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

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  • 41
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    This wrecks the game because now you have to transport villagers which is already absolutely horrible, and the "Too Expensive!" thing on an anvil will be so much more of an inconvenience. I will most likely stop playing Minecraft for a while if they make this a permanent, not togglable feature. I feel very strongly about this. Personally, I would like a more fun but not necessarily easier way to reroll villagers.

  • 4
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    Это однозначно изменение к худшему.

  • 37
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    DONT CHANGE THE VILLAGERS PLEASEEEEEEEE ITS ALREADY FRUSTRATING ENOUGH TO TRANSPORT THEM

  • 1
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    Putting the librarian discussion aside, the expansion of trades for wandering traders is a step in the right direction. Opening up more options with more exotic items would make them more unique and useful.

  • 0
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    I really dislike this update. It is making an already grinding process, all the more grinding. It continues a general movement that is against how I like to play the game and I have been playing for 10 years now. I can understanding wanting to press people to explore more, but people already need to do it to gather all the new blocks. How will you manage villagers that do no have a their own village generating in the game? How will those with superflat worlds be able to get the different enchants. I just really do no like it.

  • 0
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    If villagers are no longer a reliable source of mending in worlds where wet or hot biomes are not close to spawn, a duplication system or items saving even after they break (similar to the elytra) should be considered as a way to balance out these changes. Villagers were not "balanced", they were nerfed.

  • 0
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    I think it's one thing to limit zombie curing and not allow rerolling trades, but limiting the max enchants and forcing players to breed villagers in certain locations is too much. Minecraft is supposed to be for different types of players, and this is pushing a more hardcore playstyle on the most casual players. Villagers are only OP if the players use every aspect of their trading mechanics, and even then, some players like them to be OP since it lets them focus on other challenges. The biggest challenges in this game should be things like the traversing the deep dark and bastions, which don't have to be done to fully enjoy the game, instead of calculating levels to not make it too expensive to put enchantments on a pickaxe and getting those levels to combine even more books than before. It's already often difficult enough to get the max enchantments, it doesn't need to be more of a headache. Please, let casual players play like casual players, not everyone wants to have everything be more of a challenge. The people who want a challenge have the option of just not using villagers to get enchantments.

  • 0
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    Please, don't make these books harder to get, I HIGHLY recommend if you are going down this path to have UNIQUE enchantments for these villagers in these biomes. New ones not old ones, maybe make the enchantments of the biomes make it easier to travel the biome

    Examples:
    Plains - An enchantment that makes you walk faster on path blocks
    Jungle- Able to climb over leaves easier
    Mountains- Maybe an enchant to the elytra that makes you hover for a bit in the air OR launch you up in the air like the flying abilty in TLoZ Breath of the Wild
    Swamps- Temp spawns Lili pads or a leaf like item that allows you to walk on water [and doesn't destroy your crops like frost walker]
    Desert- Immune to cactus damage

    Things like this would make exploring the world that much more fun


    ALSO PLEASE REMOVE LEVEL CAP ON ANVILS OR MAKE IT UP TO LEVEL 100 PLEASEEEEEE

  • 1
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    Big fan, although I think the villager nerf is a tiny bit too hard. For me, it is mostly about the early-game. Pondering to a village and repeatedly resetting a librarian's trades until I see mending. A big nerf to this is making the villagers have master trades (as you've done) or semi-master trades to nerf this rapid trade cycling. Meaning that one would have to fully upgrade a villager just to get a chance of getting that lovely mending. A lot of resources would have to be spit into the villager. Making getting mending more frustrating but rewarding. 
    The librarians just should be that controllable. Just like all the other villagers, the good trades are saved for last. And the semi-good books could potentially be excluded from the first trade.

    And your data/resourcepack image splicer is a clear sign that you are working with the community. Thanks for that.

  • 0
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    I actually really like this change, as a technical player I like how it will encourage me to make villages in place I never have before.

    I would suggest two changes however, firstly, the special book enchant level should be the maxium possible. With the current enchantment system two enchanted books of the same level are NOT treated the same. For example if you take two protection 3 books and combine them to make protection 4, this protection 4 will cost MORE to put on your armour then a straight protection 4 book that you got without combining books. This means if your like me and you like putting all the enchantments on say your boots, then getting any book from a villager that isn't max level isn't worth it because it will cause your enchanting cost to be too high.

    The second change I would do would be to add an additional type of villager to the game (similiar to the jungle and swamp villagers) which will beable to trade all of the enchantment books that were removed from villagers with this change (channeling, loyalty, riptide, multishot etc). My suggestions are a deep dark villager or an end villager. To beable to cover all of the enchantments you will probably need more then 1 and besides this is a great excuse for the art department to get creative.

  • 1
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    I really like the changes but the only problem is that you can only get to level 3 which means you have to combine books which guarantees that you will get the too expensive message in the anvil. I think a good way to fix this would be to have it be so each book has a certain amount of levels it costs that does not change, so hypothetically an efficiency 1 book would cost 5 levels to enchant every time and mending could be 15 so each book would have a set amount of cost. this would be a good change because it means non max level enchants will be useful because right now if you use one it will raise the enchant cost which means if it is not the max level it is useless. Also it will make to system much more controlled and easier to do so you don't have to everything in a specific way so you can put all the enchants on. Also it would make sense to make combining books not cost levels because otherwise it would be a waste to do that. also I think a way for players who don't know to figure out that you can get specific books in different biomes.

  • 1
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    A lot of people are very upset about this change. I have a proposed solution that could make things more balanced, without resorting to this nerfing:

    1. Scrap the biome specific trades completely. If you’re going to add biome specific trades, add them for all villager types, not just Librarians, but make them something new and exciting. Swamp villagers could give you Wet Walker where your walk and sprint speeds increase during rainstorms or when in 1 block deep water. That’s just an example. They could be things that are actually specific to those biomes or related to them in some way.

    2. Keep the effect that you can convert zombies up to 5 times for maximum discounts, but make that discount slowly decay until it goes from 100-20, so they keep some, but not all. This means you’ll need new types of innovation to repeatedly convert villagers even after they have been converted if you want to take advantage of the maximum discounts, but there is still some benefit to just converting once. This adds innovation, not removes it.

    3. Villager books should be offered by the level of the villager. Novices get normal enchantments that you could get at an enchanting table from levels 1-10, apprentices could get levels 11-20, Journeymen levels 21-25, and Experts levels 26-30, and Masters would be the only ones with treasure enchantments, or even add silk touch, fortune & unbreaking. Then, make it so you can see all the trades they will learn.

    Add options for innovation, don’t remove them.

  • 0
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    Getting rid of the break-and-replace-lectern gameplay is definitely a good choice, that was never a good gameplay loop. But I think this just makes the gameplay of trying to get the best gear possible frustrating in a different way, and I don't think it's a more fun one. I think any nerf to librarians needs to be accompanied by other changes to the enchanting system. The reason people use villagers is because there's no other reliable way to get the enchantments you want; i don't think these changes alone make the game any more fun.

    I think the best system is making enchanted books harder to get, but reuseable, either directly by just not being used up anymore, or by having them be replicateable somehow. Then you can spread the books out all over the world; some sold by villagers, many found as loot in different structures. That really rewards exploration.

    I also think biome-dependant trades are interesting, but weird when implemented in only one type of villager. They present a lot of interesting opportunities though, and expanding it to more villager types would encourage finding villages in multiple locations rather than carting villagers back to your base.

    abandoned swamp and jungle settlements should be added if biome type is relevant though. This encourages building your own villages but feels more natural and doesn't rely on outside knowledge

  • 0
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    As a dad who balances work life with family life, as well as recreational activities when I have time, (including minecraft) I think this is a terrible idea. I don’t want to spend my minecraft time searching for biomes, and sometime transporting villagers there to build a town, all so I can get a book. I want to relax and build and mine with my effeciency 4/5 pickaxe, axe, and shovel. I want my mending and unbreaking, and I want to be able to get them from a trading hall that still takes me days to build, since I can only play for at max an hour a day. PLEASE!!! Don’t implement this. My real life responsibility come first, and I would have to probably give up minecraft.

  • 0
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    I'll echo another when I say, this ain't it chief. I like the current system, please make other changes like fixing how villagers will stop using their workstation because they've wandered too far and other villagers will take them unless penned in forcing issues like too many villagers being assigned to the workstation and trader halls almost being a requirement of 'endgame'. AKA make it so we can actually build towns and not just halls - it gives more content with very little extra blocks (if any) and fixes long time bugs.

    Also for people complaining it currently isn't balanced enough, just go play hardcore then!

  • 0
    Registered User commented
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    This is more harmful than beneficial. Some enchantments are held by villagers from biomes that do not have original villages (e.g. Mending is supposed to be obtained from Swamp but there is no Swamp village) which means we must find a Swamp and bring villagers to there manually, and this only bothers players by increasing big amounts of time and works. Also there's no vanilla teleporting approaches in survival mode (yes players can build a railway system but it's a thing in the very late stage!), meaning that we likely have to run thousands miles from our base each time we want to trade a certain kind of enchantments.

  • 37
    Registered User commented
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    I think this is a bad change it's already a grind to find villagers, breed them, cycle to find the trade you want and set up a trading hall.

  • 0
    Registered User commented
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    if someone makes a flat world then there should be an option to super flat world with biomes or auto biomes would load on super flat world!

  • 0
    Registered User commented
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    if someone wants to transport a villager it gave him it will take so you should add something to help with that

  • 0
    Registered User commented
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    I have actually played with this a bit today and really like it.

    A lot of the "don't do it" comments seem to be working off of some misunderstanding of how this works.

    • The trades a librarian has depend on the villager's clothes, not which biome they are currently in. You can collect all your villagers in one place, you don't need 7 different trading halls.
    • Normal enchantments can still be learned at max level, and it is possible for one librarian to learn all four from the biome. In my tests today my very first librarian actually ended up with Bane of Arthropods V, Punch II, Smite V, and Protection III. There is real potential here for a full librarian trading hall with just 7 villagers, major reduction in lag.
    • Because each biome only has 3 normal enchantments available, there is much less need to repeatedly break and replace lecterns to get things set up and find the enchantments you want. Yes, the tradeoff is working to collect villagers from different biomes (and potentially transport them), but at least that work is guaranteed to move you toward the goal of the enchantments you want/need. where with break/replace there is never any guarantee, only tedium and frustration.
    • Replacing a lost/killed villager with a normal book will be easier. Replacing a lost/killed villager with a special book is guaranteed.
    • Breaking and replacing lecterns forever isn't fun for anyone, at least some people enjoy exploration.

    The concern about superflat worlds is a very reasonable one.

  • 0
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    This feels a lot more balanced overall, requiring a bit more work to get the endgame items/enchants. And the Wandering Trader changes are simply good, no questions asked!

  • 31
    Registered User commented
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    This honestly is not a great change. It will make it much harder to get the trades you want, making the game much more tedious. Trading already takes hours as it is, and this will contribute to it.

  • 0
    Registered User commented
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    WTF... How do I vote no? Minecraft has already become such a struggle. Can't get friends to play because survival is a grind fest and building isn't as rewarding in creative. Maybe instead focus on fixing bugs and making the controls work properly. Playing with anything other than mouse and keyboard is horrible. So many things need added and fixed and y'all are trying to nerf villager trading? 🙄

  • 0
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    The changes to villagers adds nothing to the game. It removes choice. It is a net negative change that moves towards a defined style of gameplay. It destroys superflat worlds. If this change effects my existing world that will be the end of Minecraft for me. This is a sandbox game that I play for fun in my spare time. There is literally NOTHING stopping people who want more challenge from create more challenge for themselves. Not everyone has 40 hours a week to grind out gameplay for a youtube channel. This change ties in with the same mentality that Mojang has taken with the armour templates. If you want a rare one play forever. What are the stats on the players who have EVER been to an ancient city. S A N D B O X  game. People create their own challenge. Stop trying to make it more complex to make youtubers happy. 

  • 0
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    This is not a good idea. We want to be able to build cities and stories and develop. If you keep making it harder and harder for players to progress with good tools and armor, there is no way we will have time to create anything. Unless you are someone who is an absolute expert and who spends all their time on Minecraft, this update will not be enjoyable for you. I play a lot of Minecraft and have been for years so please do not ruin this game for me by making us grind for things we already had. If you want to add more work for players, add new things. Don’t take away things we already had and make extra work for us for no reason.

  • 0
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    This is a terrible change. Why make the grind harder? Villagers are hard to work with now. It's not like getting all of the trades was easy before, and this makes it harder for no real reason. I understand wanting people to explore. But forcing them to just for a Protection 3 book? Not even max-level trades? I won't bother with villagers anymore, and I used to interact with them every single world I played in.

    What about starting long-term worlds? If you don't have a swamp for thousands of blocks, you're traveling super far just to find the biome you want, making the world bigger and more laggy. And why? The trades aren't even good.

    And bringing villagers back for easy trading to your base? No one will want to travel a villager alllll the way back to their main base.

    And the XP problem. On Bedrock, it's not easy to get. You can only combine so many times in an anvil before it's too expensive. Why? Especially if we can't even get max-level trades from max-level villagers. Can you get max enchants on armor thanks to this? None of it makes any sense.

    I understand wanting to overhaul villagers and maybe make them less powerful. But this makes it just plain stupid and not worth it to ever work with them again. If this takes effect, I won't be starting any new worlds and likely won't be playing again at all. Especially since I'm paying for a realm! No thanks! Not paying for this.

    Not to mention getting rid of extra zombie cures. it wasn't easy to do, but made the game fun. This sucks.

  • 0
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    While I appreciate the encouragement of exploration by locking certain trades behind regional villages, locking trades behind the swamp and jungle villagers feels unintuitive for a new player. How is a new player expected to figure this out when there are no villages/clues in these biomes?

    Certain changes are undoubtedly welcome, such as no repeatable/stacking discounts. It was very obvious that stacking discounts were broken, as you could easily obtain an emerald for a single stone block. If anything is retained in this experimental feature, I would like it to be this.

    A concern I have is the accessibility of max enchanted gear. Having weaker villager trades to encourage the use of the enchantment table is fine, but something must change about the anvil. As it stands, the anvil seems to arbitrarily change costs depending on the order in which you apply enchantments. Of course, there is an underlying logic to this cost, but it is not made apparent to a player how it works. Instead, players must rely on external resources to optimally enchant gear. This problem is exacerbated by the removal of max level books from villagers.

  • 0
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    My main concern with this is the anvil costs. While I'm fine with spending more XP to max out my tools the anvil xp limit could be a problem. I suggest reworking this along with the villagers. Another concern I have is villager transportation. It is very difficult to transfer villagers long distances so I would like an easier way to do this now that I'll need to have villagers spread out across the world. Overall I think this is a good idea but the issues I talked about are very important and I think they should be addressed before implementing this change.

  • 0
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    I dont like that it nerfs superflat, also why only librarians? Maybe they should do something eith the other villagers too. Like the ones that sell enchanted equipment can match? Or be opposite so you have more ootions on how to get it? I also dont like that the fishing rod trident etc dont have a place to get books. I think its neat in theory but there needs to be other options available for peopke that like playing different challenges and not just standard vanilla, especially if its an ootion in the base game and not a mod.

  • 0
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    This is not the problem nerf raid farms or remove them from the game entirely. You’re just making dealing with villagers which is frustrating enough even more difficult.