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

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  • 9
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    In the recent update- "The discount for curing a Zombie Villager no longer increases when the same Villager is reinfected and cured multiple times."

    Nobody wanted this to go away. I collect EVERYTHING and explore EVERYTHING. I have item sorters for the tens of thousands of things i collect. And one of the things I "collect" are villagers with maxed trade benefit... and now I can't "collect" that anymore. You do realize that's what you did correct? Please don't come to my sandbox and take tools away that I love.... especially my shovel or bucket of all things. You may only show up if you are bringing something that ADDS to the fun. This is not that and is potentially something that will drive me away from the game. Cartographer changes add- librarian and armorer changes take away.... see?

    If anything Make golden apples cost an apple and 9 BLOCKS to craft them. Or potions of weakness use dragon breath or nether wart at the very least- That doesn't take away- it just makes it more challenging but doesn't strip it away all together.

  • 7
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    I hate the idea of having to pay diamonds for villager trades. The whole reason that I get armorers in the first place is so that I can use emeralds for diamond stuff INSTEAD of going mining for hours when I don't have much free time each day. Please revoke this change. Cartographers look great though. I also think that Librarians should probably have Biome-Specific enchantments ONLY AT MAX LEVEL, so that it is neither too easy or too hard to get mending, sharpness, etc, but ONLY LIBRARIANS, and ONLY AT MAX LEVEL, so that you can get more common enchantments from any village.

  • 1
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    I've been reading comments of others upset about the change to the villagers. I personally think it's great! I love that it makes it harder and more interesting. I love that it will force us to build a village in the swamp and jungle. I see others commenting about having to import villagers but in my thought process is, if I'm building a village there, I should be able to stay up all night building and at some point zombie villagers will have the chance of spawning during the night, and I can capture and convert them. Please ensure that the zombie villagers will have the chance to spawn during the night in swamp and jungle biomes just like everywhere else. Also, I'm hoping that later after the team is done perfecting the trades with the few professions stated they will also expand the others. For example, special trade for fisherman in swamp is lily pad. Or special trades for cleric somewhere would be blaze rod or nether wart. Maybe a farmer special trade saplings from different biomes. Shepards have a new and different banner patterns for each biome.  Things like that. That way it encourages us to ensure we expand the villages, so we want every profession and want to build a shop for each. I like that!

  • 4
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    Well the idea for librarians to sell different books in different biomes is interesting and fun I believe it worsens the late game experience having to travel potential long distances to trade with a specific villager you like.

  • 3
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    Honestly just changing everything about book trading by just making it stick to biomes is bad. Just make it like other people said where if you put like a book on a lectern that villager will trade that type of enchant.

  • 6
    Registered User commented
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    Everything but the librarian changes sound fine. Librarian changes makes the game WAY TOO grindy. It would mean that a player has to transport librarian villages over possibly tens of thousands of blocks.

  • 7
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    The changes to cartographers sound nice, since they offer very little variety of trades right now. Maps to rare biomes would be good too for the Master level trades, since the banner pattern doesn't have a lot to do with this profession.

    The iron block trade is the only good thing I see in the Armorer changes. I think very few players would bother to get the swamp and jungle villagers just to get Chain Mail armor with weak enchantments. Increasing the price of Diamond Armor while downgrading the level of usefulness of their enchantments, is also no good at all. The only decent trade I see is the Diamond Helmet with Aqua Affinity, but we already have that one in the current system.

    Structure Loot sounds nice, but it would be bad if the Mending books lower the chances of getting Swift Sneak books.

    The changes are supposed to encourage players to engage more in exploration, but it is wrong to try to achieve it by downgrading other game mechanics, like trading. The risk is for players to do less of both things.

     

  • 7
    Registered User commented
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    Given that old worlds won't see the increased diamond generation at low levels for explored regions, please remove the diamond requirement for buying diamond armor - it adds to grind without significant gain in play quality.

    While bug MCPE-21416 remains unresolved  PLEASE do not incentivize creating new villages or villagers to unlock new trades.  It is very demotivating to play when you have a good server going and they suddenly "break bad" and despawn per the bug.  This has lead us to be extremely careful with villagers.  Please please resolve this issue which has plagued us bedrock players since 2017!

    https://bugs.mojang.com/browse/MCPE-21416 

  • 6
    Registered User commented
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    If the difficulty of acquiring diamond equipment is to be increased, then the previous change in the balance of trade for librarians and the adjustment of the difficulty of strengthening to neather light should be cancelled.
    Also, for those who are very bad at fighting, if we were to make such a specification, it should be possible to acquire diamonds without going underground (such as being able to trade diamonds occasionally by repeatedly trading with peddlers).
    This game has the opportunity to lose all items in dimensions such as nether and end. If that happens, this specification would make it very difficult to collect equipment again, and as a result, I think there would be more people who would not venture out for fear of that.
    In any case, making it impossible to do something that has been possible for a long time will only increase the number of people who stay with the old version or stop playing this game.

  • 4
    Registered User commented
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    I think that villager trades might be a little powerful but what I have read won't work because it just forces players to spend more time exploring villages and biomes which is good but it won't work for superflat since there's no diamonds and only one biome and my suggestion would be to maybe increase the prices or have the armourer take emerald blocks since you can only cure the villager down to nine emeralds price equivalent or say for librarians and mending the price could always be really high like say a minimum of 32

    emeralds to a stack or do the emerald block thing. So I really like the iron block trade, more maps and enchanted iron armour and I would be okay if that was added (unlike the other stuff) I hope this villager change works out. 

  • 6
    Registered User commented
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    I don't think this is a good change for Enchant books. Look! you need 7 bios to get all these Enchant books and ...

    1.Enchant numbers less than before.

    2.Enchant level less than before.

    Takes time and Inefficient. Players always use BEST way to get what they want. And now villager become "not best". So you just make players stay away from village. Meaningless and no fun at all.

    About treating villager no longer stack benefit is not good , either. Why players need to stack benefit for trade ? Saving time from farming. Now look what you did. YES FARMING MORE TAKE MORE TIME ON THIS. So why not delete all red stone system ? Players farming thing by red stone system more than that.

    Finally, Diamond armor....?  If you need to dig diamonds to trade diamond armor why not just digging more diamonds ? What !? You say I'm wrong ? Oh! Yes!! I forgot I need to FARMING emeralds to trade diamond armor ,too.

    I totally understand developers want players spent more time on this game. But not by this way. If you release new things quicker players will spend more time on this game for sure.

  • 9
    Registered User commented
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    It is bad enough that we have to put up with inflation in real life, so why in God's name do we need it in a videogame millions use as an escape from real life?

    "Fair and fun for everyone"

    Who the (expletive) is hurt by a 1 emerald diamond armor trade?

  • 6
    Registered User commented
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    Pros:
    • Cartographers selling maps to other biomes is brilliant. Any change that encourages engaging with the game IN GAME is a good change IMO, such as Igloos teaching curing.

    Cons (everything else):
    Generally, villages encourage staying in an area. Leveling up villagers, building a breeder, trading hall, etc.

    • Forces builders to explore for all trades.
    • Forces explorers to build and invest in several villages several times rather than exploring.
    • Explorers won't have easy access to trades they need while travelling, but have to find a specific biome/village combo.
    • Builders won't appreciate a village by itself because it doesn't provide the same value anymore.

    The players likely to build a trading hall are unlikely to build a hall in each biome, but would bring the villagers to them, nullifying the value of biome dependant trades.

    Exploration should NEVER be forced.
    • As a builder I don't like being forced to interact with a part of the game that rarely interests me.

    Any player not staying up to date with changes would be confused.
    • Only those inclined to exploration (punishing builders for no reason) would realise they're biome dependent.
    • It relies on external knowledge. Trades locked to a biome that villagers don't spawn in will rarely IF EVER be stumbled on like the Igloo.
    • Moving villagers would be an INCREDIBLY tedious process.

    • Biome dependant villagers hurts Superflat survival worlds.
    • The diamond costs hurt Superflat and Skyblock.

  • 11
    Registered User commented
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    Thats bad idea. Its to late to downgrade villagers because you dont fixed it after 1 14 and now its a part of game

  • 5
    Registered User commented
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    There are changes in here that I really like, such as cartographers getting new items and structure loot as well. However, as someone who is in a late game realm with some people who I recently introduced to the game I want you to consider the full reasons of "why" you're making the game HARDER. Because this "rebalancing" is just a difficulty increase. 

    Minecraft as a game has always been accessible to everyone because the mechanics are simple to begin with, and then as you get more involved and learn more they build in complexity. These biome changes are too much complexity and it ruins the ease of late stage Minecraft that I believe should be there. A lot of the goals in game become about building farms and other things to gain resources easier so you can continue to make bigger and more impressive things. I dont want to be bogged down mining diamonds every session, or wearing iron armor only. By also limiting access to diamond gear and mending, the only thing this "balances" is how much time I put into Minecraft or into literally anything else. If I have to spend 3 hours grinding out resources, that before this patch would only take 1 max. I simply wont play the game anymore. 

    In my personal belief, needing diamonds for EVERYTHING and villager transport being god awful just makes the game inaccessible and a grind that Id rather not deal with. And seeing as creative sucks for long play sessions. We can save money on the realm for new games that are more accessible. 

  • 3
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    If you're going to ruin villager trades and make certain villagers biome dependent, you have to make the AI better. I hate dealing with villagers. I kill far more of them than I mean to, and I only mean to because they won't do as expected. The only reason it has been worth it is because of how much I can get from them. But now that I will have to drag them 5000 blocks to spend half my emeralds on a book, please let me put a leash on the dummies. 

    My villagers were retroactively nerfed. They lost their stacked discounts. I'm not happy about new villagers not receiving stacked discounts, but I understand it. But I spent SO MANY HOURS working on my villagers. This is not cool. This isn't the way to rebalance. Now I need to build a raid farm, which will probably be nerfed in 3 months.

    Stop making the game grindier than it needs to be. Creative isn't fun, but endless grinding isn't either. 

  • 2
    Registered User commented
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    It's very unfortunate that the savannah armorer's deals get screwed over by the lack of having a different armor enchantment available to the village type, a quick change I would suggest would be to give savannah villagers projectile protection and give jungle villagers curse of binding. Though I do like the idea of having a discount for a less desirable piece of armor, it's something I would never do especially when the cold biome villagers get decent enchants without drawbacks and you can get discounted diamond armor with just taiga villagers (16 diamonds made into boots to be used in the expert trades with at minimum 2 villagers which you only need 3/4 available trades vs 12 diamonds for 2 types of villagers that also won't have both pieces at master. The helmet to boot trade is just garbage in singleplayer unless you raid a treasure bastion with a full durability helmet when you already made one or got two from the bastion AND you don't have diamond boots AND you want to save 4 diamonds for something other than boots. But in multiplayer it's useless because you can just try to sell that helmet to other players or give it to a friend or make a backup set of armor)

    I feel like there is room to add a bit more bloat to villager trades to incorporate some of these ideas for trades while keeping the idea of the change to progression in place. Perhaps there's some room now to add more enchantments and curses.

  • 5
    Registered User commented
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    The changes to villager trading content will compromise the freedom that Minecraft is known for. This is because it will force players to transport villagers to different biomes, which is not an easy task and can be stressful for some players. Therefore, I am opposed to these changes.

  • 4
    Registered User commented
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    Knowledge knows no borders. Do you think a piece of common knowledge should only be available in China and not in the United States? Likewise for enchantments, it makes no sense for an enchantment to exist in one village but not another. Forcing players to find the villagers of another randomly appearing biosphere village is no fun. At the same time, it will also destroy the ecology that players have built.

  • 4
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    As a full-time working person, I can only play Minecraft a few hours a week. The idea of having biome-specific villagers just sounds very time consuming and tiring to me. I literally don't have time for such a grind and it would really take away a lot of the fun I have in the game. The same goes for example for the - speaking for myself - grind it takes to get Netherite armor and tools in 1.20. Frankly, I don't even try to get Netherite upgrades anymore and I'm afraid that will happen to our beloved enchantments too!

  • 4
    Registered User commented
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    I like the changes involving the cartographer and the armorer but I dislike the idea of the armorer not trading the armour they were before. I think a good way to change this is give them the diamond armour trade back and all the others just remove the enchantments from them. I know this has to do with the last one but I like the wandering trader changes and the zombification changes but dislike the librarian changes. I think every change but the wandering trader and cartographer map changes should be put under a toggle in the world settings that have to do with world creation. That would allow those who like everything can play with everything and those who dislike the changes can leave them out of their gameplay. This would allow for everyone to play the way they want to play and ensure the happiness of the community. I like this game but if these changes (mostly the librarian ones) happen, I dont think I would be returning anytime soon.

  • 4
    Registered User commented
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    These changes force all players to explore if they want to make a trading hall. I dislike exploring. My favorite part of the game is infrastructure. That’s what villagers are. You’re taking my favorite part of the game, and locking it behind my least favorite part.

    This change also completely ignores the existence of survival Flat and Superflat worlds. Super/Flat worlds rely heavily on villagers. Particularly on Flat worlds, where it’s the only way to get diamond armor. Those worlds don’t have biomes, making a lot of these proposed trades inaccessible on those worlds. While not the intended way to play, Super/Flat worlds have been growing in popularity lately, and it should be acknowledged that you’re significantly damaging the playability of them.

     

    edit: why not just put all the nerfs as an optional setting on world creation. That way players who want the grind can turn it on, and players who just want to chill and build can leave it off. I know it’s possible- you’ve already done it with the experimental toggle. All I’m suggesting is you move that toggle out of the experimental tab, and keep all the changes locked behind the toggle. That way everybody’s happy. Isn’t that your goal?

  • 8
    Registered User commented
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    I don't like these changes.
    Getting top enchantments became way harder. For me, it will become reason not to use it completely rather than be so stressed about it.
    * "Mending" and "Infinity" are available from in bioms that do not have village spawn, so they become impossible to get... Or you will have to build village yourself, which is too boring.
    * it is not possible to get top-level of such basic enchantments like "Protection", "Lootion", "Efficiency". Which means that there will be extra fine for combining book on Anvil. Which means that it will be impossible to get all top-level enchantments  on your tool like sword.

    If these changes will go live - I will search for mod to disable them, or simply play old version.
    This is game. Games are made of fun. Don't break fun things.



  • 3
    Registered User commented
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    Would the “rebalancing” explain why my curing does nothing?

  • 10
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    I've been playing since 2011 and I think this is the first time an update proposal has genuinely frustrated me.

    The whole point of Minecraft is that it's a sandbox game where players can choose how they want to play and what kind of play style fits them the best. Reworking a core game mechanic in such a way that makes the game more difficult for players who don't have the kind of free time to spend several hours a week grinding for resources - and that's what it is for a lot of players, it's tedious grinding - so that players who do have the free time to do all of that tedious work feel more validated in the way their play style is a bad move.

    It's contrary to the core idea of a sandbox game to force players to adopt the same style of play despite that style not even being feasible for people who have been playing for years. If restocking my tools and armor suddenly goes from taking me about an hour of gathering resources and using the trade system to ten hours of mining, trading, traveling between villages, gathering exp to combine enchantments, and several other steps I'm sure I haven't even thought of in between, I just won't play, not because I don't want to but because I don't have that kind of time.

    Many of us who have been playing for almost a decade do not have that kind of time. This change will result in a lot of casual players losing a mechanic that makes the game playable when time constraints are a serious factor in what you spend your free time doing.

  • 4
    Registered User commented
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    I Would like to see more things done with villager biome variations although the Worst part of this update is the change requiring Diamonds for villager trades. We already need diamonds for Trims and smithing templates and I believe that is enough. Otherwise diamond armor ceases to be renewable. Netherite isn't renewable, we don't need diamond armor and tools to be as well.

  • 1
    Registered User commented
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    Love the cartographer idea. But I feel we still really need a way to find ancient cities.

  • 5
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    I personally think that you should not change the librarians because it will make it much harder to get to late game to the point that alot of people will not be able to do what they wanted and it would ruin minecraft for them to the point of deleting it and forgetting about it and not recommending it to people therefore reducing the amount of sales of minecraft

  • 6
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    This is change feels forced like you are nerfing villagers to "lengthen" progression. This just makes villagers more of a chore then they already are. Diamonds are rare underground so mining them is not a better option right now. Make diamonds 35% more common then i will be convinced. Survival is becoming more and more boring and making simple things harder is not a good idea. I use mending a lot and most of the time i just use a mending villager as a challenge, but making that harder to get ruins it. Please don't do this Mojang don't ruin your game more then you have to.

  • 10
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    I vehemently dislike these changes.  I think they should be optional; perhaps something tied to a specific game mode, or certain toggles.  These changes slow the game down so much to make it a slog.