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

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  • 3
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    While I do understand the non-implementation of jungle and swamp villages, I do think there could be a middle-man that could appease the fans while keeping the idea of "letting the players create their own villages".

    And this middle-man could be: Villager Settlements.

    Instead of full on villages, jungles and swamps could have settlements composed of 2 little huts, made out of bamboo (for jungle) and packed mud (for swamp), 2 villagers and a bell. The minimalisme of those settlements would give to the player this envy to expend, manualy transfoming those settlements into full on villages, one block at a time.

    As bonuses, this would also make cartographer maps for jungle and swamp more sense inside the new system (since now they would actually point to some kind of villages), and would also remove the absolute need for villager transportation, also introduced in the new system.

  • 3
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    If you update the stone masons, you should make them trade copper ingots for emeralds.

  • 8
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    Since it appears that they are not going to listen to my opinion, I will state it briefly.

    If you think we are trying out these changes to rebalance the villager trade system and make it more fair and fun for everyone.

    Making the game more difficult is not the desired outcome.

    Please read through the opposing views on the forum properly.

  • 8
    Registered User commented
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    This update is just too bad. You're confusing high difficulty with trouble.

  • 15
    Registered User commented
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    I hate the addition of needing diamonds to buy armor. I will stop playing entirely if I am forced to mine diamonds.

  • 0
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    Внесите это в игру навсегда, я хочу, чтобы все, что связано с функцией Villager Trading, было добавлено в обновление 1.20.2. Пожалуйста, добавьте это в Minecraft!!!!!

  • 0
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    I like these changes on the whole, especially the cartographer! I think it's fair to require diamonds to trade for diamond armour, but I'm concerned that this will make diamond armour inaccessible in challenges like skyblock - and there are other things in skyblock that are already unavailable from lack of diamonds, like jukeboxes and enchanting tables.

    With that in mind, perhaps you could let the Wandering Trader sell the following items (as rarely and expensively as you like to make it balanced): diamonds, in addition to other things currently unobtainable from nothing in skyblock - buckets of lava, grass block, mycelium, sculk catalyst, suspicious sand, suspicious gravel, glow berries and glow lichen. Also it would be great if he would buy carrots in addition to jacket potatoes, to make getting emeralds a little easier (a lot of carrots for a small amount of emeralds is fine).

    While we're at it, please also consider having the piglins barter nether wart, crimson nylium, warped nylium and twisting vines, as you cannot get these from nothing at present. And if endermen could have a rare drop of chorus flowers and an extremely rare drop of shulker shells and dragon heads, that would be even better!

  • 4
    Registered User commented
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    I'll be honest. I'd be really disappointed if these changes were made in their current form. The nerfs are hust too heavy. Only being able to get 1 piece of armor from any given armor doesn't make sense. It increases randomness and makes the game less fun because it will translate to players just having to train more armorors in the same village. Also, these nerfs will undue a lot of hard work people put into their worlds.

    One idea if you really want to do this is to just make all the trades unlock at each level, since t
    One of the goals of this update seems to be decreasing randomness.

  • 4
    Registered User commented
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    In general rebalancing is a great thing, but in this case I think it would cause more problems:
    Whilst making trades tied to type is a wonderful new feature in combination with making villagers easier to transport it could embed itself greatly (Xisuma explains different approaches for this idea way better than I could) cause rn getting villagers from every biome to your trading hall is most likely gonna deter a lot of players from using this aspect of the game entierly since it’s already a huge pain boating even 2 villagers to your base.
    Making D-armor trades cost Dias on the other hand would likely ruin mini games like skyblock cause u cant get diamond armor anymore, except from mob drops with would make the game increasingly more difficult.
    Lastly why do villagers even need rebalancing? Construction of a trading hall cureing all the villagers etc. is still a challenging task for most players with should be rewarding. It’s still more difficult than constructing many types of farms. Finally “ rebalancing” villagers would lead to having to rebalance other aspects of the game as well like sand dupers, with are so easy to set up or shulker farms or mob spawners or enchanting or enderman farms the list could go on and on, basically every farm would then be way to OP cause they are mostly so much easier to set up than a trading hall and with trading nerfed to much it would do the exact opposite of what’s intended.
    and isn’t it supposed to be a relaxed fun experience after all?

  • 5
    Registered User commented
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    Here are some long overdue suggestions that should be implemented instead.
    Inventory Update/ End Update/ Farming Update/ better mobvote candidates(or make sniffers phantoms etc removable with gamerule)/ Äther Update/ Desert Update/ Dungeon Update/ embed Optifine natively

    Pls don’t waste your time trying to fix “problems” that don’t need fixing!!!

  • 4
    Registered User commented
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    If you want the solution to the no villages in jungles and swamps, check out my suggestion, the third one on page 6. It holds the answer that we need!

    “… there should be ruins of sorts that the player can rebuild to make homes for the jungle and swamp villagers.”

  • 5
    Registered User commented
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    1)  "fair and fun for everyone" is not going to happen if Mojang makes any of these changes. These will be both unfair and not fun for me.  It only takes 1 to make the statement not true.

    2) Please stop calling it a rebalance. What you are proposing is a reconfiguration.

    3) What is Mojang going to do about trading Villagers as a commodity? Or is Mojang on board with that?
    If all villages aren't equal, are you going to add an educational system? Other wise that seems like Mojang is supporting bad ideas.

     

  • 0
    Registered User commented
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    Biome changes are a massive improvement on the game. Breaking and replacing a work station over and over is neither fun nor immersive. I think people are just afraid of change. Having the enchants and other trades from other villagers be more reliable 1) makes the game easier and less reliant on boring R+G 2) Makes the game more intuitive for new players and encourages exploration 3) Feels more balanced and less like you can shove villagers into a factory. It's a vast improvement on the game.

    In saying all of this, I feel like these changes don't really make sense unless new villages are added to the biomes we don't have them yet, it's a little immersion-breaking to have to build one yourself when none exist in the world.

  • 2
    Registered User commented
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    Please do swamp village and jungle village cherryblossom village

  • 14
    Registered User commented
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    I understand that the changes to villagers to make them biome-specific is to make travel a much bigger part of Minecraft - however traveling is not for everyone, and some people (like me) prefer to focus on building stuff, and villagers in their current state are extremely valuable to that gameplay experience both because you can spend less time on resource collection and you can have tons of fun building the massive amount of housing you need to get every trade you want.

    These biome-specific villager changes in general would severely disrupt that gameplay experience by making resource collection much more time consuming as well as reducing the amount of building effort (and fun!) required to make those villager structures.

  • 3
    Registered User commented
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    このようなプレイヤーを不快にさせるアップデートはやめてください、プレイヤーが喜ぶアップデートをするべきです。

  • 6
    Registered User commented
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    I like the concept of upgrades, but I see the problem with enchantment levels being too low. Enchantments don't give that much of an advantage. Also if already using such a system OP things will not be possible as before because of Too expensive. If such a system is to be introduced into the game, Too Expensive should be removed from the game.

  • 4
    Registered User commented
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    Can we have Trimmed armor for sale from certain Armorers?
    Like the villagers are learning features about 1.20
    Maybe even if trims generated nearby, villagers will sell things trimmed with that

  • 0
    Registered User commented
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    You put outpots instead of outpost in the structure loot section.

  • 2
    Registered User commented
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    I´ve been play testing the villagers rebalance snapshots, played an eight hours run with the goal of getting a full set of diamond armor (without curses) via villagers. My thoughts about my playthrought:
    1. It take way longer to get a full set of diamond armor: I think that´s good, since 1.14 you just need to max an armorer and get a few emeralds, you could do that in about 1/2-1 hour after finding any village.

    2. It got me thinking about a strategy: a plains and savanna village are close to the spawn, so I got there three pieces of diamond armor: leggings, a cursed heltmet and chestplate. After that I wanted a taiga explorer map to trade the cursed armor pieces, but it didnt work, I think taiga armorer should trade damaged and enchanted armor pieces in their expert level trades.

    3. Inventory space: It was a pain to move with all the necessary resourses from village to village, the boundles helps a lot with the inventory managment in the early game.

    4. Diamonds: When the first snapshot was introduced it came with a buff in the diamonds spawn rate in caves, I feel like it neglets the armorer rebalance, because there are too many diamonds, it´s way easier to just go mining. (got about 30 diamonds in less than 1/2 of an hour without fortune). I think that change has to be reverted.

    5. Villagers transportation: There isn´t a well designed form of fast transportation from far away places for mobs.

    Im liking a lot these changes, keep going and reduce the diamonds spawn rate.

  • 5
    Registered User commented
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    I hate the biome specific aspects of this and the diamonds for armor why am I paying diamonds at that point I’ll make it myself lol

  • 2
    Registered User commented
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    Okay, i like all of this BUT, Librarian villagers should be chance based. Sure, keep better books to rarer villagers but have any villager have a low chance to use books from different world regions

  • 7
    Registered User commented
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    Instead of changing the location the librarian needs to be in physically, y’all should make different wood type lecterns that would give different trades. This way people can keep the builds they already have with the villagers they already have.

  • 9
    Registered User commented
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    Of the recent changes, I’m pretty disappointed by the changes made to villager trading. Zombifying and curing villagers don’t make for a less fun experience, it gives me a way to repair expensive armour and tools while still undertaking the travel, resource gathering, and building projects I take on in survival. Hopefully this won’t be made a permanent feature or if made permanent, there is an allowance for people to opt in/out through increased game difficulty settings.
    In the meantime, guess I’ll have to increase breeding/killing livestock for enough experience for repairing.

  • 3
    Registered User commented
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    The villagers especially the librarians should not be biome specific because it literally ruins the game for new players and causes them to be more likely to just buy armor from villagers speaking of they shouldn't cost diamonds to purchase just because some people like to grind if you're going to get a villager to max level and spend the time to do that you should be able to pay emeralds maybe just raise the minimum price in emeralds like half a stack

  • 2
    Registered User commented
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    I genuinely love updates like this and I hope 1.21 embraces going out and exploring places to get specific things. I would love if we had structure-specific enchanted books in the future, and I really hope they change how smite and bane of arthropods work with sharpness, it would be really cool to see it interchangeable with fire aspect and go only up to two instead. they're both cool enchantments and I think the way the game is now there is quite literally 0 reason to choose them over sharpness

  • 4
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    The villager trade rebalance is bad. Not everybody has game breaking farms and this just increases the amount of materials to farm such as iron and gold for tracks. My survival world does not have swamps anywhere near me for the mending book so we're really going the distance for just 3 mending books which I'll need again bc I'll lose it in the nether which semi leads to my next point. The diamond generation and netherite generation is off balance too. Finding diamonds 10 yrs ago was such a flex and now, I find it just as much as redstone if not more. Also, netherite is obscenely hard to mine for. The nether is already extremely challenging with those mobs, and the ore generation is so low its practically impossible. I'd tweak the diamonds down and up the ancient debris IMO. 

  • 7
    Registered User commented
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    The more I have thought about and played with these updates the less I like them.

    The Cartographer maps are a good change - they help direct exploration to the player. The issue with exploration is that getting around the world is still a pain in most cases.

    The rest of the villager changes are not fun, and while locating specific biomes is easier, getting there is not always convenient (especially problematic for superflats and other world types) in some cases biomes can be thousands of blocks away. It also discourages setting up one base.

    Trading with villagers now requires players to move between villagers - the inventory problem is now worse than ever, particularly in the early game.

    The armorer: I dislike these changes, I have never felt the need to trade for Iron armor (or chain) - The old balance for Diamond armor felt better, while I never bothered to trade for it, some of my friends would do so, the new changes and the increased diamond ore makes the trades pointless.

    The Librarian: The changes do not work, they only make the grind to get the books longer and more annoying. Mending is too valuable to deliberately pass up and the enchanting table too random to bother with in comparison.

    Wandering trader: I generally like these changes, if the villager changes do go through then giving them trades from specific biomes may help resolve some of the issues.

    Zombie conversion: Mixed feelings on the limits, I would do it because I can, the change just makes trading slower.

  • 1
    Registered User commented
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    Nowe trejdowanie się z wieśniakami jest słabe
    , ponieważ jak miałeś np. Jungle 10000 kratek od swojej bazy to tej osoby nie będzie chciało się tam iść 

  • 5
    Registered User commented
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    Apart from the Wandering Trader and Cartographer villager changes I would need to see other aspects of the game addressed before villager trading is nerfed into the ground.

    Fix these first:

    • Make getting around the world better (before elytra), improve horse breeding, make minecarts more fun. Also make methods to transport mobs (and villagers) better.
    • Overhaul the enchanting system, make the enchanting table essential to the enchanting process, and make the process more consistent/reliable so that repeated enchantments can be done easier after the first time (for re-enchanting), a way to get/use treasure enchantments via the enchantment table too. The table should be useable with all enchantable tools.
    • Fix the anvil so that costs are understandable and do not increase for repeated repairs (reduce need for mending).
    • Improve the player inventory system
    • Implement redstone for making better storage systems without requiring a tutorial (sorter hoppers?)
    • Radically improve game performance/optimization

    I believe that fixing these will provide a far better context for changing villager trades.

    For these changes, in particular:

    • Biome searches have performance implications as well as limit gameplay options
    • A bigger grind for the same output is not fun
    • Villagers are used because alternatives are not fun or appealing - a nerf to villagers does nothing to change this.
    • Zombification limit only slows players down - does anyone actually care if the emerald economy is broken, they have no use otherwise?