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

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  • 2
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    I think all of these are positive changes for the game.

    However, wikis and youtube tutorials are going to be even more ESSENTIAL for players to figure out these changes. This is due the game not communicating where any specific trade can be expected to be found. The only in-game method is through trial-and-error but that requires the player to figure out how to make villager breeding pits and then executing dozens of "undesirables." This issue is compounded by the fact that some trades are RANDOMLY available - making it impossible for new players to figure out what trades even exist at all through gameplay alone.

    Solution: It would be great if villagers showed ALL of their trades at novice level and just locked all higher level trades until the villager levels up. That way, players can quickly discover what local trades are available without the needless breeding or execution of countless villagers.

  • 8
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    I have to say; I'm not liking the direction of the villager trades they are toying with. If this is implemented I am getting off here.

    I found the grind to get the trades you sought already tedious and grindy. I only did it out of necessity. If I now have to move all over the map and spend diamonds along with the ridiculous grind to get emeralds to couple with those diamonds.  No Thank you!


    Why is it you always seem to listen to a extremely small portion of the player base and ignore the rest of us?
    Ever since 1.14.x you have done nothing but nerf nerf nerf nerf nerf nerf.  All to please a few thousand players who don't like that other players do things a certain way!  And out right ignore the some 120+ million of the rest of us!
    Your response should simply have been; So if you don't like that aspect of the game then don't do it that way... It is a sandbox game.

  • 1
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    After feeling out these changes, seeing it focuses on new players, I think a useful mechanic would be having an increased likelyhood - if not guarantee - of having a cartographer in villages or possibly just the first village a player encounters. Then, I think if the first time a player enters the proximity of a cartographer, the villager should seek out the player and drop the first exploration map for free. This would give players an intuitive way of realizing villagers have unique trades and push them to right click to figure out how they can get another map there or at the next village. I would also be a good intro to maps in general since finding treasure maps requires less early-player-friendly tasks. Next, I think a system of ''recruiting' villagers would be excellent with the increased difficulty of finding all the unique biome trades and would allow for the continued possibility of making trading halls without the whole kidnappingy forced labory vibe and without the need for huge rail systems or tedious boat travel. Perhaps doing favors or offering some sort of pay could convince them to leave and travel with the player. This could also introduce a fun new escort mission-type mechanic to make sure they remain safe while traveling. Maybe recruited cartographers always give free maps to find the next village as well. Lots of fun new possibilities there I think, and once again that hopefully balances difficulty while removing some morally questionable common processes.

  • 4
    Registered User commented
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    This is where I get off!

    I will not be joining you further.  

    If you are going to continually listen to 1/1000000000 of the player base and keep nerfing everything because 10 thousand people complain about what the other 200 million are doing!!!

    NO THANKS!

  • 1
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    I think the balances being made are a great step. 

    The changes to the cartographers is great, but maybe expand it a bit more for rarer biomes. I am a fan of any tool in game that encourages players to stay in game rather than going to a 3rd party app.

    The armorer changes could use some tweaking.

    1. A chance for one to offer lava buckets for emeralds instead of the opposite.
    2. Some variation in the enchantments on armor trades
    3. Unpopular but nerfing iron farms; its way too easy to get infinite iron and therefore infinite emeralds. Maybe pair the nerf with another way of getting iron... or possibly a new map in abandoned mine shafts that lead to iron veins.

    Somehow make it less tedious to move villagers.

    1. In bedrock you can put leads on boats, that would be nice here. So I can at least move two villagers at a time over water.
    2. Let me put a villager or two on a camel/ llama/horse for land travel without having to place 1000 rails?

    Make changes to the fletcher next please.New arrow types would be very welcome. Craft them in the fletching table or buy them from fletchers. Fire, ice, TnT, knockback arrows, etc...

     

  • 2
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    I really like the cartographer changes, but the librarian changes seem like they will make trading very tedious.  Could there be templates or scrolls for enchantments that you could exclusively find in certain villages, and once you trade that with a librarian they can sell you that enchantment?  For example, you would have to find a swamp village to get a chance to find a mending scroll, and then you could bring that scroll back to a village near you, give it to a librarian there, and be able to buy mending books from them.  This way you still can use the new cartographer features, you'll be more incentivized to explore, and getting access to all the enchantments won't be as trivial as it is now, plus there wouldn't be a long tedious process to replace your gear whenever you lose it.  Moving villagers can be one of the most frustrating parts of the game, this way you can get all the benefits of the new features without having to haul villagers hundreds of blocks.

    There are already items kind of similar to this in the game, like armor templates, so I don't think a system like this would feel out of place.

  • 27
    Registered User commented
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    making games harder is not fun every time. every player have different way of playing minecraft.  if I spend all my time in mining and enchanting when can i do other things? player like me die a lot and losing armor and tool is normal for me but if I want to get back all the things I have to spend like an a week for it. as an adult I dont have that much time. transporting villager is a painful thing and you are removing usefull max level enchantment . i feel like stop playing minecraft and try other game now. 

  • 2
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    I really like the changes made to the cartographer. I perticularly like that certain types of biome dependant cartographers lead the player to a predetermined set of other biomes (ex: desert cartographer hands out a plains village map), it makes it easer for the player to predict what map they will get.

    It makes more sense to me that iron armour isn't offered immediately and I like the fact that chainmail armour is rarer again. Effort to level up villagers is payed off in the form of a discount. Mined diamonds gaining back their worth in obtaining armour also seems fair and I like the fact that mining still serves its use in the late game, especially with reworked diamond generation making it less tedious. I am also a fan of the unique taiga-trades on expert level, it allows players who don't have access to all villager-discounts to exchange extra pieces.

    The changed dungeonloot (together with biome-dependant trades) is also a nice way to promote exploration, but while I play singleplayer, I worry about multiplayer servers with a world border where unlimited exploration isn't possible.

    I do think that it should be a lot easier to move villagers around, especially since we now want to transport them to the Jungle and Swamp. Also the enchanting- and anvilsystems need some reworking, since the changes to librarians, which I like on their own, feel like they're not adressing the real problem; we use villagers to not have to interact with the standard enchanting system's annoyances.

  • 0
    Registered User commented
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    I think this is a very fair and balanced experiment, and while the "me" that's a hardcore player doesn't like it, the "me" that looks at the bigger picture, balance, and the future of Minecraft Updates does. The one concern I have is that anvils are still very broken. If the community is expected to accept a villager book nerf, there should be a revamp of the anvil system, or at least a removal of "Too Expensive!" 

     

     

    Fix Anvils First!

  • 0
    Registered User commented
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    very nice changes, i waited for it since 1.14

     

  • 2
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    I like the addition of the diamond cost for the armorers, but I still do not like the biome dependent trades for them or the librarians. 

    Forcing players to travel back and forth between locations that may well be thousands of blocks apart every single time they want to make a trade with a specific item feels less like an incentive to go exploring and more like a disincentive to bother with setting up good villager infrastructure at all. You would either need to devise a way to move all of your villagers (a notoriously difficult mob to move around) over massive distances, or move over those distances yourself with every trade which is hardly worth the effort for gear and enchantments that are worse or more expensive now than they were before these changes. The added effort of locating and moving to these biomes just makes me wonder why I would pick trading with an armorer over mining the diamonds for a full set myself.

    That said I do see the potential of reducing randomness by making trades more consistent, I just don't think biome dependency is the way to do it. I would much rather see a system where interacting with a villager in a certain way could change the items they will unlock, so that the actual act of interacting with the villager and working to get the trades you want can be more engaging rather mindlessly cycling trades or running all over your world to get a relatively unrewarding trade.

  • 2
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    I think the cartographer changes are a great way to make looking for biomes and structures less frustrating. That said, I think that by the point in the game that you'd want to search for specific biomes and have the resources to trade for maps you will have already found many of the biomes/villages on the list. Early-game, searching for the biomes manually is both faster and more fun. Swamp and Jungle are great choices but I'd like to see other rare biomes like Mushroom Island or Badlands and structures like ancient cities or pillager outposts, which would be very useful late-game.

    In particular, locking certain books behind transporting and creating villages, one of the single most tedious things in the entire game seems absurd. Making it harder isn't the issue, the issue is these changes make the game harder in an entirely uninteresting way. Ultimately my issue with the changes boils down to the fact that villagers, as they were, took a lot of tedious setup (moving/breeding/leveling-up villagers, refreshing trades, getting the resources to trade for emeralds, etc) to get to the point where they were could be considered overpowered, at which point easy access to armour and enchantments feels like a good late-game reward. 

    Other thoughts:

    • Making armour require diamonds is an absolute shame for modes like skyblock and superflat, where diamonds are unobtainable, although I understand the change.
    • Curse of binding armour as a master level trade isn't really worth the time involved.
  • 1
    Registered User commented
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    Great now instead of exploring the world for hours i can just mindlessly trade with villagers for hours that sounds so much more fun!!!

    But for real both of these suck

  • 15
    Registered User commented
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    Please do not fix villagers.

  • 5
    Registered User commented
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    既存のものを破壊しないで、ただ新しい要素だけを追加してほしいです。

  • 17
    Registered User commented
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    Please Leave the Armorer alone

  • 1
    Registered User commented
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    It's great to see how much you listened to feedback! really shows the commitment you have to make this game better!

    personally i think the villager change should be minimal (because the current system has been set as the status quo), any major changes should focus on quality of life

    i mention QoL specifically because it is really annoying to have to travel to different locations all the time
    having the trades be biome dependent is annoying because i would then need to travel to 3 or 5 different locations, each hundreds if not thousands blocks apart

    finding the biomes is annoying yes, but, stepping out of the game here, it's not an issue for PC players, we simply can use external websites to view the world map using the seed

     

    what i really like about this experiment: willingness to look at old loot tables(QoL and overall additions that don't disrupt what has been set but rather add to it!)

    also the diamond armor trades are honestly so welcomed - i will admit this is how i got diamond gear since the 1.18 update because strip mining for diamond in deepslate became tedious but it always felt cheap, like i don't deserve it, adding a diamond cost to those trades is a greatly welcomed nerf the improves the overall game, since now it interacts with the core mechanic of mining!

  • 3
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    While I like that cartographers share more interesting map types, the librarian changes are awful! One, villagers are hard enough to wrangle as it is, and now we have to wrangle them into a swamp for our things not to break?

    On top of that, the enchant levels you’re letting them sell aren’t the top levels, which means combining books. And you know what’s wrong with that? The anvil! Things reach “Too Expensive!” so fast, it’s already a ton of work to get an ideal piece of equipment, and by making say efficiency trades cap at efficiency 3, you need to combine four of those books to get max efficiency! That seriously limits how you can combine enchants onto a tool! Why?! What’s the point of making everything worse???

    Speaking of, adding diamonds to the cost of getting diamond armour is awful too! The point of setting up a villager to trade me that stuff is so I don’t have to spend diamonds!

    These changes better not be retroactive to villagers that are already established, or my trading pavilion and my whole village are garbage. So garbage I might turn fire tick on.

  • 14
    Registered User commented
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    No.

  • 14
    Registered User commented
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    No

  • 14
    Registered User commented
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    don't do it

  • 2
    Registered User commented
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    With a huge theme of exploring being added in this update, there needs to be some sort of motivation and/or hints that swamp and jungle villagers exist. This could be solved by adding some sort of structure that has at least two villagers into the swamp and jungle biomes. Almost like those igloos you can find. The cartographers could then sell you those maps to go and save their friends. Then, players could build their respective swamp and jungle villages around those structures where they rescued the original two villagers. Otherwise, having to transport villagers to those biomes will be one of the most tedious tasks in the game.
  • 2
    Registered User commented
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    this isn't going to fix the blunder of the lack of mending so, please, remove the "too expansive" limit from the anvil and give smiths and armorers the ability to repair your gear for emeralds (without your gear losing enchantments or the repair getting "too expensive").

    it makes no sense that a trader that can sell you enchanted stuff can't repair those things himself

    Also, since there are no swamp villagers, maybe take a page from forge mods and add horse carts to the game (if a modder can do it, so can you). By doing so you'll get:
    1) Moving villagers will be more organic and fast

    2) a new use for the horse

    3) By making the cart only able to go up one block you incentivize players to build roads in the overworld between bases, that way people can have an alternative to ugly nether highways 

    4) a more compact way to move materials by making the cart hold a double chest (or two if you are feeling generous) worth of slots (which can be filled with shulkerboxes if you want)

  • 0
    Registered User commented
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    Soooo cool

  • 2
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    Yaks should be a new mount. They spawn in meadows and mountains. They have lots of health but aren’t very fast. If you ride them by a villager the villager will climb on. When you dismount the villager will too.

  • 2
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    Cartography:

    • The new maps are a great addition because they provide clear goals. For example, if I want to find a Savanna in one play session, I can go to my local plains village, buy a map, and know that I'll arrive at a Savanna sooner rather than later. This is especially good for coordinating multiplayer sessions where time can be more limited due to different schedules.
    • It would be nice if the new explorer maps could get unique item colours, just like the original two explorer maps do.
    • Trail ruins are currently hard to find because only a small amount of the structure appears above ground. To help with this, a trail ruin explorer map could be obtained through trading, potentially from the wandering trader. 

    Trading

    • Currently, there is nothing in-game that communicates that a specific trade is biome-unique. Because of this, players new to the system may not realise they have to go to different biomes to get different trades. A tooltip/icon next to biome-unique trades could help indicate that some trades differ between biomes. 
    • It would be nice if a small amount of villagers spawning at world generation were at apprentice instead of novice level. This would help indicate the benefit of levelling villagers up and make villages feel more lived in. 

    Other

    • Due to its usefulness, it would be good to see the protection enchantment be more common loot in certain structures.  

     

  • 1
    Registered User commented
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    Noooo It won't be convenient for me to search for a bunch of residents on the phone, it's good on the computer, but it's so hard on the phone, that's why I don't want that!!!! Mojang don't break the game

  • 1
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    About Mojang's changes, I think the updates are interesting, but Mojang is not doing it the right way. For example, chainmail armor, while expensive, isn't very useful. It does not deliver specific advantages to the player, making it only useful for collections

  • 1
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    It looks like the Minecraft community isn't enjoying the villager updates. In that case, I think Mojang would have to make softer changes to villagers, so decreasing the amount of Books they sell, leaving the best ones to be found in exploration places that people don't usually visit much, being able to find 2 or 3 for each structure, as well as the blacksmithing molds. It would be interesting if they abandoned the idea of ​​books by biome, since exploring is cool, but exploring to get something that was only made difficult, would not be very cool. Maybe it would be nice to have new content for villagers to sell, useful things, or improve useless ones

  • 2
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    I think this update is too stuffy, I guess I will wander around the world in search of a village. Moreover, more than once I will need to go to bargain with the residents. And going from your home to one village, then another, and so on, will be very stuffy and long.