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

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  • 2
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    I think that it would be more useful if cartographers sold maps that help you locate other structures, like woodland mansion and ocean monument. For example if desert villagers sold desert temple maps. Also, you could update bartering. Piglins could have a chance to drop a map that helps you locate structures like nether fortresses and bastions.

    Because there are so many biomes, and structures are not guaranteed to spawn, I sometimes spent hours and hours just searching for a specific biome or structure and never finding it. Sure it's hard, but not fun.

    Unrelated, but it would be cool if you made different types of shields and bows. For bows, instead of sticks, we could use diamonds (iron, gold), and instead of string some kind of steel wire or something. For shields we could have the standard wooden one, an iron one, gold one, diamond one.

  • 2
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    Semi-BiomeLock Librarians

    The biggest problem with these changes, is that it limits players that like to play in "challenge worlds" or limited worlds with world border.

    And although these are a different from the vanilla game they are still a part of it, and these changes would affect those a communities in a really bad way. So i would like to propose a change for the librarian to fix this problem, why not make them Semi-BiomeLocked, let me explain:

    • Find a librarian villager from any biome (for this example I'll be using the plains villager);

     

    • No matter how many times i break and put the lectern, for the Villager to switch trades, the 1st Ebook trade will always be one of the 3 Ebooks of the plains Biome;

     

    • If given the 2nd or 3rd Ebook Trade these Ebooks have a high chance of being related to the villagers biome, in this case the plains biome, BUT it also has a small chance of getting an Ebook from any other village type (including jungle and swamp), but they can only be normal Ebooks and not Master lvl Ebooks;

     

    • When reached the master level it will work the same way, the difference being it can only be a master lvl Ebook from any other village (including jungle and swamp).

    This will take a lot of testing to make sure the chances aren't to small neither to high, since this is a way that the player can choose if they want to find the villager from that biome to get the guaranteed Ebook that want or try there luck (think of it like trying to get the right tipped arrow from a fletcher).

  • 5
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    This rebalance is absolutely awful. Please do not introduce this to the release version. It will not add anything to the gameplay, in fact it basically removes any point to interacting with villagers, especially if this "rebalance", as it currently stands, is also applied to Tool and Weapon Smiths. I understand the need to rebalance, but this is not the right way to do it. The biome thing is ok, not the best, but acceptable, but making them only give you a discount on subpar diamond gear means that villagers are far more trouble than they are worth and I'd rather just eat the extra diamonds and craft it myself than get a measly 30% discount on crafting some armor.

  • 1
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    I'm 50/50 on the villager rebalance. I like the idea of spending some diamonds to get diamond armor from the armorer. But I don't like the librarian changes at all. As a casual gamer and someone with a family and only get a couple hours here and there to play, having to grind villagers in other biomes just to get certain enchantments just doesn't sound fun. But for people that get to play 5-8 hours a day, yeah I can see the changes being awesome. That's why I think it should just be a way to toggle the old trading system on or off like you can right now with the experimental changes so casaul players can have fun also.

  • 7
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    I think the villager trade update will make Minecraft worse

  • 2
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    *Wondering trader updates are awesome.

    *Only getting a benifit for doing the zombie/heal process is great as it was to OP before.

    *Making trades biome specific is going to seriously hurt the younger, less experienced players who don't have the confidence to explore the world more. The cartography trade that can link you to other villages is fantastic but my 9 year old, who has been playing for over 2 years, still won't use a treasure map to explore further without the help of others so she doesn't get lost coming home!

    *Top tear trades should be good quality equipment (i.e. not level 1 enchantments). Again, this will hurt the younger audience who don't have the patience to sit at an enchanting table grinding enchantments for hours to try to get better amour. At least with the current system they have the chance to get a good piece of amour with a few decent enchantments.

    *This whole villager trade rebalance feels like it is designed to make it harder for the experienced players to create the ultimate trading hall. The reality is that it's going to hurt the newer ordience who want to move into an established village and level up a few villagers to get some better equipment.

    *Super flat world's MUST have biomes added to them for the community to be able to use the biome specific trades

    Thank you for reading this far 😊

  • 3
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    You are asking us to go on a journey to prepare for a journey. That means a beginner player cannot go on a journey.

  • 3
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    I think these villager changes should just be made as a game rule, like phantoms, fire spread and tnt as I see the majority of people disliking the change to villagers and a few people liking it and especially since it doesn’t seem like mojang wants to back down from this change. I think this idea would make it a win win for all parties involved.

  • 0
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    I love this idea and definitely think that it should be implemented (villagers are currently too OP, allowing for the player to obtain insane items with little-to-no exploration or effort). Although, I think that the type of villager (plains, swamp, savanna, etc) should be dictated by its "parents", not its birth location (perhaps with the exception of villagers born in jungle/swamp biomes). This would mean that the player is not forced to waste their time running back-and-forth to different biomes in order to trade with their villagers. Conversely, Mojang could implement an easier way of transporting villagers (that is cheaper than using minecarts).

  • 4
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    I am very much not a fan of the villager changes. I play with my two young children on our own server. I enjoy survival, but it is a little too hard for them. It has been great for me to level up some villagers and have some emeralds in a chest so that whenever they die, they can just buy back their gear and throw on some enchantments. 

    Working with villagers is challenging, but I find it to be a lot of fun to create a self sufficient base. It gives me something to do as I try to automate farms and build a villager trading hall - while also being close enough to my kids to help them if they are trying to explore something nearby. Having to travel around the entire map to find specific zone enchantments or gear from villagers is just not fun. You're making what was a difficult but rewarding activity if you put in the effort into an even worse grind. Overall, the librarian and armorer villagers make me disappointment and less interested in playing the game. I do however like that you are trying to improve the wandering trader and the map smith. Finding particular structures and biomes can be very difficult (bamboo!) so this is quite welcome. 

    I'm struggling to understand why you want to implement some of these changes. It feels specifically targeted to folks like me who wants to have fun building up a single base in a particular chunk. If you do go forward with the changes, I'd appreciate a setting to turn them off. I'd rather have none of them (even if some are helpful). Thanks

  • 5
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    请不要这样改动盔甲匠的交易。

    这是一个很坏的改动。

    我明白你们想要把钻石变为稀有的资源。

    但是请制作一个替代的方案,例如可以用其它材料制作一个防御力接近钻石护甲的装备。

    (顺便,唱片机和附魔台也可以考虑有其他方案代替)

    请不要这样改动图书管理员的交易。

    不同群系的图书管理员卖不同的附魔书这个思路或许是对的。

    但请不要删除某些附魔书的交易。它们变为不可再生资源了!

    请制作一个代替的方案,例如可以和溺尸交易,获得三叉戟相关附魔,和掠夺者交易获得弩相关附魔。

    这样的改动,或许会让Minecraft的前十个小时变得有趣,但是Minecraft是一个值得成千上万个小时去游玩的游戏。请不要这样做,谢谢。

  • 3
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    Shame I've really been enjoying my bedrock world. Back to modded 1.12 java I guess

  • 4
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    please do  desert pyramid explorer map and pillager outpost explorer map and  ancient city explorer map and   Trail Ruins explorer map

  • 1
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    It would be interesting if the maps showed the distance from your point to the village point, as well as showing which direction you are going, as not very expedient players may get confused

  • 1
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    I don't think books should change so drastically. I think they should be less accessible, a little more difficult, usually requiring the player to visit structures or buy them with the villagers for a slightly steep price

  • 13
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    We don't want stuff locked to biomes, NOT (the best kind of) FAIR and NOT FUN, do whater you like, just don't lock any stuff to biomes, you're just pushing away your userbase

  • 2
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    Non-renewable diamond gear breaks skyblock worlds, I don't think this would be a fair change to these gamemode players. 

    Librarian changes hurt worlds with a world border and super flat. 

    The amount of time you would have to dedicate to the distance travelled, transport of villagers, anvil and gear combining, makes the entire mechanic obsolete and, I believe, unenjoyable. Perhaps there is a more interesting way to "teach" villagers things you have discovered on your explorations. Scrolls in treasure chests perhaps, or a book from those villagers elsewhere.

    Even still, I would seriously consider the variety of players and world types out there, and therefore, these villager changes just wouldn't be fair. 

  • 0
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    2 Librarian suggestions

    Suggestion 1:

    Each librarian would have four book trades.

    Trade 1: one of the biome related books

    Trades 2 & 3: random enchanted books as taken from the current pool but capped at level 2 enchants

    Trade 4: unlocks at the master profession level, where the librarian can sell books with the first enchant of the book provided on the lectern (effectively duplicating books) but at the expensive price of 64 emeralds

    This combines a few different ideas I have seen here which promotes the biome related trading but also makes it easier to obtain books after you've gotten a first copy. I would suggest making mending *only* obtainable by trading rather than fishing, to promote biome exploration.

    Suggestion 2:

    In a much simpler nerf to villager trading that I imagine people would despise, villagers could have their trades for each profession predetermined, such that no matter how many times you replace the work station, their trades would never change. Please don't do this though.

     

    Lastly, regarding the cartographer tweaks to find new biomes: it would be nice if structure spawns could somehow be guaranteed in biomes larger than a certain size. And if cartographers are going to link to temples... maybe they should look a bit nicer than their current form. A little facelift perhaps.

  • 1
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    I like the idea of cartographers selling new exploration maps however, there is an issue with the way maps are created and maintained on the Bedrock side of things that I don't see any one mentioning in this feedback form.  For every map the player sees, there is 5 maps created in the game (1 for every size) and that data is never deleted from the world files - even if the player immediately destroys the map. There is no in game way to purge this data, pc players can download tools but console players cannot trim or edit world files without access to a realm and pc. Things like map walls, exploration maps, maps made in error, treasure maps... all these things add up to inflate world size which causes long term issues with a world. Now, multiply this casual use by a 5-10 person server/realm. Imagine the impact on one that hosts 20-30 players! This is why most Bedrock SMPs already strongly discourage their players from using maps, or even take steps to make them unavailable in game. We need this issue addressed while the cartographer changes are still in experimental stages. 

    Players think they want parity with java maps for markers and infinity rooms, but we need it to go deeper than that. We need maps to be created equally so we can all enjoy them without artificially inflating our world size. 

  • 1
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    The Topic of conversation has changed a bit from complaing about the concept to making new ideas so i want to share some thoughts on solutions ive seen

    - Cammels, this idea is really good and i love the ideas for implimenting it people have had however i see an issue in a senario where you have to go land -> water -> land you can cammel boat and then? we need a solution to this part you could maybe use leads on the cammels but it make it such a hastle to get a villager in a boat the lead a cammel then hope it dosnt snap. this is the bit that needs a fix after that the idea is amazing

    - Breeding, I think that the only real thing i have on this is alot of people just go breed them like how you breed animials which just feels wrong its the simplest solution but villagers are people in the minecraft world. just feels a bit odd, the idea i had for it is just to make villagers more self sustaining, fisherment can fish and can give it away like farmers, butchers can breed and kill animials and give the produce away like farmers do. Armour smiths can make tools that could be 1 of trades each day and if not sold they can give it to a villager. all of these new features let villagers breed by themselves this way villagers are more organic and instead of boxes you could build a small village for them to achive the same goal and just mark our zones and houses with the Enchants you need. to sum up my solution let villagers have more options to breed among themselves.

  • 3
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    The biome restriction is a really bad move in my mind. You forcing onto players to re-locate villagers either thousands of blocks for either a breeder or to take them to another place. For example mending being locked to a biome that has no natural villagers. That's an stupid decision. If you are going to do this, make villages spawn in swamp biomes or make that change a toggable feature

  • 3
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    Ideas for Villagers

    1. Breeding

    I would like the idea, that different biomes have different cultures, so that villagers have favourite food sources you need to feed them. Like for example: jungle villagers only accept cookies, snow villagers only fish and so on. But the breeding process should not end up as it is for animals. I don't like the idea to have them on the same level as animals (just right-click and go...). Wouldn't be human.
    Type of the villager baby should also be inherited from the parents. If they are different, there is a 50/50-chance for the type the kid gets.

    2. Transportation

    To give the camel (especially in single player) more functionality, we need caravans. I imagine it as it follows:
    If you have two or more camels, you can tie them in a line using leads. One camel must stay away from the group and the villagers (the one camel you will ride). Villagers have a behaviour with a chance (like 25% or some other chance) to hop on a camel and stay there for as long as the camel is tied to another one. If your camels are full, you get your camel and ride to the rest. One villagers could hop on yours. With a lead, you grab one camel and go.
    For tying and untying a camel, you need a lead in your hand and therefore right-click to ride it is blocked, as long as you have a lead in your hand.

    3. Attraction

    Villagers without jobs can be attracted with an emerald in one hand. That would make painfull nudging obsolete and give us some joy.

  • 3
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    I have seen ideas about villagers riding on llamas, and llamas following camels, and villagers hopping on camels, but I think it would be a really interesting player choice if: 1. Villagers can ride as passengers on both camels and llamas. 2. Villagers can’t be attacked just like players on camels. 3. Villagers can be attacked on llamas just like players on llamas. Then we’d have to choose between transporting multiple villagers with increased risk, and making the journey repeatedly for increased villager safety. It would be really cool to have to defend a villager caravan from a wandering pillager patrol, just saying!

  • 2
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    Seen on xisuma vid comments:
    Pay villagers to follow you. Probably only for a short time (until bedtime?), but enough to get around the village (assign workstation) or get out of the village (in prep for longer travel).

  • 2
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    I missed out on the first wave of Librarian discussion brief overview of what I want to see:

    The first enchanted book trade with a librarian can be any non treasure enchanted book 1 level below max. (So protection 3 is a possible enchanted book for the first trade)

    The last enchanted book trade has enchanted book trades depends on the biome as suggested by Mojang with the treasure enchants and important enchants, but instead of always being set to one level, it varies from 2 levels below max, to max level enchants. (So Unbreaking 1-3, protection 2-4, Efficiency 3-5, sharpness 3-5, and of course mending)

    This is just to give everyone (maxing type, casual type, SMP types good chances in getting villagers they want without RNG, but without being OP.)

    I think the armory changes are neat, but my concerns currently are above, and below here, which applies to both:

    First, challenge modes like Vanilla Skyblock and superflat have two unique issues: Skyblock doesn't have access to diamonds, so the armor changes requiring diamonds to access diamond armor makes this difficult, and superflat doesn't have anything but plains villagers, making biome specific villagers specifically painful for them.

    Second, Anvils need to be reworked. The exponentially growing costs on repairing and applying enchants needs to be toned down and too expensive removed. Otherwise these changes will be horrible for the player-base.

    I'd write more, but limits, but please do make sure that every community is heard!

  • 4
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    Why does mojang take away the fun of building and exploring? You need diamonds to equip your netherite and now they are trying to make you need diamonds for even more armor.

  • 3
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    If the biome specific trades remain no matter what can we at least get buffs to the enchantment table? Right now it's too random and if I want to get a specific enchantment I'm forced to resort to villagers. It does not help that the "Too expensive!" limitation exists.

    Can we instead get a buff to the enchantment table that makes it easier to get specific enchants so then we can combine enchants?

    I play on a public SMP and these new villager changes would make it borderline impossible to get the vast majority of the enchants because all villages are already claimed and very few people trade with other people.

  • 4
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    The nomadic trader could sell the bundle to players who don't want to chase rabbits

  • 3
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    There are only 3 ways to discount villagers in Minecraft: trading, curing and raids. And while trading and curing are decent ways to discount villagers (trading being really doable and curing, while being much harder, gives permanent discounts), raids are completely left out as a good method of discounts, and i do think that those villager rebalancing experiments are the best opportunity we have to rework raid rewards. So...

    Why are raids left out when thinking about discounting villagers ? Well, because the reward for beating such a tough challenge (Hero of the Village) is only given for 40min, making the ratio for risk vs reward pretty pitifull. So, here is my humble suggestion to try and rework raids into an acceptable way to discount our villagers:

    For each successfully beaten raid near a village, give every villager in this village a small permanent discount depending on the level of the raid and on how many raids have been beaten near this village, on top of the temporary "Hero of the Village" discount (5% permanent discount per Bad Omen/Hero of the Village levels, caped at a maximum of 25%). This way, players may go out of their way to do multiple raids on their village just to be able to permanently discount all their villagers by up to 25%.

     

  • 3
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    I really like the new sense of adventure that the new cartographer maps give to the game. Like, if you want to go to a desert from a taiga village, you can go from taiga to plains to savannah up to a desert only using cartographer maps!

    I like this change so much that I think other structures are kind of missing out on it. For example, what if in ocean ruins you could find maps leading to trail ruins, and in trail ruins you could find maps leading to ancient cities! This would be an interesting way to link up those old civilizations, it's like showing their evolution while giving an interesting adventure and an opportunity to easily find new structures!

    Other good examples would be: pillager scout leaders always dropping a map to the nearest pillager outpost, or finding desert temple maps in jungle temple and vise versa, or trading with piglins to get an enchanted compass leading to the nearest bastion, ... etc etc.