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

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  • 6
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    I dislike nearly every part of this biome specific nonsense- I'm going to say if polled 95% of people dislike the librarian malarkey. Full stop on this!!! I'm sorry... nobody wants this. Armorer is just as bad although I agree with nerfing the armor for emeralds completely. Please take a moment & think about what this means for casual players that want to get protection, mending, silk, and efficiency and looting to SPEED up their progress. You're litterally telling them that they have to play 7x more to get gear just so they don't die or have their gear break or can mine quicker. OR ACTUALLY EXPLORE without dying.
    Furthermore- if you want us to explore stop making things like the sniffer & trail ruins nearly require end game gear to get. You NEED respiration and aqua infinity to get the sniffer.- wich is honestly for kiddies.‐ so you need top level gear to get essentially a plushie. Burying trail ruins in water and having to dig and chew up shovels and pickaxes for sherds & a couple templates isn't worth it until you get enchantments

    Cartographer is genius- of ALL of the biome specific villagers this makes sense. However I would have liked to see it expanded like this; Badlands-trail ruins, cherry blossom-ancient city, mangrove-ocean monument desert-desert pyramid/well, jungle-jungle ruins, dark oak forrest-woodland mansion- plains-pillager outpost. Swamp-witch hut. Ice-basment igloo.

    Also- there should be some way to find the bazillion hidden chests by water.

  • 1
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    Ive gone through and read alot of concerns people have regarding this update and i think some thoughts on it would be nice.

    • The main one i see is the game is now more grindy, this is fair enough however minecrafts progression did feel too fast and very bland with the current villager system. you could find a village at the start of the game make a villager hall and not come out until you had fully sustainable Armour, Food, Tools and Enchants. This new system changes villagers from a way to speedrun maxed gear to a cog in a system that allows you to optimise your progression but keeping it balanced and not overarching other aspects of the game.


    • The next one i see is New players and Casual players. I would agree this needs communicated better to new players but it always did these changes just add another layer of Deapth to it, but so long as mojan adds a way to communicate this to the player through and achivment or somthing i think its fine. The argument for casual players is odd though, its very double edged some casual players who do multiplayer get demotivated by Experienced players grinding maxed gear in a few hours while other just use it to speed up their progress i think casual players will be fine as this is a fair change and if anything gives them more reasons to do diffrent aspects of the game.
    • The Major one i think is transport Villagers are slow to transport and even the fastest methods are expensive this one does need a fix but even if not we still have elytra

     

  • 6
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    I'll make this simple- people are pleased by the cartographer because it HELPS with exploration. They dislike the Armorer and Librarian becuase it HINDERS it.

    Yes- there are changes needed- Armorer armor trades needed to be nerfed for example. But don't TELL me how to play or where to go for 30 different enchantments in your sandbox game- wich is what you are doing. AND making it super complicated. ADD more accessable structures to explore and give them new items like enchantments, maybe tipped arrows potions etc. And we WILL explore.

    Im a huge pokemon go fan and they lost 30% of their base and 40% of thier revenue because they forced trainers to play the way THEY them wanted to. Same will apply here and this feels eerily familiar.

  • 7
    Registered User commented
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     please do desert pyramid explorer map and pillager outpost explorer map

  • 2
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    Interesting stuff. 

    If you are focusing on updating villagers and utilising different villager types and biomes, i'd love if you added a new method of transportation for them.

    A villager sitting on a camel, llama or donkey would be really interesting to see as an alternative to using a boat on land. A llama caravan or just riding a camel with your villager would add so much to the game. Generally i think the transportation of mobs could be greatly improved, instead of just relying to them clipping in a boat. Connecting mobs with lead would also be interesting to see in a caravan setting. (unrelated to the topic, but also placing a lead on a fence, without a mob attached, should be possible asa   a way of decorating).

    I love that you are adding usage to various types of villagers, armor (gold and leather boots for example) etc. Would love to see you do that for transportation. Every mode of transportation should be unique in a way.

  • 2
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    Now that you have to come across every biome to access all trades, one of the major concerns still is transporting villagers around to have your localized vilage near your base.
    To fix this we should be able to place a villager in the second seat of a Camel giving it more use and making a better way to move them faster as boats on land is painfully slow and likely not an intentional game behaviour/meta
    It would help us all a ton as well as being a good and creative idea to fix the issue.

    Additionaly the same could be done with llamas, it would give us the option to transport multiple at a time with the downside of being slower as you would need to leash the llama because of the seat being taken by the villager

  • 8
    Registered User commented
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    I hope you can turn back.Tanks.

  • 2
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    Some good changes here, but also some not so great ones. Starting off with positives:
    - Cartographer changes are just a big plus.

    -  I like the idea of the armorer being able to swap one piece of armor for another.

    - structure loot changes are also a positive

    - being able to sell iron and diamond blocks is another really nice thing (but maybe iron ingot and block trades could be buffed)

     

    as for the negatives:

    - expanding on the biome specific trades. I think most trades should be more likely in specific biomes and offer better deals, but only a few should be actually biome-locked. And still, they shouldn't be specific to one biome, but to multiple (so, for example, mending in swamp, mesa, and mushroom). This would also bring back the benefit to creating a larger village, which is gone with these changes due to a lack of variety in trades.

    - diamond armor could also cost no diamonds in certain biomes where it takes more effort to build a village (mushroom island, the End, the Nether, the Deep Dark)

    - while being able to find a biome is easier now, said biome may still be thousands or tens of thousands of blocks away. Traveling that distance every time you want to make one trade isn't fun, but neither is transporting villagers currently. Perhaps some new method of transportation that makes returning to already found areas better would help? Alongside buffs to minecarts and maybe to boats.

    - maybe add some way to get biome specific villagers in superflat/single biome worlds

  • 3
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    Give zombie villagers a randomized biome tag.
    This allows even single biome worlds to get swamp villagers. The cost to do this (weakness and golden apple) seem like a balanced trade-off to traversal and breeding.
    The tags can be weighed to make swamp zillagers less likely than, say, plains.

  • 3
    Registered User commented
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    the new librarian changes are a borderline TERIBLE change, It's already enough of a headache to get villagers into your base, get the right trades ect. making certain trades biome-specific is an amazingly stupid change, it's already hard enough to transport villagers 100 blocks, much les ONE THOUSAND or more blocks to a specific biome, just to get a trade that's not even max level, In conclusion, if you want to make trades better or more balanced, just keep them as they are

  • 2
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    Increase the enchant level of the armorers gear. 1 or 2 levels below max seems a better purchase without being OP.

  • 5
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    Increase the chances of a zombie wearing diamond gear and allow them to spawn with any tool type. (Still keep it fairly rare)
    This allows an alternative to armorers and mining without being easier than either.
    This also provides a path for worlds without ores or other dimensions (like bedrock flat world) to still obtain diamond gear, eventually.

  • 2
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    Listen this is a good idea but I think it should have ended at the villager exploit instead of changing it all together. The villager exploit with the golden apples was a necessary fix, but this is kind of too far. It'll be nice to have a little more challenge in the game, but a swamp village doesn't exist. And the amount of extra work just to get mending is pretty insane. If this becomes a permanent feature, I'm keeping my worlds in 1.20.

  • 0
    Registered User commented
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    добрый день уважаемые разработчики MINECRAFT, ваша инициатива по улучшению торговли очень хороша, и я рад, что вы именно это сделали, картограф стал просто потрясающим, это очень хорошая идея, но оружейник, мне кажется что игроки просто перестанут им пользоваться, я понимаю, что вы хотите всё сбалансировать, но всё же. Спасибо, если вы прочитали этот комментарий

  • 1
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    Please keep all diamond armor available from all biomes, even if it is unenchanted. I'm okay with the armorer engagements matching their biome, and I'm kinda okay with requiring small amounts of diamonds to get diamonds armor (maybe 3 or 1, instead of 4 or 2). But arriving at your first village and not being able to get diamond armor (taiga) is limiting.

    I also hope, with these changes, comes new ways to move villagers (llama, camel, leash boats), and ways to upgrade master tradesmen to max level engagements.

  • 1
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    For Armorers:

    The ability to control which enchantments are sold on the armor is a very good change, as before, the enchantments would just be some random stuff you have take off with a grindstone before enchanting it yourself.

    The rest of the changes went the wrong direction. The reason that everyone tries to get armorers is that we want to have a renewable source of diamond armor, and to avoid having to dump several diamonds into something we can avoid spending the resources on. And the early game use is already balanced by the difficulty of setting them up in the first place, and making them cost diamonds makes it not really worth setting up armorers in the first place.

    For Cartographers,

    These additions are great, more maps to different structures means more exploring around the world, and more knowledge that these structures exist. We still need maps to pillager outposts, buried ancient cities, etc., but the current additions suffice for now. Another thing that should be added is a way to make sure that you get the map to a new location each time. But these changes should stay.

  • 7
    Registered User commented
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    I'm still not a fan of these "rebalancing" changes. I put that in quotes because it doesn't feel like a "rebalance," but more of an overall nerf to villagers.

    Others have put my thoughts into better words than I can, but overall: I'm not a big fan of these changes. I'd prefer we go in a different direction than forcing villager transportation over long distances.

    Three specific changes I do like: the new maps from the Cartographer (this has been long overdue, a way to locate specific biomes via Cartographers), the diamond armor exchange trades from armorers, and Master level Armorers buying iron blocks. I'd love to see armorers buy Copper and Gold as well like someone else suggested, but maybe Copper blocks are 3 emeralds, Iron blocks are 5 emeralds, and Gold blocks are 8 emeralds. I'm not a big fan of the Diamond blocks being purchased as diamonds aren't renewable anymore with these changes. Yes, the world's infinite, but not everyone has a power PC that can handle flying 10k blocks just to get some resources. The game's been optimized, but not that much.

  • 10
    Registered User commented
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    I do not want this update. I want to live a comfortable life. I would be very annoyed if the trade content of villagers is changed from what it is now. If I drop my belongings in the lava it will erase that world. Please stop making survival mode any more difficult.

  • 17
    Registered User commented
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    Dear devs, you clearly need to step back for a moment and overthink what you are doing here. The reactions to the changes are clearly negative - I don't know where you are heading, but it's definitely not the same direction as the player base that's the vital core of minecraft. You declared to listen to player feedback, so either keep your promise or doom the game. And I don't mean that as a business decision but also for every single player that (used to) love this game

  • 12
    Registered User commented
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    Please don't change the villager's deal.

  • 4
    Registered User commented
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    At the risk of getting ignored, I figured I'd post a suggestion I made to the subreddit r/minecraftsuggestions about 2 weeks ago. It comes in two parts:

    1) https://www.reddit.com/r/minecraftsuggestions/comments/15mqg8g/my_take_on_the_villager_book_rebalance_and_a_way/

    and 

    2) https://www.reddit.com/r/minecraftsuggestions/comments/15v38u5/another_sensible_suggestion_on_the_villager/

    IANS, TL;DR: The primary issue is not with trading per se, it's with the enchanting mechanic as a whole. that said, biome specific trades are not a *bad* idea.

  • 4
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    it would be cool if mojang changed around the tiga armorer trade were 42 emeralds for one diamond block and be 50 emeralds for one diamond block. it would be better for a master level trade to be something a little more rewarding. I have vary mixed feelings about  biome specific trading. its a relay cool idea but is not balanced right there is lots of draw backs to the currant idea . so i think it needs serious perfecting . As of right now if these new villager mechanics are added to the game will not be as fun to players with differing styles then to players  who do approve of these changes . the changes with villagers can be vary bad or awesome if just done right .

  • 4
    Registered User commented
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    締め上げて追い出すような村人の変更はスマートではありません。
    プレイヤーを冒険に出かけさせる有効な方法は決してこれではありません。

    ・公式に保証された、一定期間でリセットされるリソースサーバーと、現在のワールドをつなげるゲート
    ・刺激的な少しの新要素

    この2つがあれば十分でしょう。


  • 10
    Registered User commented
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    The new villager mechanics are completely unnecessary. It just makes the game more grindy as I have to go from biome to biome when exploring is just not fun at all to do. This seriously needs to be reconsidered and adjusted slightly so that villager aren't too overpowered but at the same time not useless.

  • 16
    Registered User commented
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    None of this helps the main issues with the villager changes proposed in the librarian change. You still are pushing exploration over everything else and forcing players to have to go extreme distances with villagers with no reliable way to move them over long distances or forcing them to have multiple bases which they must spend way to much time moving between just for enchants or now for different armor. While the maps are a good addition, if they point to a village or structure closest, this may not be the closest biome you are looking for. The anvil issue is not fixed when it comes to the level cap, so with this update you have to hope you get one of the higher enchanting books proposed to be more common because if you don't you cant get that fully enchanted gear you want. Overall still not impressed with the changes as a more casual player who likes to be in one spot - if I wanted to explore I would, stop trying to force me to just so I can get the gear I want for building.

  • 21
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    I think most people will agree villagers are not fun to interact with. Moving them is a pain. Getting the trades you want is a pain. And yet, there are a few who put time and effort into minimizing the pain with village trading halls, so what solution can there be but to render this one redeeming quality moot.

    This isn't a 'rebalance'. This is punishment. You are removing arguably 'good' or 'easy' qualities and replacing them instead with tedium.

    What does this achieve? Does it fix the problem? I would say if it drives players to stop utilizing villagers for equipment or enchantments then it belies the existence of villagers entirely. That's a fat fail!

    The real hot topic should be 'what else is in the chopping block?' Some players build mob farms for items and/or exp. Maybe that's too easy, let's fix that. Maybe rockets let players fly too far on elytra! Heaven forfend!, lets make rockets damage elytra, that'll fix'em! Set them on fire. Hail to thee Icarus, thy hath flown too close to ye fiery sun!

    This is just the beginning, and we need to defend against the tedium before that is all that is left.

    The easy stuff let's us build! Not everyone wants to have to enter creative mode to enjoy walking through a monument built from their group efforts. I call to you, my brothers who enjoy building in survival, speak now and be heard!

  • 9
    Registered User commented
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    To my opinion, there're something dissatisfying on the "rebalanced" armorers' tradings. Here I'm showing you what the problems are:

    1.From now on, players are forced to obtain diamond armors at the cost of diamond which is not at all renewable. (By no means can I accept additional unrenewable resources costing on anything.)

    2.Armors sold by savanna armor smithes, now are more likely to be trashes than treasures, because of the curse enchantments. (Why bother selling such ominious things? Does it mean that the villagers all have a grudge against me?)

    3.Giving out diamond blocks for emeralds? Sorry, at no times will I change something renewable with something unrenewable, even if it's much better than before (Costing 1 diamond for 1 emerald).

    All in all, these issues mentioned above are disappointing. Moreover, if these traits applied in the future release versions, then I'd rather take measures to resist them anyway - such as enabling diamond looting when villagers killed by players - and keep doing this until diamonds become renewable.

  • 5
    Registered User commented
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    All good if these changes are toggle-able.

    Most importantly, librarians,
    Many casual players stick to the aesthetic challenging themselves to get every maxed level enchantments a librarian can possibly trade. [Personally, I, myself challenge this and it is not easy] Now, locking villagers in biomes makes it a bit more harder, that would be okay if all players had strong devices and all maxed level enchantments like before were available in librarian trades, just divided in biome types.

    For the armourer, trading diamonds for diamond tools/armour sounds rough. The whole purpose of a villager trading diamond tools/armour is so players with no diamonds can trade emeralds for diamond tools/armour.

    For the cartographer, it is actually interesting and not grindy at all, rather it actually does encourage(most) people to explore.
    Cartographer sells maps, the point of maps is to explore, so locking specific maps in specific biomes sounds great.

  • 4
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    To shortly show my perspective on the rebalanced Armorer's trades, that is: disappointing.

    Before Shulker Shells become renewable, the way for survival-technology-dependent players ("STD players" for short below) to obtain a large number of Shulker Shells is the bug of item duplication, which breaks the balance and is based on game bugs. Afterwards, however, when the Shulker Shells become renewable, while the item-duplication bug still exists, most of the STD players would like to build a Shulker Shells farm at the cost of time, rather than reproducing them via bugs.

    Therefore, for STD players, they won't mass-product any item by bugs when they can product them via in-game mechanisms, but they would rather do it when mass-product is impossible. If you create a resource that cannot be mass-produced, it will only make players more inclined to take advantage of game vulnerabilities that disrupt the game balance, rather than following the path you have arranged for meaningless exploration actions.

    Unless you have the ability to settle all the existing problems, and ensure that there'll no longer be anything wrong with each update, there is no alternative way to satisty players truly.

    By the way, if there exist any resource can neither be mass-produced nor obtained by bugs, it's quite possible for STD players to regard some "unreasonable" methods as something tolerable, such as recording the seed and coordinates in advance, or using some plug-ins to obtain the resource.

  • 4
    Registered User commented
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    ダイヤモンドの価値を高めるために、ゲームの難易度が上がっていることが問題です。
    もともとマインクラフトは難易度をイージーにしても難しいゲームです。難易度を上げないような調整の方法を選ぶか、ゲームの難易度を下げるアップデートを同時に実装しなければ、多くのライトユーザーを失うことになると思います。

    ピースフルを遊ばせることは、敵からのドロップアイテムが得られない、難易度が低すぎる、などの問題により他の難易度に対してゲーム性が大きく異なるため上記の点の解決にはなりません。

    ダイヤモンドの生成率をわずかに上げる程度では、ゲームの難易度を下げるには不十分かと思います。