

    - Be able to travel to those villages' biome with ease (ex: crafting or obtaining a waystone when you gained enough reputation with villagers (kinda like in terraria))

    - Move villagers more efficiently. It really is a pain to get them where we want let alone a biome that we need to travel. So, for swamps or jungle biomes, we could maybe have a debut of a village with 2 villagers that would need the players' ressources to expand their villages and thus welcome new villagers.

    I do understand that villagers need to be balanced but this change makes it even more tedious to an already tedious system with how moving villager is far from efficient. Minecraft doesn't to be grindier than it already is.

  • 0
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    I think that some enchantment books like mending or Sharpness V should be unlocked at the master lever, however the biome specific villagers are kind of annoying. Let's say you wanted mending for your elytra but didn't live in the biome you needed for that enchantment. You would have to travel potentially very far just to get an enchantment for the item, and then you could lose your base or die and start all over which wouldn't be very fun for any players. Players are gonna quit because of this. And on superflat it's impossible to get a lot of trades so that ruins entire communities of players. Please just make OP enchantments unlocked at the master level. Pretty sure most players would appreciate that.

  • 0
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    Please do not go this direction, this is a horrible idea that will make that game become less enjoyable to play. There already have been a few bad ideas lately, this is definitely a bad idea. We were hoping to see more trades not less. 

  • 0
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    Picture this:

    I am the owner of a small-ish Server that my friends and I play on (10 of us in total). We love building large structures and creating complex machines and of course PvP all the time. However, most of us will be entering our 2nd year of university and we don't want to allocate all of our time to Minecraft.

    This change will make it extremely difficult for us to enjoy this game when we decide to start over on a new world. We do not have the time or patience to explore for thousands of blocks just to get good gear so we can build. Even if we choose a specific seed and somehow manage, how on earth do you expect us to constantly replenish our armour and tools if anvils break all the time and how stupidly experience hungry they are + the XP limit. Not only that, but since now you want us to move villagers across thousands of blocks, tell me and everyone else here how you would do that, as the 2 ways that are acctually efficient and fast (Boats and rails) are very expensive, either in resources or physical time.

    if these changes do go through, we would have to write some code to override this change or, worst case scenario, loose interest in Minecraft. (I will post a copy of this as a separate post)

  • 0
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    Second time poster, long time player.

    For avaliable enchantments via trading, there's alot that have been left out as already mentioned. There's also the fact that only the Librarian cares about what biome they are in. A fix to these could be to add the missing enchantments to other villagers, like crossbow exclusive enchantments to Fletchers, & fishing rod enchantments to Fishermen (you could add tridents to their trades as well, but only in special biomes for balance reasons).

    Currently, it feels very lack luster to only have one villager type care about what biome its in, and it may be worth it to completely overhaul what villagers trade in order to support this new feature. It could give rise to many more items being added to villager trades as well, possibly with extremely exclusive ones if villagers can recognize being born biomes like Oceans, Dripstone/Lush Caves, the Nether, or the End.

    It'd be awesome to make Shulker Shells renewable by conquering the Ender Dragon & setting up a Butcher in the End. Or a guaranteed chance for Skulls/Wither Roses by getting a Cleric safely to the Nether. Or a Mason that sells Deepslate. It's more useful than some of the current master trades.

    PS. I'm not saying there should be villager textures for every biome. That'd be alot of extra work. Please still add support for resourcepack creators tho.

    PPS. Currently, there are no trades for Lava Buckets. If you do add other biome-specific trades, please add this for challenge runs.

  • 0
    Registered User commented
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    The zombification nerf was needed, but the whole "biome exclusive trades" is unnecessary in my opinion.

  • 14
    Registered User commented
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    the end book being the same for every villager in the biome isnt a great idea as itll have everyone building their village trading halls into multiple biomes of villagers and it wont look very good at the end.

  • 0
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    I know I posted a comment earlier, but I forgot to mention one thing. It's important to understand the very diverse group of players in Minecraft. Some players prefer the combat and the grind. They like to go down into a cave for hours and hours and just get stuff through brute force. Other players like to find ways of automating and farming items so that they can do something else, like build a cool structure or something. Another group might play Minecraft for the mini-games on servers like hypixel. I personally fall into the second group. I don't have a lot of time to play games, so when I do, I want to play a game that I can enjoy, and doesn't force me to spend hours and hours grinding away just so I can get good enough gear to start a project. It's players like these that are going to feel like Minecraft doesn't value them over these changes. I personally think Minecraft needs to have something for the players that are more technical, even if it is more difficult than it is currently, we need to be able to build something that can give us the same functionality that villager trading currently gives us. That way we can build it once, and then we don't need to grind for gear again. Some of us are not "gamers", but we do like playing a game where there is a path to success other than "get good scrub"

  • 0
    Registered User commented
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    You're just adding tedium. Villager trading takes a while to make really worth it. Now you can't make it peak efficiency and it will take insane amounts of time to make a trading post of any real use. With the zombie/cure nerf it might as well be impossible. I don't see a reason to play past 1.19 any more. Whoever suggested these changes needs to reexamine what they think made the game popular and what it's about. They are currently mistaken.

    (Why can I no longer find my other negative feedback? You're not deleting hiding them to make it look like there aren't as many are you?)

  • 0
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    this should only be implemented as something in the world options once its released

  • 0
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    I'm kinda indifferent to this, but there are 2 things I'd like to see changed:

    - Make it so you can't get the same offer twice. It's really annoying to get something like 2 Curse of Vanishing trades on the same villager.

    - Please bump the special book trade to their max levels, or at least bump Efficiency and Sharpness to 4.

  • 1
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    So correct me if I'm wrong, but are you saying that there will only be 1 biome we can get protection 3 books from, and we can't trade for protection 4 anymore? Because if so, this will have a major impact on people trying to max out their enchanted gear, especially on something like boots where already we're at the limit of what we can do without hitting the pointless "too expensive" message which is a plague on all players everywhere. Also, what would happen to villagers from before the update which have trades that are from a different biome? At least please consider this. Make it a gamerule which is disabled by default, and can be enabled before world generation. This would hopefully save all old worlds, and would mean that this honestly quite controversial sounding update would be optional, meaning you aren't forcing it onto players who honestly hate the idea.

  • 1
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    This is a HORRIBLE change. I don't have 6 hours to spend moving villages to a swamp, and then trading up to mending, an enchantment that is necessary for a survival world. Plus, the only way to get mending is villagers and end cities. No enchantment table. First netherite, now this. Why are all of the updates just adding extra, unnecessary steps to progression? You guys should be adding more things on the end of progression, not making to more grindy to get there. That's right. Grindy. This doesn't make getting enchantment harder, it just makes it take longer. All the recent updates have done is made me spend longer holding one button down for hours. That's not fun. You claim to want to make to game more exciting, but this is not the way to go.

    It's been 10 days and my comment has not been approved, while TONS of others have. Why? Maybe this will refresh it.

  • 0
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    That's cool. But if you add an alternative way of getting mending, it will be even better

  • 0
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    ok there are a bunch of stuff i feel bad about
    1. are some of the upgrades need to be not fully leveled (like unbreaking and fortune) i don't see a good reason for those one specifically to not be full from villagers
    2. why are we in need of buying curse of vanishing? wouldn't loyalty or riptide be a better enchant to give the swamp villager? (then again no more trident enchants at all, so the next best option is to finally create magic protection that will protect you from the ender dragon's fire ball and witch's harming/poison potions)
    3. super flatters are screwed, maybe make it a setting for those players who play on super flat?
    4.  can we make smaller villager communities in the last two biomes, not full villages but maybe a chance for a bundle of swamp villager huts or one fairly big villager tree house in the jungle, with at least two or three villagers in each one. it would definitely reduce headaches and increase exploration for these biomes.

    5. wandering traders should sell coco beans and bamboo, because we know how hard it is to find jungles and how much it fits the "came from a far place to sell minute goods" idea they have not as if doing so will make the traders OP anyway.

  • 0
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    When we do Trading, we already had to spend so much time trying to get the enchantments we wanted! Hours!! I was hoping trading would become EASIER. I'm literally in the middle of a Trading Hall build, and I might just give up on trading after this announcement. It's so LAME, why do we have to make like 10+ trading halls to get all the enchants???? I'd rather sit by a mob farm and grind enchanting books, instead of making SO MANY TRADING HALLS??!!! How are we supposed to travel across all the biome types, just for an enchant book??? If you thought it was too easy before, well now less people are going to interact with villagers, and they have become even more ignorable. Great job if your goal was making them undesirable.

  • 0
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    I think this might be a good change but there are a few problems. First the enchantment levels Villagers trade seem to be slightly lower, so people would need to use the anvil more. This will make it easier to reach the Too Expensive limit which should be either removed or at least be raised by a lot. Second it is pretty annoying to move villages to different biomes in survival, so it would be a good idea to add Jungle and Swamp Villages if you want to make this change.

  • 0
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    Don't change the villagers. They are already hard to get. Don't make them harder. I fully support the wandering trader change.