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

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  • 15
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    3 reasons for don't add this : first : for palyer need to walk 10k block for find a jungle for just a ONE enchanted book... not very good

    second: for farming book it's not very very good

    third : 8/10 or more don't like this feature

  • 0
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    I think adding some new/stronger enchantments to the master level villagers of each biome instead of limiting the player's ability to get every enchantment from on villager is a better idea.

  • 0
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    please do not add this!! no one is asking for it and it doesn't add anything to the game, in a lot of other parts of Minecraft harder things= are higher rewards ie fighting the ender dragon you get access to the end islands with good loot, or finding the deep dark you also get good loot. adding this is just making the game harder for no reason. maybe adding higher chances of specific enchanting books for specific biomes could be good!!

    adding this will mess up every villager farm there is.

     

     

  • 0
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    This biome thing is actually, like unironically, the WORST change they've ever added to Minecraft. Like worse than the chat filter even. THIS is single handedly the reason I'm probably gonna be quitting this game very soon. Constant terrible updates, a toxic community on most servers and annoying and unplayable singelplayer features. I'm completely done with Minecraft as a whole. Please, I beg you PLEASE, remove this villager change Mojang. 

  • 10
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    Making stuff harder to obtain, what a great change for a SANDBOX game!

  • 1
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    For this to work you need to make villagers easier to transport (perhaps on the back of carpeted llamas or camels) AND you need to remove the Prior Work Penalty from anvils.

    What about librarian trading is overpowered? It can take hundreds of cycles to get the desired enchantment (mending, usually). But why do we grind to get Mending? Because of the Prior Work Penalty! I have to merge several enchanted books to get Fortune and Efficiency and the Prior Work Penalty means I'll only get to repair the tool once (if at all). To make the effort worthwhile, we need to find Unbreaking and Mending from Librarians.

    If I could merge the books I need to and also repair the resulting enchanted tool (and replace the anvils) as needed, I would happily do so. If players want to instead find Mending to save resources, this is a good change. It would make the desired enchantment a guaranteed outcome. But without an easier way to transport villagers (and maybe some ruined swamp village remnants to help casual players understand you can build a village there), you can't make a *required* enchantment more tedious to obtain. But it's only *required* because of the Prior Work Penalty. You are solving the wrong problem.

  • 0
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    This is really good making villagers not the most op and only viable enchanting but I think you could make mending be for plains, dessert, savanna, or some more common biome so that casual players can discover/get it since its not available in enchant tables. Alternately is making a jungle village that casual players can find for it. Otherwise really good done.

  • 1
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    Please do not add this I would rather break a lectern 100 times than transport ever villager from 7 biomes keep in mind I have to breed the villagers in the swamp and jungle because there are no villagers there all to get not even max enchantments when at master level which will waste alot of xp if people don’t know how to combine books in the right way to get the too expensive message in the anvil this is just making it more of a grind and not really solving anything

  • 1
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    Minecraft is about allowing everyone who plays it to play the game their way. Yes, villagers have been known as "OP" for a long time. But for people who think villager trades are too easy, there is a simple solution that does not ruin the game for everyone else: if you don't want to trade with OP villagers, don't. It's that easy! But making the game this much more difficult for the majority of players who enjoy the way it is now will upset more players than not, and remove a huge part of how people like to play. Setting up all the villager trades still requires a lot of patience and work the way it is. If players want a challenge, it should be from something new, not from ruining what we already have. If villagers get nerfed, how do we know that other changes won't happen in the future that will destroy the worlds we've been playing in for years? Minecraft's popularity survives based on how well Mojang listens to what the community wants. If they ignore all the players who do not want their villager trading halls to be rendered useless and new villager systems to be more tedious, players will simply not enjoy the game nearly as much. And the few who like this change will not be too disappointed if it is removed, as you can't miss something you never really had. If Mojang decides to leave this change in the snapshots, it would be best to assure the community that it will never make it further than the Experimental toggle feature.

  • 1
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    If you want to add this don’t make librarians biome specific instead make it so when you place a lectern that they will become a certain librarian that at master level gives you at least max level enchants please efficiency 3 what is this I will need to combine five efficiency 3’s with each other just to get efficiency 5 lets not even talk about the xp needed to do this the anvil will say too expensive

  • 0
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    Biome-locking trades just completely destroys the superflat experience. How are we supposed to get the books?

  • 0
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    From my point of view villegers are quite useful and this update removes the best part of them. I love making trading center with villagers and this update will ruin my normal gaming experience. If someone thinks villagers are too strong, they can easily not use them.
    On the other hand, the discount given by villager care is far too strong and almost senseless.
  • 8
    Registered User commented
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    Think about people with tridents crossbows and fishing rods don’t say I have to fish for these enchantments I am rellying more on luck now that I either have to fish or look through structures ro find them with villagers it is not a luck issue because at the end if you keep breaking the lectern you will eventually get what you want it’s all a mental state

  • 1
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    I like the change to the librarians, and it feels like enchanting might be a better option for earlier on. The one thing I would really like to see with this change is an achievement that hints towards biome specific trades. A friend of mine suggested the name "World Literature", with the goal being to get at least 2 or 3 exclusive book trades. As for the wandering trader, I think it would also be nice to have it accept items that are biome dependent, maybe it spawns in a mesa biome, and thus wants 16 yellow or white terracotta, or on a beach it wants sea pickles. After all, the wandering trader needs to get those rare resources from somewhere!

  • 1
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    It's a very interesting idea, but this might also be the perfect time to properly add the new village types for the swamp and jungle biomes (even if they reuse some other building types and replace some wood types to jungles, etc to make it a lot more easy to program). And perhaps also add a deep dark village or something related, like very randomly give the wandering trader some of the books from that biome. It might also be very interesting to find a wandering trader in the nether to sell randomly some nether woods and materials and from time to time some random soul speed book too. But wait... what happens to single biome or super flat worlds, how to get all the books there? And PLEASE, I get a leash might not be attached to a villager so it doesn't look like a slave or so, but at least is not possible to add some sort of item that might help moving villagers, like when you show them an emerald, that might be used to make the villagers follow the player, or perhaps an emerald block? Also at least I would make sure that the maximum level of the fixed trades is one level minus than the maximum, so instead of giving Efficiency 3, I would give 4. But overall it seems like a great opportunity to improve the gaming experience :-)

  • 0
    Registered User commented
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    Unless villages are going to be added to all biomes, this kind of sucks. Moving villagers is a huge pain. Why not make the trades just cost more? 

     

    I would much prefer quests from villagers, like "collect X amount of cobble so we can build another home" ect... ect... we would also benefit from more villager types. Why not Bee keepers, lumberjacks, or fisherman? There's so much more you could do than make them super difficult to deal with. I could totally get with making villagers less OP but making me haul to villagers thousands of blocks to breed it somewhere else? No

  • 0
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    If we can't get Max Level enchanted books from a villager, then it will be pointless to even play with villagers at that point; I'll just take my chances with the enchantment table!  I'm not going to wander all over the map searching for them all if I can't get max level enchanted books.  So give them max level books OR at least add the max level enchanted books to the treasure looting tables so we have a chance at getting them elsewhere.  

    I think the change to the Wandering Trader is great!  I was just telling a friend that we should be able to sell to them, however, you've got to do something about them leaving their lama's everywhere because they don't despawn and seem to be taking up passive mob cap. If that was fixed in the last update, I wouldn't know because we disabled that guy.

  • 15
    Registered User commented
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    I Am Not The Biggest Fan Of The Villager revamp i dont want to spend so much time and xp trying to get good gear Thats Not my kind of style. Sincerely BoogMonster

  • 1
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    Make it a toggleable feature when starting a world

  • 19
    Registered User commented
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    Why not gatekeep enchants via materials instead of painful villager transport?

    I'd rather spend materials that I mined and/or crafted (like netherite) on specializing a librarian instead of moving a very twitchy mob with minecraft's (understandably) lackluster mob transport options.

  • 1
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    i find this change to be incredible; enchanting since 1.14 has become a process that requires zero enchanting, and almost no exploration. i personally think mending shouldn't be a trade at all, and relegated to the end cities (and maybe kept in ancient cities, both are endgame structures). mending drastically changes gameplay in an endgame fashion, and thus should never be obtainable in 30 minutes of a world with little effort and just a bit of tedious rolling. super happy to see mojang beginning to address the busted villager trading abuse. 

  • 1
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    Just my opinion, a little luck added to the game makes it interesting. Some people have worked and perfected systems to zombify and cure villagers, and it takes time and understanding to do right. Having to sit around and hope that you get the right enchant is sometimes rather boring, but is all made up for when you are able to get mending for 1 emerald. When I load into a server with friends, we all have our jobs, and mine is usually villagers because it's a system I've learned and perfected. Besides the fact that you could potentially have to travel great distances for a certain village trade, it eliminates the sport from the game. People have to work hard to get a trading hall full of 1 emerald trades, its a grind. I don't think every aspect of the game needs to be easier for players who aren't willing to put their head down and grind out getting their specific trades. Sure, maybe diamonds need to be a little easier to find right now, but it is so much more rewarding when you do find them. The little luck combined with the overall grind is an important aspect to the game and that shouldn't be taken for granted. If you think that they should be be 1 emerald, raid farms already exist and give infinite emeralds. Taking away the 1 emerald trade is a minor inconvenience in the scheme of things and having to double it triple zombify is part of the systems people develop. Please keep it the way it is now.

  • 0
    Registered User commented
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    It’s already decently difficult, this change is terrible, we do not need to keep getting nerfed over and over through the updates (e.g.: skeletons shooting faster the closer you are, creepers doing a ton more damage the closer you are to them, attack cooldowns, and many more). Minecraft is supposed to be easy to get into and fun, not dark souls. This only nerfs early game, not late game, early game is slow enough.

  • 0
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    Utterly horrible changes. Just extremely tedious. Maybe Youtubers and children have the time to waste potentially hours looking for a specific biome with a village, but normal adults don't. Besides, it already takes hours to set up a villager trading base and even more hours to reset the villagers until you can get a decent trade. These changes don't offer a reprive from that, they actually add onto it. I say scrap these terrible changes immediately and try to think of something better.

  • 1
    Registered User commented
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    This is only making the game tedious, not fun to travel 1000 blocks in the nether just to have a Laggy trading hall in a server or low spec pcs.
    This update just will players to add datapacks to errase this error update. And I tell you again, this is a bad idea that only make the game painful for all players.
    It’s okay if you want to nerf the xp amount in trades, but please for the good don’t touch the trading system.
    You should be focus to make an actually good update, idk End rework? Biomes rework? Not just put an empty biome like the cherry blossom and just that.
    You aren’t a indie game any more, you are the most seller game in history, so behave like that.
    Stop pls.

  • 0
    Registered User commented
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    i think the new update is fine except for blocking out maxed out enchants for some of them :(

  • 0
    Registered User commented
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    also i dont agree with removing curing stacking

  • 0
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    I would not like this to be added to the game because you will have all of your villager trading stations scattered around your Minecraft world which will be annoying for a lot of Minecraft players, if this is added to the game many players may just stay on 1.20.1 just like what happed when the 1.9 came out players stayed on 1.8. Please don't add this to the game it will ruin it and it will be very annoying.

  • 25
    Registered User commented
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    Bruh this makes no sense for superflat because there are no structures on superflatand it’s only one biome for superflat so you are expecting them to fish for enchantments that is impossible

  • 0
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    I saw an idea commented on a youtube video suggesting that we could train villagers up somehow, maybe by providing relevant items or by teaching them enchants from the table. I like this a lot more than having to go to different biomes for different books and trades because while it would include more exploration, I would still be able to easily create a home village in one place and access the higher enchants I'm looking for. I don't really want to spend my time combining books to get better enchants!

    I'm a casual player and I enjoy lots of different aspects of the game from building and farming to exploring and sometimes even 'going for a walk' in a minecraft world. So, for me, reducing the villagers' capabilities and spreading them more thinly would be more frustrating than fun because it would become a chore to find things. I see why the librarians need to change and I'm no fan of constantly replacing lecterns but I don't think this idea would work for players like me.

    While we are on the subject, I would also like to see a bit more thought go into their happiness. At the moment, the best way to get trades is to lock them up in a hall, which feels a little uncomfortable. I like a free range villager so it would be great to see ways to increase their well being - maybe things like providing specific foods or other gifts - and maybe this could go alongside curing as a way to bring trade costs down temporarily. This might tie in nicely with the idea of training them too.