Strictly for humanoid and humanoid type mobs feedback and suggestions. Bugs, duplicate ideas, lists of things, and support issues will be deleted.

240

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

Pinned

613 Comments

Please sign in to leave a comment.

Sorted by oldest
  • 4
    Registered User commented
    Comment actions Permalink

    I HAVE AN ABSOLUTELY CRAZY IDEA! I don't really like the balance changes regarding getting pre-maximal enchanted books. I propose adding the ability for librarians to copy enchanted books for emeralds. This would make the enchantment table needed again, but also make it possible to get the enchantments needed in the right amount on the servers. Early on, players will have to use the enchantment table, or search for books when traveling. Later on, players will be able to copy them. I propose to make copying books, but with the condition that the librarian can only copy certain enchantments in certain biomes. This would balance the game well in multiplayer and single player.

  • 5
    Registered User commented
    Comment actions Permalink

    This is a very bad update although the cartographer trades is ok but the armorer trades is bullshit.So I think the cartographer trade is ok and it will be implementef in game

  • 4
    Registered User commented
    Comment actions Permalink

    This should not be an offence to the newest update (experimental 1.20.2) but should remind you, mojang and the community, to cinsider  the fact that diamond armor from the Novice still is a feature that you unlock at its max lvl (Master). It should not be considered "easy to get / early game diamond amor". Thinking about adding diamonds to the Novice diamond armor trade is in my eyes nothing good. Most of the enchantments you get on that chestplate are useless and (for me) i just remove the enchantments and get good enchantments from libarians.
    Also the things i see in the Taiga Novice Expert chart at Expert level really hurts my brain...

  • 16
    Registered User commented
    Comment actions Permalink

    This is not fun for anyone.

  • 5
    Registered User commented
    Comment actions Permalink

    I am not convinced that the villagers' specifications have been changed.
    The reason is that it adds an indispensable trade to a biome where villages are not naturally generated.
    Also, is that you have to use very scarce and finite diamonds to buy armor.
    This text is being translated by a translator.

  • 7
    Registered User commented
    Comment actions Permalink

    Thanks, now i will never update the game again

  • 13
    Registered User commented
    Comment actions Permalink

    Change it back the way it was or think of a better idea. This just creates extra grind for no good reason. Work on something that actually needs addressing like updating biomes. With limited time to play, I will just play less if l’m made to wait longer to get trades or gather experience to mend equipment. This update was a dark day in Minecraft. At best all you are doing is pushing players to work out the next most efficient way to get gear and experience. It wasn’t broke so why fix it?

  • 4
    Registered User commented
    Comment actions Permalink

    Travel is not a compulsion.
    The game is yours to decide what to do.
    The developers probably don't care about safe data bloat because it's on a computer, but the bedrock of the game is the participation of multiple machines, so please consider that bloat in save data can ruin important worlds.
    Also, it's important to subtract rather than add all the elements. I am against adding extra elements after the fact.
    If a user says it's not right that blocks float in the air, will you add gravity?
    I don't care if the cold area is next to a desert. Because it's a game. I think this game is fun because it's different from reality.

  • 8
    Registered User commented
    Comment actions Permalink

    Please Mojang these changes are not it. Please revert villagers to the way they are at least the librarians. It’s so hard to get stuff from them as it is they don’t need a nerf!

  • 8
    Registered User commented
    Comment actions Permalink

    This whole villager rebalancing needs to be completely scrapped and re-worked from the ground up. Experience should have a PLATEAU after say level 10 and not EXPONENTIAL. Remove the 'too expensive' issue for enchanting, make it is easier and cheaper to enchant too. Biome specific trades... is... just not fun. If that is going to be the case then I will just worldedit my worlds to have chunks around spawn of each biome and pre-generated villages in each just to bypass wasting days running, dragging, and kidnapping villagers from all over, force breeding them and dragging them back to spawn. You want players NOT to be doing these things meanwhile this change will be literally enforcing players to do. Unless you want to add fast travel/waypoints to the game and make useless the elytra... I feel like the people who came up with this don't even play Minecraft.

  • 4
    Registered User commented
    Comment actions Permalink

    I have a very simple solution for the conservative people who hate the change.

    1.(kinda Meh)  Make the new changes exclusively a part of hard difficulty.

    2. Add a toggle just like the phantoms(do Insomnia).

     

  • 8
    Registered User commented
    Comment actions Permalink

    I've now played the experiment on 1.20.2 for 60 hours. Here are my thoughts so far:

    * It is a lot for work setting up the infrastructure to make villagers useful.

    • The first village I found was in the savana.
    • I made it safe by adding a fence and torches.
    • Built an iron farm.
    • got enough emeralds to buy a map to a plains village.
    • I got to the plains village which was next to a sparse jungle so I built a breeder there.
    • I connected them with nether portals, while doing that I accidentally found a desert village so I connected it too.

    That is about as far as I've got, I'm not sure I want to finish. 

    Pros:

    • 5 Iron seems fine and makes the cured rate of 1 iron per emerald more valuable

    Frustrating:

    • The iron block trade is cool, but after curing, it just highlights how dumb the 12 trade limit is.

    Cons:

    • Taking a step back the goal is to make the game more fun, but this change replaces the annoyance of repeatedly breaking and placing a lectern, with the absolute horror of dealing with every frustrating aspect of dealing with villagers.
    • Bug: minecarts go through portals, villagers go through portals, villagers don't go through portals. Boats go through portals, but anything riding in a boat doesn't go through portals.
    • Bug: villagers lock on to workstations in ways that makes debugging them really frustrating
    • Bug: villager breeding is slow and painful

    I really want to like these changes, but rather than making the game more fun, they just increase the amount of frustration.

  • 4
    Registered User commented
    Comment actions Permalink

    I like the idea here, but I think the real problem is more to do with enchantments than with villagers. 

    There are around 40 enchantments, but I only ever want about a third of them. 

    Here are some I almost never use:

    • Fire protection - only useful against blazes, and after you kill of a few you're better of brewing a potion.
    • Blast protection - maybe this is worth using if you plan to fight a few withers
    • Curse of Binding - Why? this is just kind of jerk enchantment, only useful for pranking people
    • Curse of Vanishing - If I found one of these I might use it, but again why bother buy it?
    • All the crossbow enchantments - I can't use bow enchantments on a crossbow and I can't use crossbow enchantments on a bow. Why not make them all work on both, and just have crossbow be a slower, but more powerful / more accurate arrow shooter
    • Trident enchantments - Tridents are so rare and finicky, they aren't worth the effort.

    This combined with the fact that every villager type has 1 or more trades that almost nobody uses or only uses once or twice. Ironically, the librarian has several non-book trades worth having. I always need bookshelves, lanterns, and glass. I need one in 20 bells I buy. They are just another troll trade you're forced to make in order to upgrade a villager.

  • 6
    Registered User commented
    Comment actions Permalink

    With the current rebalance, Savana armorers only sell curse of binding diamond armor, this makes their armor next to useless, so where as before I would gladly stop at a savana villager. I'm now more inclined to skip it. Which seems like the opposite of the goal.

  • 3
    Registered User commented
    Comment actions Permalink

    At first glance the diamond+emerald trades seem like they make sense, but if I have diamonds. I usually have enough to just make the armor or tools in the first place. The fun thing about weapon smith, toolsmith and armor villagers is that they make it easier to get started while sometimes giving you an enchantment you want, but if not it will do at the start and later you can disenchant it and enchant it how you want. 

    I made the mistake of trying this experiment in the savana and ended up with a curse diamond helmet, that I couldn't disenchant. talk about buyer's remorse.

  • 11
    Registered User commented
    Comment actions Permalink

    Villagers imo were fine just the way they were. They were hard enough as it was. There wasn’t abusing the system or it being over powered. It was earned work! It takes so long to make a large trading hall and have them all set to max discounts. As person that is very busy and can only play in my spare time. It has taken me months to set up my village trading hall and it’s not even done! Now I can’t finish it because of the new messed up villager settings. It’s devastating and makes me genuinely not want to play the game anymore. This update breaks my heart.

  • 7
    Registered User commented
    Comment actions Permalink

    Mojang, does this *really* make the game more fun, or does it just increase retention?

  • 10
    Registered User commented
    Comment actions Permalink

    I thought minecraft was meant to be fun

  • 2
    Registered User commented
    Comment actions Permalink

    I have a solution: Runes.

    • Enchanted books can be found in every place that Armor Trims can be found, also from Librarians.
    • Enchanted Books can no longer be directly applied directly to gear, only given to a new Villager called the Rune Smith. Once the Rune Smith has the book, it will offer for sale a Rune with the same Enchantment.
    • The Rune Smith will have it's own job block, used to install and remove Runes from your gear. No XP costs.
    • Runes can be duped just like Armor Trims in the Crafting Table, using the base Rune plus other materials. No XP costs.
    • Runes cannot be combined to get higher level, only the Enchanted Books before giving them to the Rune Smith.
    • Metal Tools and Armor never break, rather get weaker/less efficient. Wood and Stone tools, including Bows and Crossbows, will still break as usual and cannot be repaired without Mending. If a Stone or Wood tool breaks, installed Runes will be dropped.
    • The Grindstone is now used for repairing metal Swords, Axes, Pickaxes, Shovels and Tridents, using nuggets/scraps/ingots/shards of the relating material. No cap on repairs. No XP cost.
    • The Smithing Table is now used for repairing Armor, using nuggets/scraps/ingots/shards of the related metal, or leather.
    • XP levels are no longer ever consumed, and act solely to reflect your XP level for your current life, only lost on death.
    • Mending still works by using dropped XP orbs to repair gear. In this case, no XP goes towards your levels.

    ...Anvil and Enchant table...sorry, reached text limit.

  • 6
    Registered User commented
    Comment actions Permalink

    I dislike that you have to go to specific biome just to get the book you want.Also it will take hours or even days because your probably have to make a villager trading hall in each biome so you finally have what you need.

  • 0
    Registered User commented
    Comment actions Permalink

    op game minecraft

     

  • 2
    Registered User commented
    Comment actions Permalink

    I think biome related trades are cool but adding diamonds to to armour trades and the changes to the librarians will just make the grind for sustainable gear even harder. I want to play the game to explore and build with mining as a fun thing to do while exploring not as a chore that I have to do because I have to get armour again.

  • 5
    Registered User commented
    Comment actions Permalink

    At least remove the anvil XP cap if the enchanted item has too many enchants on it, if this becomes official. People can get lots of levels with nothing to do with them!

  • 10
    Registered User commented
    Comment actions Permalink

    I am completely against these changes. Will never update again if they go through. Shame I will miss out on all the other new content.

     

  • 4
    Registered User commented
    Comment actions Permalink

    add a settings toggle : old villager trading

    Make it a option before creating the world ( like the bonus chest and starter map ) ,

     

    Trading , make it a slider or a dropdown menu : old legacy trading - op villager trading - new villager trading.

     

    toggle for example 

    repeatable villager curing

    non-repeatble villager curing   --  ( default)

     

     

    dropdown menu with for example 

     

    -Villager rebalance 

    -before villager rebalance

    -old legacy villager trading (no proffession blocks ) 

  • 6
    Registered User commented
    Comment actions Permalink

    For the armorer, taking away a resource's ability to be renewed is Never the right answer in a sandbox game or a base building game. And this change takes away that ability, for a resource that you could argue it makes sense to struggle with, if not for the number of things it has to be used in. Minecraft is a base building game for most people, these changes aren't going to make them change playstyles, its going to make them feel like they have to use mods in order to have a game that they still like.


    If you're going to have the armorer trades require diamonds, you need to let people be able to deconstruct their diamond armor in some way, maybe making it so that then via getting lucky with taiga trader someone could grind the armor into renewability. 


    If you keep the lower max enchant options for the buyable enchanted books, then you need to also significantly increase the amount of levels you can use before the anvil says it's too expensive. Having to combine up max for each book can be fine if you make it so that the level cost is higher. You're capable of it, because it can be done in creative.


    The biome locked enchantments are still a bad idea unless you make a way for people to ACTUALLY HAVE VILLAGERS LISTEN and go where needed. Or, for example. A way to cure witches into villagers because then you have an actually feasible way to get swamp villagers without getting obscenely lucky or dealing with their terrible pathing.

    :)

  • 3
    Registered User commented
    Comment actions Permalink

    Why we don’t can carry Villagers with camels ?

  • 5
    Registered User commented
    Comment actions Permalink

    (part 1) After playing this experiment for about 80hours and then thinking about it for a few days, here is what I think.

    The librarian changes are just not fun, they are just grindy. I typically build a big trading hall, and I would be able to get that again without too much trouble, but it would not be fun. villager breeding is annoying, transporting them through the nether is complicated since riding entities (ie in boats or in minecarts) can't go through portals and the nether is too dangerous for fun fast travel these days. I just sound exhausting rather than fun. My kids (9 and 12) play minecraft everyday, and after these changes I can't imagine them bother with villages at all after these changes. So the change is annoying for me and too much work for kids.

    Comparing the armorer changes with the existing weapon smith and toolsmith, I like these changes a lot more. The only thing I would really like changed would be the savana armorer feels like I'm being punished for setting up my base in the savana, which I did and regretted it.

    Cartographer changes are fantastic. I just wish he could now make it easier to find nether fortresses. My spawn ended up not having any near the 3 villages I found.

    I've read these changes are being made to encourage more early game exploration. I feel like this is misguided. Rather than adding new and interesting experiences the librarian changes are just adding more grindy repetitive tasks. I get the frustration. 

  • 7
    Registered User commented
    Comment actions Permalink

    (part 2) The last several updates have added cool new destinations, and it probably seems like the majority of players aren't bothering. I have seen this with my own kids when we play on a server together.

    Part of the problem is that most of these destinations are one off events rather than quests. Ancient city is just that, it doesn't lead anywhere else. The main quest requires getting ender pearls (there are multiple ways to do this, which is cool), Get blaze powder (finding the blazes can be annoying, but it is doable), find a strong hold and after that multi-step process you can fight the dragon and the reward is absolutely worth it, you get to fly (btw at this point exploring is a lot more fun). The Whither->Beacon quest is also worth doing. But neither Ancient cities nor lush caves are quests. They are just a place you stumble upon.

    That last point is important. Ancient cities are clearly early game destinations, since the only mob there can always one or two hit you, but depending on your seed, they can been thousands of blocks away. They are an early game destination, but late game difficulty. I also don't trust the chest RNG, since in my world with the most time, I don't have the silence armor trim despite scouring 4 different ancient cities. 

    If you want more early game exploration, make it more fun with fun rewarding activities rather than adding grindy gatekeeping to mending. 

  • 4
    Registered User commented
    Comment actions Permalink

    (part 3) Mending

    So it seems like all of librarian changes might just be about making mending more of a treasure. This requires a bit of history, a few months ago I played through 1.6, 1.9, 1.12, and 1.14.

    1.6 - this was before the combat update, and I was left with the realization that the mobs had been balanced before enchantments were added. Enchantments were fun, but unnecessary. By modern standards the game was easy: iron and diamonds were easier to find in the mines, mobs weren't as hard, and armor protected more anyway. I noticed I could trade with villagers, but didn't bother because I didn't need to.

    1.9 - the combat update! I honestly really like the changes, except for that fact that breaking tools, armor and weapons really suck, because the enchantments are worth getting, mobs are harder to kill and hit harder. Mending was added, and I bred and killed too many villagers until I got the book, so the game would stop being about the constant need to make new tools.

    1.14 - Getting mending doesn't involved a insane breeding mechanic or killing so many villagers.

    Making mending harder to get, won't fix the durability and enchanting balance issues introduced in the combat update. A better fix might be to change how durability works and make the anvil and enchanting table less dumb.