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

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  • 7
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    Without any change to anvils and the anvil limit, all you're doing is making us have to rely on the rng enchantment table instead. If these changes go through, I'm just going to refuse to play later versions. It makes my favourite part of the game, setting up villager trading, unfun, and absolutely horrible. Not only are enchantments now locked to level 1, but you have to do even more math to get something that took maybe an hour beforehand.

    It feels like you're not even really listening to us, and are trying to fix a problem that doesn't exist. Let me guess, you want to get rid of tnt duping too. Buzz off with these changes and do something more productive.

  • 0
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    We've needed an update like this for a while now. Anyone who says that updates like this weren't necessary is totally wrong. Prior to these updates, trades were completely broken, since it was possible to trade almost free of charge, in which you could get a full enchanted diamond for 4 emeralds. It was tedious, as the player just visited the villager, turned him into zombied several times and got almost free items. These updates are adding great new content to the game as it's making it harder, something Minecraft has needed for a long time!

  • 13
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    i don't like most of the changes. It's just making villager system complicated and less useful than before.

  • 3
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    In isolation, these changes are really good. The changes to the Armourer seem pretty solid. It seems very balanced and encourages exploration without any huge tedium or requirement to engage with the mechanic. 10/10

    The cartographers selling maps to different villages will be great for people who want to find different biomes in their world and villages within them without third-party tools. Once again, on it's own, this is nothing but a good change. However, it seems to suggest that the idea of locking certain enchantments behind certain biome villagers is still mostly unchanged behind the scenes and this change only addresses one of the issues with that system. Maps will be a great way to find new villages, but doesn't make it easier to create villages that don't spawn naturally or make it easier to transport villagers; two of the biggest issues with the proposed changes. One of the simplest fixes could be to simply put rare enchantments like Mending in more accessible village types (naturally spawning villages) but have the cost be high/require late game materials (Echo Shards for example) to complete the trade. This makes the enchantment accessible to late-game players, but doesn't make it overpowered for anyone who stumbles across it early.

  • 18
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    It's ludicrous that you're focusing on nerfing the villagers when there is SO much else that really needs attention to improve the player experience. And with the lacklustre updates in recent years, you are setting yourselves up for disaster, as a big portion of the fanbase will be very dissatisfied by these changes, either because they didn't want villager trades changed or they are open to a rework but dislike your end result. Only a minute portion of the player base wish for an overhaul of the villager trades and fewer still has that anywhere near the top of the list of things to be reworked or added, and a very small percentage of these will be happy with the end result. So you are definitely not doing this rework for the sake of the fanbase. 

    The only reasonable argument for reworking villager trades is that they could be considered OP in early game compared to grinding for resources. BUT that is assuming the player is quite knowledgable at the game. If they are not, then they probably wouldn't make use of this feature and likewise with the reworked ones. And if they are knowledgable, then they probably already have a well-established world with no use for these features regardless, or they are starting a new world and would welcome the possibility of saving a few hours of grind and get on with whatever their reason to start a new world instead. 

    So regardless, this rework is utterly asinine, and the result will be fewer villagers in bases, making the game more lifeless. 

  • 13
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     Librarians trades are still a really bad idea. It really just caters to those who have played for years or those who play in massive groups. For them it might be a fun change or a minor challenge. But for the other 95% of casual players it turns enchantment into a massive massive grind. Imagine spending in life weeks travelling 100,000 blocks to finally getting good armor. Then you fall in a 1x1 block of lava and loose it all. you would have to do it all again. Honestly at that point id quit.

    This change really limits what player can do and how they play the game. This really removes the fun sandbox aspect of minecraft.

    One positive is that i like the maps. Still doesnt balance out the 10,000 of blocks away they might be or the difficulty of transporting villagers that far. But it is nice.

  • 3
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    • The Cartographer changes are wonderful, having them help the player navigate the world will be a nice addition.
    • The Armorer Trades up to Expert are a very welcome change too, especially the small nerf to very early game iron farms and the late game buff, being able to sell diamond blocks at a better rate (without curing, at least).
    • Having the loot chests in specific places have a higher chance of containing specific enchanted book is a nice way to motivate players go search for these areas.

     

    • The Taiga trade is a cool idea in theory, being able to exchange gear, but I don't see myself ever using it in practice. Maybe there is an edge case I currently don't see, but it feels a little off.
    • Being unable to obtain diamond gear from the jungle and swamp villagers feels like it's only there for preventing the player from getting diamond gear with mending, e.g., but the book is sold there anyways, so...

    Lastly, I want to address the often mentioned issue about not having a swamp and jungle village. I don't think there needs to be one. Getting Mending especially should feel like a challenge and rewarding, so building up a village is a fair task. Maybe the spawn rates for Zombie Villagers could be raised in said biomes, so no villagers need to be moved there.
    Some of the changes feel very thought out and clearly focus on exploration, while others feel like just making the game unnecessarily grindy, aiming at those with much time at hand, but hitting those with less time even harder.

  • 4
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    Due to the changes in negotiations, I think it would be necessary to increase the amount of emeralds found around. Perhaps, being able to find emeralds in structures, or the pillager drop to be same as the Bedrock version. It's interesting to see how villagers don't just buy emeralds, but the amount seems to be a bit high (if these are the cheapest exchanges)same as the Bedrock version. It's interesting to see how villagers don't just buy emeralds, but the amount seems to be a bit high (if these are the cheapest exchanges)

  • 0
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    A non-cheaty way to find biomes was something really, really needed but I'd prefer if it wasn't yet another basic thing requiring the player to interact with villagers.

    It's ok to have trades as an alternative to solo adventuring but the latter should be prioritized because Mining for things to Craft things with is the core of the game. Not trade or automation. What I'm saying is that players should have a way to find biomes without needing to trade.

    If maps are the chosen method to find biomes, then they could be found inside treasure chests or, better, be crafted by the player somehow. Making the spyglass relevant in finding biomes would be a bonus because it's one of the most iconic items for exploration but it's not really useful for anything right now.

  • 13
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    Instead of modifying the current villager trading mechanism, why not add something new? Is it because your designers have run out of ideas and can't come up with anything new? Also, trading diamonds for diamond armor, which makes it completely impossible for skyblock and superflat to acquire diamond armor, why not increase the renewable path of diamonds?

  • 6
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    On the issue of separating items by villagers, I think that, instead of separating the books by biomes, they should add unique content by villager, since separating this content so much would only make the Players feeling a sense of loss

  • 1
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    I think these changes are really good. However, with the cartographer, they should be able to sell their biomes respective structures and others that don't have a village. Also, they should have villagers sell biome locator maps for more rare biomes. So in addition to the maps mojang already added, they should add these new maps spread across the biomes.

    Desert: Desert Temple, Desert Well, Ruined Portal (Mesa/Badlands Locator)

    Jungle: Jungle Temple, Woodland Mansion, Ocean Monument

    Plains: Pillager Outpost, Dungeon, Mineshaft (Flower Forest Locator)

    Savannah: Lol

    Snow: Igloo, Ocean Ruins, Shipwreck (Ice Spikes Locator)

    Swamp: Ancient City, Witch Hut (Mooshroom Island Locator)

    Taiga: Trail Ruins, Buried Treasure

    Yeah, some of the maps might be a little useless, I probably forgot some and obviously mojang can add new structures/rare biomes to fill out the trades, but this should be a good start so you don't have to rely on chunk base to find structures that would otherwise take hours to find.

     

    Quick comment on structure loot. Make it so that each structure has a specific and unique book that has a high chance of spawning multiple. Overall, add more unique loot to structures to encourage diverse exploring.

  • 5
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    I dislike the new requirement for diamonds to be used in purchasing diamond armor; The main benefit of this trading feature was for me the full renewability of those diamond armor pieces. Especially for worlds like Skyblock, access to the caves is not always guaranteed, and replacing lost diamond armor is a significant hurdle which does not necessarily enrich the gaming experience. If this change is to be implemented, I would have to recommend some method be implemented making diamonds renewable, even if it is hard to renew them.

    One possible solution which does not involve diamonds being renewable themselves, however, would be to add a rare chance that a master villager might give pieces of diamond armor as loot for the Hero of the Village effect - In order to prevent this from being overpowered, you might want to set a new tag on these villagers which does not renew (or doesn't renew easily) which limits the times the villager can ever do this. If you had it set so that the first time you save a certain master armorer villager from a raid, they would have the chance to give you a single piece of diamond gear, this would allow for a path to renewables even without trivializing the method to obtain those items.

  • 1
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    I like the new changes to Structure loot and the Cartographer. But give the Cartographer more maps (like Ocean Temples or Ancient Cities). 

    For the new Armourer changes, instead Savanna giving cursed armor, maybe instead give it a different enchant. Otherwise players will most likely not interact with Savanna villagers (other than to troll friends or collect enchants). 

    However I think the most important thing to focus on will would transportation and breeding for villagers. Exploration is great and the maps help with finding the specific biomes, but now the issue is moving villagers potentially hundreds or thousands of blocks. Maybe in Swamps/Jungles or in adjacent biomes there could be ghost villages or ruins that provide tools that help with villager transportation/breeding (kinda like the igloos).

  • 1
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    Cartographers: With biomes becoming significantly more important, this is a welcome change. I even suggested a similar addition in the previous update.

    The choice to limit what is provided by the biome of the cartographer is an interesting one. I do wish there was at least a slight chance the a new cartographer might pick from the non-matching set of maps. For example, a Desert Cartographer might have a 30% chance each of selling Savanna/Plains/Jungle, and a 10% chance of selling one of Desert/Swamp/Tiaga/Snowy. I would even extend that list to other unique biomes: cherry grove, mangrove swamp, drip stone, mushroom island. Yes, breaks the progression loops, but not in either a predictable or game-breaking way. Consider it moment of surprise and joy if your cartographer happens to sell such a map in the master level.

  • 4
    Registered User commented
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    I think every villager should sell all diamond armer 

  • 1
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    This makes me a lot happier with the biome-specific villager changes. Biome maps are a HUGE improvement on the game as a whole- wandering aimlessly searching for a specific biome is tedious and exhausting, especially without elytra and a rocket setup (and nobody wants to use their elytra without mending firmly in place). Closer biomes will also help (though won’t fix) the villager moving problem. Spending 5 hours searching for a jungle (and not even finding one) really soured me on “”exploring.”” I am ambivalent to the armorer change- not thrilled about the hassle of accessing every armor piece in diamond, but it does fix how cheap picking up a full set for 4 emeralds felt. Needing to set up a jungle/swamp village to access chainmail armor armor does feel special but you can absolutely get a full set much easier setting up a zombie/skeleton farm. This update goes a long way towards assuaging my concerns from the last one to a point where I’d feel quite satisfied if it were put in as-is. Biome maps are something I’ve really wanted for some time.

  • 2
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    the new maps solve a fundamental problem with the minecraft exploration and they're great but please still leave a way to get every max level enchantment. They're already hard to get and the enchanting table doesn't work well for late game because of the amount of RNG

     

    same thing with obtaining diamond armor/tools it's just too punishing to not have any way to get back good armor if you die and having to mine diamonds feels like an unecessary part of the late game since they're completely unrenewable (for good reasons)

  • 4
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    Pros:
    - As now integral parts of progression, biome specific Villages are now reliably locatable!
    - Trading is still the cheapest method of obtaining diamond armor, cutting mining grinds in half when you have the necessary Armorers. 
    - Iron is now worth more than before! Let me clarify with some figures since some people seem to be confused: before, Iron was worth 0.25 emeralds (1 for 4), now--with the block trade--it's worth 0.44 emeralds (4 for 9)! That's an almost 2x buff!
    - Mending is more easily obtainable without trading than before.

    Cons:
    - Swamps and Jungles do not have villages of their own, leading these biome specific trades to miss new players and annoy experienced ones. Without these, the trading system will seem incomplete and problematic.
    - While Villagers have the advantage of reliability in which item you will get, enchanting or repairing by other methods suffers from the infamous "Too Expensive" and is therefore undesirable or unusable.

    Rebalancing:
    - It already seems like you will, but adding Swamp and Jungle Villages would complete the trade network you're building.
    - Anvil cost should be calculated on a per-addition basis, not compounding the costs of all previous additions. This is a fix that players would very much appreciate along with easing some concerns about switching to the enchantment table.

  • 1
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    I like that there is telegraphing for the existence of swamp and jungle villagers in game. I also think that requiring Diamonds for Diamond armour is a good balancing factor to stop people rushing to villager trading immediately for everything. How will this affect the ability to acquire diamond armour in Superflat and Skyblock worlds? Will such a mechanic also extend to Diamond Tools/Weapons? Is there a plan for how biome specific villagers affects superflat worlds or will superflats soon acquire biomes for the sake of this new trading mechanic? Are there plans for other biome specific trades? How will these changes affect the ability to make new types of villagers in the future? 
    I like the changes, but it brings up a lot of interesting questions involving the goal and endgame idea of what is to be expected. Without that vision, I cannot say for sure if this takes you closer or further from that goal. For now, I like that it makes people want to explore and mine more, and I like that the information is telegraphed to the player rather than stuck in some wiki to be unearthed.

  • 7
    Registered User commented
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    Can you please explain why you're taking away features that have been in the game for years, forcing people into a far more grindy gameplay? The appeal of Minecraft is that people can play the style they want. That it's accessible to kids and old people and everyone in between.

    All these changes are going to do is turn off most of your existing base, while providing very little in return. There's no option to keep game file sizes small, no real way to be more build focused, no way to play at our own pace.

    We're forced deeper and earlier into the caves whether we want to or not. We're forced to spend many more hours just to get vastly inferior equipment and use a horrendous enchanting system that maxes out our equipment. We have to decide between spending hours searching for an efficiency 5 book to use on our tools, or spend extra hours digging with an efficiency 3, or maybe we just give up entirely and don't bother doing anything epic because it's all too hard. Not sure how much longer I'll be playing if these get forced on us. And virtually everyone I've spoken to have said the same.

    Way to kill the game, Mojang.

    Maybe spend more time fixing the huge number of bugs 1.20 introduced instead of making the game less fun for everyone.

  • 5
    Registered User commented
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    It would be cool if jungle farmer villagers would buy cocoa beans.

  • 11
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    Entire sets of armor should be offered instead of two pieces!

  • 0
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    I enjoy the concept of "having a task" that "leads to a reward" as a form of progression that isn't directly tied to strip mining.  To that end, these changes are good.

    What I don't enjoy, is how this is branded as a "Villager Balancing" update, when it's really just a "Librarian Balancing" update.  Yes, you're updating the Cartographer and Armorer (and to be fair, overall it "feels" for the better), but you're doing so mostly because of the Librarian.  And it's fine to balance the Librarian, just don't go calling it a Villager update when the Shepherd's Master trade is a Painting, the Mason's Master Trade is a Block of Quartz,* the Farmer's Master Trade is Golden Carrots, and the Fletcher's Master Trade is an unchangeable random tipped arrow that, four times out of five, are intended to be shot at yourself or your friends.

    (Obligatory: the fletching table still doesn't have a "use" functionality.)

    Returning to the actual changes presented, since this is encouraging people to explore and combine books and items, please consider a gamerule for changing the "Too Expensive!" anvil limit.  Even people that don't like these changes could revert them with a datapack, and being able to customize Minecraft is another way to play the game.  Traveling around to cure zombies sounds like a good leg stretch.

    *Reminder: Raw Quartz became renewable through Piglin Bartering after villager trading was implemented, 50/50 whether that's a better trade option since you can craft more stuff that way.

  • 2
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    i think one cartographer trade map should be for ancient cities because currently they are way too hard to locate compared to other structures. maybe for the jungle or swamp biome cartographers 

  • 2
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    Armorers: This change has me a little more hesitant.

    • I think all armorers should know how to make all parts of the armor.  That they could craft, for instance, a diamond but not a helmet just seems weird. Same for master level chain mail for swamp and jungle. Maybe they include the others as unenchanted diamond pieces.
    • Similar to my comment on cartographers, I would like to a see a chance that a master level armorer would happen to choose outside their biome's designated enchantments.  I know this risks encouraging players gambling with the RNG, but if it only master level, that is a significant investment of time.
    • Villagers selling curse of binding gear feels wrong. 
    • I want to see a path for improving armorer enchantments beyond level 1. Maybe you have to sell them an example that is exactly one level higher than they currently make. Maybe even then, it is only a chance that they will "learn it" and sell you back copies. This applies to enchantment levels of librarians, too. It should be possible for a vey determined late-game player to build a fully "stocked" trading hall, with villagers maxed in the enchantment of their people. By the time they've built their third megabase (or whatever)
    • Similarly, there should be a way to "teach" swamp and jungle villagers how to work with diamond. 
    • I have mixed feelings about the need for diamonds when buying diamond gear. I worry about long running multiplayer servers.  Why the diamond ore count has been increased, there are still limits.
  • 7
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    If I understand the situation the changes are here since people feel that villager trades are too overpowered for early game, but it already takes tons of work to trap a villager, or even get the emeralds needed to upgrade villagers and buy diamond armour.  It takes me days to fully upgrade an armourer considering the price of around 30-60 emeralds per diamond armour piece.  Curing and emerald farms still take tons of work that can take longer than mining.  The reason I use armourers early game is so I don't have to go mining for a full set for new players in late games, or if I lose my stuff.  With the new armourer tweaks, more effort will need to be made and you still need diamonds to buy the armour.  With these changes in place, I certainly wouldn't want to join a new server that has been running for a while to continue a world after dying, especially since in most areas all the diamonds would be mined.  I wouldn't want to use villagers in general after the changes.  Same thing with librarians.  It is already a hassle to get the right enchantment you want and enchants like sharpness or efficiency are extremely expensive.  Why would I want to use it on villagers if I have to put more time into them and won't even be able to receive the highest-level book?  If you want to nerf villagers, there are plenty of other ways, such as increasing the cost of items or making emeralds rare, but changing the librarian/armourer in such a way discourages players from using them.  

  • 8
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    针叶林村民的交易极其不合理,用帽子换鞋子,用胸甲换帽子还得额外出绿宝石这种糟糕的设定你们是怎么想出来的?
    另外我提一个针对盔甲匠的修改建议:钻石装备的交易第一次需要一定数量的钻石解锁,但解锁后继续交易钻石装备不再需要花费钻石。

  • 4
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    I really do think that villagers need an overhaul, but biome basing it isn't (in my opinion) a good way of doing it. I'm a pretty big player of superflat, and making the diamond armour require diamonds to buy it from villagers will make the superflat experience 100x harder. Finding enough diamonds for an enchantment table, jukebox and some of the new armour trims is already hard enough. Image also having to get the diamond for gear. (For those who don't know, diamonds are only found in structures in superflat, cause there is no mining.) 

    Also the biome based change to librarians, might be even worse. A basic superflat world is exclusively in the plains biome, cutting off very important books like mending. 

    A possible solution to the armorer is to make one armourer sell only one random piece of diamond gear, so you will have to cycle through a couple to get the full set you want. Also going from the taiga villager idea (where you can exchange gear) there can be a new block or a rare villager (something like the wandering trader) that can switch diamond gear, for no additional cost. I think this is important because not every one will switch four pairs of boots for a full set, and smelting diamond gear isn't possible anyway.

    Another thing that Mojang can change is making curing a villager exclusive to one time, so people can't abuse cure to get trades for only 1 emerald. If the player tries to infect them again they will either die of become a zombie. 

  • 13
    Registered User commented
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    People. The solution to fix the game being too grindy is fixing Anvils and the exp/enchantment system, not keeping Villagers OP.

    It would also make the game more enjoyable for everyone.