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

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  • 6
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    Love the new changes! Turning iron farms into emerald farms puts a lot less leverage on Raid Farms. I like having that low level "1 block = 4 emeralds" thing for mid-tier players, but I'd love a "10 blocks = 48 emeralds" or something around that, giving a little bit of a higher price for the bulk sale, also making it more useful for later players. Could implement this by making it chance, or you could simply change one of the biomes' villager trades to have the bulk instead.

    Now, I would normally suggest putting that for the Swamp or Jungle Villagers since they need more work put into them, BUT...

     

    Add Swamp and Jungle Villages

    They made a way to find all the other villages, which is great, but because baby villagers get assigned to the biome they're born in rather than based on their parents' biomes, trading halls will still have to "ship" villagers across their world. This can't be automated, either, due to unloaded chunks. However, imagine a world for a second where villagers were based on their parents...

    Yes, Swamp and Jungle is out of the picture unless you get super lucky terrain gen, but these village types are long overdue, anyway. With that, a player would simply have to set up 3 more breeders than usual to their current halls. With a 50/50 chance of being either parent and 7 villages, you can have 7 unique parents (with a duplicate of your favorite). Only 1 villager from each village would need transported to your base, once.

  • 7
    Registered User commented
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    The Toolsmith/Weaponsmith Villegars need the same rebalance treatment as the Armoursmith.

    Like:
    Weaponsmith sells diamonds swords and stuff so tradinh with them also needs to have diamonds and ems.

    Same goes for the Toolsmith they sell diamond pickaxes and other stuff made out of diamonds so this should also need diamonds and emeralds to work.

    Cuz currently we can buy diamond gear from the two of them with just emeralds (inconsistent with the armouresmith).

  • 10
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    Wandering trader needs to sell bamboo to us!

  • 17
    Registered User commented
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    Wandering should have a very low chance of selling suspicious sand with random loot in them!

    Why?
    For new players to get a taste of how it works.
    Cuz superflatplayers can then also get some of the new 1.20 stuff!

  • 18
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    The cartographer changes are interesting, but without all of the options being naturally spawning, you are making it harder for children to play and enjoy this game. Yes I get that there is a community of adults that play this game and min/max everything to "break" the game. They play mostly on Java where they mod everything anyway. These changes will just be modded out by their community or they wont update the game. There isnt an option to do so on a bedrock server where most kids play.
    By implementing these changes you are making it less accessible for children when playing this game. If you are going to lock content to a biome then that biome village should be naturally spawning. The armour costing diamonds as well as emeralds makes having an armourer pointless as you may as well just craft your own at this point. It should be one or the other and not enchanted with curse of vanishing/binding.
    These changes seem to be targeting a small community and do not seem to reflect what most players want in their game.

  • 64
    Registered User commented
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    No. No. No. Not only is the now officially the "screw superflat" update, but you guys didn't listen. Did the comments with thousand of votes that said "please no" not mean anything to you? Anyway, my last comment was never approved, so here it is: This is an objectively bad change. You wanted to take the random chance out of getting books, but intead added a new one. Now, we have to run around searching for rare biomes, ex: swamp for mending, an enchantment that is necessary for a survival world. Finding biomes takes a LOT longer then refreshing trades. You have made the issue you were trying to fix worse. Why are all of the updates just adding extra, unnecessary steps to progression? You should be adding more things on the end of progression, not making to more grindy to get there.This doesn't make getting enchantments harder, it just makes it take longer. The librarian changes are horrid, and do the opposite of what they're trying to do. The armorer changes are fine, except for the blatant disregard for superflat player. Anyways, that's all. Please don't do this.

  • 3
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    I think having cartographers having maps to biomes is a perfect compromise to still having librarian book exclusivity. This is a healthy change for the game, and balances out having villager trading halls. I really hope this stays in. This is far better than the previous one in every single way.

    Also, the armorer changes are fantastic too!

  • 56
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    I think devs are focusing too much on complaints from a minority of content creators who spent lots of hours because it's their job, and ignoring the majority of players who can't afford to spend so much time.

    There are several underlying problems that need to be addressed urgently.

    • I don't know why the prior-work penalty in anvils still exists, it's pretty much the root of all current problems, and instead of removing it, Mending was added as a band-aid. For many people, this made the situation even worse as it made diamonds worthless. However, the real problem is that players are forced to use villager trading and Mending because anvils are broken.
    • The enchanting mechanics need some work. They haven't been touched since lapis was added as a cost, being otherwise identical to its first implementation. Enchanting is flawed, which is another reason why players rely on villagers.

    By making villager trading harder, you're not fixing the problem, you're just adding more band-aids. What's more, by balancing the game around the vocal minority of players who have lots of hours to spend, you're making the game unplayable for those who can't spend enough time on the now tedious trading, because the game without trading is broken.

    Things that should be done for those who can't spend many hours:

    • Remove the prior-work penalty.
    • Improve enchanting.
    • Add swamp and jungle villagers. Moving villagers to those biomes is a pain.
    • Either keep the increased diamond generation, or decrease template costs.
  • 91
    Registered User commented
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    I hate this idea. I play Minecraft to have fun, not to grind. If you want to grind, go play escape from tarkov.

  • 7
    Registered User commented
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    Certain enchantments having a higher chance of occurrence in certain structures is an excellent idea and I would love to see that in the full release. New maps to different biomes are also a welcome addition.

    I also wanted to reiterate some thoughts on the proposed librarian changes. Biome-specific trade pools are a neat idea, but I feel that locking enchantments behind certain biomes goes a bit too far. Perhaps novice librarians can offer a level 1 trade of any enchantment, and as you level the villager up you unlock subsequent levels of that enchantment. Maybe villagers from certain biomes have a higher chance of offering certain enchantments instead of simply gating them outright (much like what was done with structures in this update). This way, getting max gear still requires effort.

  • 9
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    Hello Minecraft team! This is my first time giving any feedback on this game but an idea came into mind that I hope comes a reality. I can see that you guys have added trade so armorers now buy lava bucket for 1 emerald. Please for the love of us Skyblock/one block/extreme survival challenge enjoyers, make it possible to buy lava buckets from the armorer villagers too. So instead of them only buying lava from us, make it possible the other way too. I strongly believe that a lot of players would be very happy about this change. This would give so many more opportunities. If it feels like that armorer selling lava buckets does not fit the theme, please consider giving that trade to the wandering trader :) I hope my feedback does not get missed and will at least be considered. Thank you!!

  • 10
    Registered User commented
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    Changes are cool and make the game better. But please we need a better way to move villagers. Trying to move villagers is unintuitive, infuriating, boring and an endgame only task due to all the rails you will need to craft to move the villagers. Right now the best and most straight forward way to move villagers is to put them in a minecart and push it with a minecart furnance, but this is as I said before this is unintuitive, infuriating and boring.

    Leashes on villagers will not cut it. We need a more convient way like letting them ride camels.

  • 5
    Registered User commented
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    These are some good changes, maps do help with finding villages. However, one issue is transportation of villagers for breeding or keeping them all in one place. Some ideas I have can be Villagers riding Llamas (to setup a caravan using a lead) or Camels, a wagon to pull using a donkey or mule, or perhaps some follower mode. Also, getting Trident enchantments are still going to be a challenge, it is already extremely hard to find a Trident, trying to enchant a perfect Loyalty and Riptide Trident will be much harder. Increasing the frequency they appear on ocean ruins should be a good way to make it easier. Finally players aren't going to know they need to breed villagers in a swamp/jungle to get those villager types. Adding some kind of achievement can help with this, or a better idea is to add abandoned village structures for the swamp and jungle, maybe even make it so zombie villagers don't generate with the structure.

  • 23
    Registered User commented
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    The change to the diamond armor buying trades makes them not renewable or obtainable for certain kinds of maps or challenges, like Skyblock or Superflat Survival, please consider reverting that back to where it was.

  • 11
    Registered User commented
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    The Cartographer changes are nice - adding more explorer maps can't hurt - but only goes a short way to dampening the harsh librarian changes. The crux of the matter is that transporting villagers to biomes such as swamps or jungles is incredibly difficult and tedious. Additionally, the Desert Temple feels left out without an explorer map.

    The Armourer changes are okay, but the enchantment levels on the master trades should be much higher considering the work that goes into trading a villager up to a master. Most of the changes being made make life much harder.

    Jungle and Swamp villagers providing a way of reliably obtaining chainmail is interesting and unique and should be a change that is kept. However, it would be nice to have a way of moving enchantments from a piece of armour to a book using the grindstone - no one is going to use chainmail armour for very long, so the mending from swamp villagers is wasted.

    All of the villager rebalancing changes however should be more intuitive in-game. Younger players who don't keep up with the online aspects of Minecraft won't know that villagers' trades are biome-specific if they are used to the random aspect; they might presume it is still random, constantly re-rolling villagers thinking they simply have bad luck, achieving the opposite of what these changes set out to do.

    Finally, coming back to my first point, it would be much better to create an easier method of transporting mobs such as villagers such as a revised rail system.

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  • 5
    Registered User commented
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    I like the Cartographer changes. It seems that every biome has a map that leads to other biomes that have a map to the original biome, and I really like the connection there. Except, Plains village don't have Desert and Snowy village maps even tho those biomes have a Plains village map. Is this a mistake? I think it would be logical to add those 2 maps to the Plains traders for consistancy.

    Also, why do I need to buy multiple maps to upgrade the Cartographers? I'm paying over a stack emeralds and 12 compasses to level them up to Journeyman, but only 4 compasses to level the to an Expert? And the glass panes trade seem to be much rarer now so that's barly an option. Spending a lot of emeralds or paper just to get unlucky and not get the map you want isn't ideal either. 

  • 41
    Registered User commented
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    Do y'all hate players that play on skyblock or superflat worlds? These changes continue to make those worlds either impossible or horribly tedious, especially the new armorer changes. Seriously, the whole point of their armor trades was as an alternative to going out and mining. Horrible changes yet again, disappointing.

  • 71
    Registered User commented
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    I quite like the new map changes but the armorer trades. people then might think "Oh so if we need diamonds to get diamond armor from villagers why not just craft the armor ourselves" So i'm sorry but i hate this new villager thing

  • 17
    Registered User commented
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    Having Cartographers sell biome related maps is really smart and a good way to increase exploration. Although I think providing the compass has always felt unnecessary to the process.

    The armorer trades are not good. Before Minecraft allowed people options for doing armor, mining or dealing with villagers which suited different play styles well. Now you have to do both and deepslate mining is already a big grind! It doesn’t help that the enchants for the biomes are trash. Who wants to trade for cursed gear?? Use the rebalancing to open up new possibilities rather than add more grind! The people making tunnel borers and building diamond homes and complaining about broken mechanics are still gonna complain no matter how much you nerf villagers. They can find their own ways to make the game harder; the rest of us want to enjoy the experience more!

    Although if you want to make diamond getting better…how about a new treasure enchant (a la swift sneak) that increases deepslate mining efficiency but is exclusive from other pick enchants like silk touch or regular efficiency.

  • 36
    Registered User commented
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    But these changes aren't fun. Going from Biome to Biome just to trade will get boring and annoying really quick. And moving Villagers is an awful activity. Maybe having some rare items (Banners, Maps or similar) for swamp/jungle villagers is cool, but not Enchantment, Tools or Armour.
    Also new players will never find this System without using the Wiki.

  • 88
    Registered User commented
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    I don't like the separation of trades between villagers in different biomes, because villagers have always been a pain to move around. The changes would make it incredibly difficult to make a good villager trading setup.

  • 1
    Registered User commented
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    Yes, yes, yes! This fixes the issue of never finding the biomes you need in order to be able to get the proper biome librarians.

  • 57
    Registered User commented
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    A lot of "stick" seems be being applied with the biome requirement.

    And there's some "carrot" with the more focused options per biome...

    But... the anvil mechanics, and "practically useless due to RNG" enchanting table remain unchanged?

    People use villagers because of the RNG table, and anvil's needing a quantum maths doctorate to use.

    We're still left at the end of the day with players using villagers for enchants, just having to do different busy work to grind them out that isn't as easily interruptible (if you stop halfway through, you're 1000's of blocks from home...)

  • 0
    Registered User commented
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    I like the diamond change. Even if diamonds aren't renewable anymore, there's enough of them in a vanilla world that this will practically never be a problem. This will encoruage people to go back to the mines. This is MINEcraft after all.

  • 32
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    Minecraft has always been a game about doing anything you wanted. A true sandbox game only limited by your imagination. With the trails and tails update and the introduction of these changes it feels as though Mojang it making a push for Minecraft to be more about adventure then sandbox/survival. Minecraft has adventure but has never felt like the key component. The villager updates require users to change their playstyles, not inherently a bad thing to change your style but its a forced change. I believe this could be a nice feature if left behind a toggle on world start. Their are enough people that already struggle with the current system let alone complicating it further by locking villagers into a biome. 

  • 21
    Registered User commented
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    While most of the changes involving trading with this experiment are incredible (the wandering trader having the ability to BUY items off the player, Cartographers selling different structure maps) I have some concerns regarding the biome specific trades.
    Its just not fun with how its listed out and incorporated into the game, especially the swamp and jungle villager trades. Obviously the addition of maps correlating to those biomes being added gives this point less weight, but it still holds weight in the sense that players like me aren't going to want to drag villagers potentially THOUSANDS of blocks around our world just for a better chance of getting a specific book trade. Adding to such, players like me aren't going to want to drag those new villagers BACK to our base in order to have quick access to them; Do you not realize how most players use the trading system in the game? We trade our goods and such to other villagers before going to our trusty librarians to get the books we may need, creating a thousand block gap between that now is just going to be a hassle to new and old players alike. Overall, its just a bad change in my opinion.

    Also removing specific books from the trading pools is potentially the dumbest change I've ever seen, the requirements for a maxed out trident is now an extra 15 hours of enchanting to get all the top tier enchants; a grind that didn't need to be added.

    Also also diamond tools and armor no longer being renewable just plain sucks.

  • 3
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    I like the changes in this datapack, making it easier to find the biomes and structures that would normally be tedious to find, but I feel that some changes continue the trend of making the game more restricting. I have been playing a bit of skyblock recently, a gamemode that thrives on the unrestrictiveness of Minecraft, but many of these changes severely restrict the possibilities in a gamemode like this. I agree to the idea of making diamond armor require diamonds, so that in most worlds, people can't skip mining entirely, but maybe then give wandering traders a slight chance to sell diamonds at a high price, so that you can still get diamond armor in closed borders, superflats, and skyblock islands, as well as many other scenarios. Alternatively, make it so that diamonds can ever-so rarely drop from a creeper (or other hostile mob, but creepers are the most iconic for the most iconic ore in the game) when killed by a player, unaffected by looting, so that normal players will see the drop and be happy with their luck, but players with limited resources can still get diamond armor and tools.I also still feel as though the addition of trading different maps fixes the problems with librarians with very few of the people who had problems with it.

  • 3
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    I think this rebalance has a lot of potential, however I feel like it will be too confusing for new players to memorize enchanted book locations to specific villagers. I think the current system for enchanted books is simpler and easier to understand for not just new players, but all players. For balancing I think that better enchantments with higher levels should be towards the end of villager trades. I really like the concept of biome dependent trades, but only for very useful items. A tier after master level that gives high end items not obtainable in any other way, potentially helping you in that specific biome. The librarian could have books with new enchants (smelting touch vein miner 2x2 mine) or higher level enchants not obtainable by anvil (looting 4 power 6). The toolsmith in the jungle could have an axe that can destroy an entire tree. I think it would be cool to need to make each trade with the villager multiple times to unlock this final tier. None of the final trade tier items can be reduced with anything other than hero of the village.

  • 4
    Registered User commented
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    Please allow the wandering trader to either be converted into a villager or breed with existing villagers. The slog or transporting villagers hundreds of blocks is not something I am really looking forward to. Please also address how skills will be passed down from one generation of villagers to the next in multi biome families. Will trades be passed down by parents 50/50 or will it depend 100% on the biome the child grows up in?

  • 31
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    Not a fan of these villager changes other than the Cartographer. Especially this new thing of villagers having to be from specific biomes for trades, as a casual player it comes across as a bad mechanic. The patch notes basically say casual players are being punished for not having unlimited diamonds. Balancing of anything should not be based off of popular SMP's on YouTube and the like as some recent changes are really leaning heavily into making this game less casual player friendly and more of a huge grind experience.