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Let's talk about Villager Trading! - Cartographer, Armorer (Experimental)

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  • 5
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    For the first time, I am disappointed with the innovations with villagers. I don't like that residents will now have to be transported from all biomes, it will be very problematic to do this on servers. Therefore, I ask you to make a switch to this function, so that those players who like the villager's trading updates can use them, and those who don’t like it, like me, can turn it off. Well, I didn’t like the armor update either. I, as a person who does not like to go to the mines and mine diamonds, always bought all the tools and armor from the inhabitants. It was convenient for me, so I ask you to make a switch for this too. The only update I liked was the mapper update. Adding new maps is an interesting move, but one that I don't really need as I hope I can trade with the new villagers the old way. Thank you for reading

  • 1
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    I was not a fan of these changes originally but now with the added changes I'm starting to turn around there is still a bit of a problem that I feel needs to be addressed and that is moving/leading/spawning villagers to make the jungle and swamp villages to get these. I feel like one of the easiest solutions would be borrowing a note from Terraria. if you get a bell and there are three to four houses around with beds, walls, doors, and a roof. the player rings it and in a few days three villagers spawn and then they can start breeding like normal. another thing can we please separate the villager greifing and mob greifing in the game rules? My friends don't like playing with mob griefing because of creepers but it's annoying that the villagers can't breed so just give us the option to do either.

  • 0
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    I think this is very good update it will balance the game a little more!

  • 6
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    You should set up a poll to see how many are for or against it.

  • 8
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    I think with these new changes villagers should be easier to transport. Maybe there attracted to emeralds? Honestly I'll be fine with any of these changes along as there's a better way to transport villagers.

  • 0
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    I think the changes are pretty positive so far, I find the fact of straightforward finding other villages by trading maps a nice change, and the fact you could obtain diamond armor so easily with armorers was one of the things i very wanted to be changed since 1.14, so I'm glad it's been addressed.

    There's some things that still don't convince me about the librarian trades though, such as the fact that most books at Novice level can still be obtained at such high levels (like Smite V, even if Master only sells you Sharpness III). Probably should limit all the trades to level II or III max to be consistent on that end.

    Another thing I'd suggest would be swapping the Power and Unbreaking trades, because I consider the former a pretty OP enchantment at the same level of Sharpness, or even more powerful compared to Unbreaking. We already have to achieve a Master librarian in swamps to obtain Mending so it won't make much difference, also ideally the order of non-Master books wouldn't be random, as books such as Infinity or Looting shouldn't be obtainable until Journeyman in my opinion.

    As a last thing, considering a lot of enchantments have been removed from the pool, how about making enchants for crossbows and fishing rods be obtainable through the Fisherman and Fletcher depending on the biome? I think that'll be a way of making those two professions a bit more interesting, while making these enchantments obtainable through trades again.

  • 2
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    These changes are generally good, but need a few additions in order for these changes to be better than what we have:
    1. We need to be able to transport villagers easier. Whether that be by Llama caravans or improving the awful rail system by increasing speed and chaining minecarts.
    2. Adjust the biome temperature system. Currently, medium temperature biomes are way too common, which makes wandering in one direction looking for a rare biome a massive gamble. (Deserts especially should be more common as the only significant source of sand.)
    3. Remove the "Too Expensive!" restriction from anvils. Slowly improving a tool or armor piece by adding small enchantments is not feasible, which means we have a progression spike instead of a curve. We already can't have "the perfect gear" due to mutually exclusive enchantments, and that's fine. So I suggest that the more a tool is repaired in an anvil, the less durability gets restored per material. You can delay getting mending for your favorite diamond pick, but only for so long before you have to spend a ton of diamonds to repair it.
    4. There should be a method to change a villager's trades. We shouldn't have to unalive multiple villagers before we get the trade we want.

  • 6
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    Hi! Could the new villager changes please be removed or opt-in only, like a few gamerules? These do not seem fun or fair for old players. The cartographer ideas are neat, but I am very upset about gamemodes like skyblock and superflat no longer being able to obtain some diamond gear items. In the basegame i do not like mining underground for diamonds very much because it is a sandbox game and i do not have fun spending my time that way! I find it convenient and simple to spend time with my villagers in one single village and buy all sorts of armor and books that i need, rather than pushing them up to thousands of blocks away to different biomes and being required to travel around to get different books. Thank you for reading! -Viv

  • 7
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    My perspective as someone who builds community services in servers: I despise the new villager balancing.  Villager trade halls alleviate the grind for new players and let them actually focus on the fun part of minecraft, and this ruins that. Diamond armour is no longer renewable, actually useful enchanted books are no longer renewable, and if you want to make a barely useful at all trade hall you now have to travel across the whole entire world. You haven't rebalanced this, you've nerfed it to the point of unusability. Now multiplayer servers are just resource squabbles again.

    The cartographer changes are good though.

  • 5
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    I have played this game for nearly ten years, and these changes specifically feel very detrimental to the current state of the game itself. Treasure enchantments such as mending are already tedious and difficult to find without villagers, and since these enchantments are a borderline requirement for tools and armor to be maintained in a world making them even more tedious or difficult to obtain feels like a step backwards.

    I'm not sure I mind the changes to the villager trade system but I truly feel there are other things that need greater attention before addressing this. The only alternative to villagers for enchantments truly is the enchantment table, which doesn't offers treasure enchantments, does offer curses, and has no way to benefit an enchantment above 3rd level, this method already requires both the gear itself and Lapis which can be difficult to obtain if you are mining for it as well. Truly I feel the table itself should be made to be a better alternative to villagers before the idea of reducing the villagers to a greater tediousness than they already are.

    In addition to this, the anvil desperately needs a rework. The level and work station detriment requires the building of either a dedicated high output XP farm to gain benefit from it, or hours of AFKing at a spawner farm rather than spending time playing the game and exploring as you so wish us to do. Please keep the fundamental idea of these changes, but address other things before updating something necessary.

  • 0
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    This feature is a really good feature and shouldn't be just an experimental feature. 

  • 10
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    I like the Cartographer additions, it would be better if they sold different maps of that type instead of a map to the same location. I'm ok with most of the Armourer trades as well, however, I'm still not ok with the Biome trade locking. I don't have time or desire to setup several villages to get the trades that I want. Also Lvl 1 enchantments for armor will end up for me taking them all to the grindstone so I can buff them the way I want. Enchantments need to be left alone for both Librarians and Armourers. Low Level books and other enchantments makes the game more tedious and difficult to get what you want. 

  • 10
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    The changes make cartographers actually useful but armourers are no longer worth the hastle as villagers are very difficult to work with. I personally think the cartographer changes should be kept but the armourer changes should be scrapped or scaled back.

  • 3
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    It might be a good idea to add just a bit more unpredictableness/variety to the armor trades. Maybe instead of Protection I iron armor there's a 50/50 chance of it being Blast Protection I and so on.

    If you're going to touch the other professions too, maybe instead of paintings being Shepherd's m4ster level it would be a b4nner pattern for example.

  • 6
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    For Librarians:

    The idea of making the trades being tied to the biome they're in sounds good on paper, but it really just makes it a lot more tedious, because moving villagers is a royal pain, and certain biomes (like the swamp) can decide to be super far away, making it pretty much impossible to use the system as a normal player. Introduction of these features would warrant the addition of an easier way to transport villagers.

    The rest of the balancing, in concept and execution, is awful. This update makes it way harder to get the enchantments you want, that you could have gotten much more easily before, and then gives you less reward for your work. This makes many people just not use librarians, because not everyone is an SMP youtuber who has unlimited time to play this game and who immediately grinds for the best villager trades upon the start of a new world. Just because they're bored of having that power at their fingertips for each world doesn't mean you should punish all other players who just want to use them to make getting good enchantments a little easier.

    Instead of punishing the behavior you don't want, you should encourage the behavior you do want. Maybe provide more reasons for exploring the world, like getting more unique loot from structures, adding more biomes with special desirable items, or making special structures more common. Rather than cutting down a previous feature just because people were taking advantage of it.

  • 7
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    i think a lot of the community’s frustration from these changes can be traced back to anvils. Trading halls and entrapping villagers became the meta because anvils are so expensive and grindy to work with. I would remove the “too expensive” limit as a start, but also cut back majorly on all of the costs, and make it so that it doesnt matter what order you add enchantments. This would also help with the new librarian trades.

    On the villager side of things, “secret trades” aren’t very player friendly since there’s no hints in game to tell the player about them. I think mending should be an award to players who cure zombie villagers instead of being locked behind swamp villagers. Curing a zombie villager is told through the player by both igloos and its advancement, so its friendly to new players.

    I agree with others that actually transporting villagers should be improved. I think villagers should automatically ride a player’s tamed llama after reaching a high enough trade level, so that itll appear as the player gaining the villagers trust. After reaching where the player wants the villager to get off the llama, maybe the villager can dismount the llama after it gets leashed to a fence post, or dismount when the player holds an emerald in their hand.

    For people who dont want to mess with villagers however, i think mending should be available in enchanting tables as the maximum enchanting option (level 30 with all bookshelves). That way players can choose where to get mendng

  • 2
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    I think that villager trading is busted and OP. Why do all that mining and crafting when you can just get diamond armor and tools from villager. However, I think that making certain trades locked to certain biomes is not going to make trading any more fair. I do not want to have to transport villagers hundreds of blocks in the nether just so I can have Thorns III or whatever enchantment I want. Villager transport is one of the most annoying parts of the game if you don't have a huge amount of iron. A good rebalance should make the content of the game more engaging and rewarding, but this rework just would make the whole process more tedious. If you want to make trading harder, perhaps make it so all of the good trades (High-level enchantments, diamond armor) require other items along with emeralds to buy. Maybe with enchantments, you have to provide a rare item along with the book and emeralds. Ex. if i want to buy the aqau affinity enchantment, then along with the emeralds and book required to buy it, I also have to pay with some sponges or something like that. That way I don't have to do the annoying task of transporting villagers, and instead I can explore the world trying to get these items required to get good gear. Also for the cartographer changes maybe make the maps also go to more exciting locations, like maybe pillager outposts or ancient cities or trail ruins or the dessert and jungle templs

  • 3
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    I think a cool concept would be the introduction of “caravans”. The idea is that the player still has to travel the world finding the trades that they desire but then there would be an easier way to consolidate the villagers together in one area.

    After the player has found a trade they desire they could hire the traveling merchant or a new type of villager to “escort” other villagers in a caravan of sorts. The player would set the destination to either another village or a new set location made the players spawn location (bed). If the escort is the merchant then the villagers would arrive via riding in the llamas. If there is a new type of villager they could arrive riding animals that would fit the location they were traveling from (ie camels from desert or horses from plains).

    This concept would still force the player to travel the world to find the trades they desire, but wouldn’t force the player to travel the world all over again if they accidentally died and lost all their gear. They could move all the villagers much easier and it would add a fun new mechanic to the game and give the traveling merchant a much needed purpose, because we all know most people just straight up kill the merchant on site and take their leads. Adding this would make keeping the traveling merchant around much more valuable.

  • 5
    Registered User commented
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    現状でも村人との取引を満足に行える状態にするにはそれなりの時間が必要です。

    このような変更を行わずとも、満足に取引が決まる環境を整えるために必要な労力や資源のバランスが悪いとは思いません。

    しかし、様々なバイオームに足を運ぶ目的が増えること自体は悪いことであるとは全く思いません。

    ワールドの設定項目に「味方へのダメージ」や「モブのアイテムドロップ」などの項目と並べて「取引の複雑化」の項目を追加し、ユーザー側が適用を任意で選択可能な形であれば、ユーザーの不満を抑えられるのではないかと考えます。

     

    Even in its current state, it will take a reasonable amount of time to reach a state of satisfactory transactions with villagers.

    I don't think there is an imbalance between the effort and resources required to create an environment in which transactions can take place without making these changes.

    However, I don't think adding more objectives to visit different biomes is a bad thing at all.

    Adding a "trading complexity" item in the world settings alongside items like "damage to allies" and "mob item drops" and allowing users to choose to apply it at their discretion would probably alleviate some of the frustration.

  • 0
    Registered User commented
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    First and foremost, I love the direction that we’re going with villagers. Lessening rng makes exploring less boring because you can search for specific resources making adventuring much more rewarding when you actually find something. That aside the armorer enchantment changes are pretty bad. Having level one enchants inflates xp costs too much, rather than flatly increasing the number, I suggest that the level is tied to weather there is a librarian nearby. If there are no librarians the levels will be 1, if there are it would be two, and if the librarian is a master it could be 3. This idea connects your villagers together and promotes developing a village as a whole. I think it would be good if more villagers have relationships like this. This way along with removing rng it would make it so their is something to gain from the extra work.

  • 13
    Registered User commented
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    Forcing people to play a certain way is the opposite of a sandbox game

  • 12
    Registered User commented
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    How would anyone know the mechanics without an intensive study of online resources? Revert them

  • 5
    Registered User commented
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    This is not the reason why many players don't actively explore in my opinion.
    ・As the world size increases, there is a practical lifespan of the world.
    ・Need to find a new biome every time a new element is added in an update
    
    Unless these problems are resolved, there will be no fundamental solution to the problem.
    
    Changing the transaction rate narrows down the ways players can play.
    These take away freedom and increase coercion and are not fun.
    
    As a solution to these problems, we should at least permanently add a villager trading rate game setting.
    
    There is a big difference in difficulty between singleplayer and multiplayer.
    The previous specification was a necessary remedy.
    
    I don't think these changes for librarians and blacksmiths are good.
  • 5
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    私の考える多くのプレイヤーが積極的に探索を行わないのは、これが理由ではありません。
    ・ワールドサイズが大きくなることで実質的なワールドの寿命が存在すること
    ・アップデートで追加される新要素の度に新たなバイオームを探す必要があること

    これらの問題を解消しなければ問題の根本的な解決にはならないでしょう。

    取引レートの変更はプレイヤーの遊び方を狭めるものである。
    これらは自由を取り上げ、強制を増やすだけで楽しくありません。

    これらの問題の解決として、せめて村人の取引レートのゲーム設定を半永久的に追加するべきである。

    シングルプレイとマルチプレイでは難易度が大きく異なり
    これまでの仕様は必要な救済措置でした。

    私は司書や鍛冶師のこれらの変更が良いものとは思いません。

  • 0
    Registered User commented
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    The only problem, in my opinion, is the prices.
    Some of them are no sense:
    Why should I use piece of armor to obtain other piece of armor?
    Maybe a more correct price should be one or two diamond and the emerald, to make convenient for the player.

  • 4
    Registered User commented
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    I think librarians should have biome specific trades but also have the ability to be altered if their lectern contains a specific book. (If mending is in the lectern they can trade it.)

  • 1
    Registered User commented
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    Good changes, i have nothing more to say

  • 3
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    guys, the mapmaker idea is a cool idea, but just like with the librarians, the armorer changes just make the gameplay more difficult. And the gameplay gets more complicated in the WRONG WAY. You're just making the game harder in the beginning, where a person would have to chop tons of wood and spend a ton of time just to get basic armor enchantments. In the later stages of the game, you take away time to build, to create something. you take away minecraft from people, forcing them to spend hours and tens of hours transporting villagers to create a trade hall, why?

  • 1
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    I've been waiting for this for a long time but finally you did it
  • 5
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    The desire to "force player to move and do stuff" is what causes most of the hate. I understand the purpose is to make some trades require more effort, but force to change the play style and ruining some servers / worlds like Superflat, Skyblock, etc is not the way to go.

    Suggestion:

    • Game rule option of "Biome-dependent trading". Large part of the hate will instantly gone with this little option.

    • A "Tech tree" style instead of Biome-dependent trade. when a Villager reach Expert and Master level, player can give some items as "studying material" to decide which trade option will be unlocked. The material could be any rare item or from outside biome. e.g. Give 10 Blue Ice blocks to a non-snowland Librarian, unlock Frost Walker books trade, etc. Material is still needed to buy the book. e.g. need both Emeralds and Blue Ices for Frost Walker books. That way, players still need to explore the world, but without needing to setup multiple villages.

    • If you commit to the Biome-dependent trade idea, make it interesting. Villagers should always want items from outside. e.g. Non-jungle farmers no longer sell cookies but start buying Cocoa Beans. Make sense, right? Fishermen would pay for a boat made out of wood type from outside because it's a new fancy boat for them, Swamp Villagers sell Lily pads, a product from swamp. (Also as a easier renewable method), etc. 

    Don't use the concept as nothing but a tool to nerf Villagers, make it interesting, at least.