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
  • 0
    Registered User commented
    Comment actions Permalink

    In my opinion, this update is what the villagers need. BUT PLEASE bring back the Power for the bow, and the fast reload Fast Reload for the crossbow to the viliger!

  • 7
    Registered User commented
    Comment actions Permalink

    Armorer should not require diamonds unless diamonds themselves are renewable. These trades ruin the whole point of getting armorers, which are useful in servers where you burn through a lot of gear. Also, the biome system is OK, but the librarian villagers should always give max-level enchantments, there is no reason to nerf it down two levels.

  • 5
    Registered User commented
    Comment actions Permalink

    I stopped playing this experiment. I was OK with having to hunt for villagers, but having critical enchantments be non-existent (unbreaking III and Efficiency IV or V) or nearly impossible to attain (mending) made the game essentially unplayable. I gave up after finding the appropriate villagers but then realizing I couldn't promote them fast enough for a decent middle game. It would have taken me far past the ender dragon before I could have even a moderate amount of decent equipment.

    The fact that diamonds are nearly impossible to come by AND that they're required for far too many things now (buying armor and duplicating trims) made me quit this experiment.

    But I'm liking the trial rooms stuff that I played in my next game.

  • 6
    Registered User commented
    Comment actions Permalink

    Is Minecraft Java/Bedrock still supposed to be a sandbox game? The new trade charts feel like Mojang/Microsoft is taking away the ease of creativity in Survival Mode. Maybe it is time to add a new Mode to the game? You could call it Sandbox Mode for those of us that prefer to play in Survival to gather materials to build our farms, machines, and ultimately our large builds. No offense, but Creative Mode is too boring for me so I play in Survival to gather the materials I need to build the structures. It seems like you want to force Survival players to play a certain way as if it were an open-world rpg. Please don't trample through all of our sandboxes with these unnecessary changes. Have you also considered those who play using the large biomes rule, and how these biome specific trades will impact them? 

  • 5
    Registered User commented
    Comment actions Permalink

    I don't like being negitive, but in my opinion these changes are a bad idea.

    Yes, the old trades were somewat overpowerd, when you eventualy manage to set it all up, but that is half of the fun of minecraft. It is literaly what draws me back again and again.

    Could you in the final version at least make this togolable or opt-in in some way, like a gamerule: doPunishingTrading True?

    In fact i would prefer that you make trades easier and not harder.

    It seems to me that minecraft just keeps geting harder and harder, while i want it easier with more options.

    (o and btw maybe some sistem of voating on fetures, not just comenting(maybe in-game pols?))

  • 5
    Registered User commented
    Comment actions Permalink

    Been playing this game for almost a year. Was really having a ton of fun with it. I was close to end game and planning a massive storage system to gather tons of items for my kids to play.

    Then all this Villager Rebalancing stuff started coming out. I halted my plans to build the storage system and instead built a new world for my son. Funny how quickly you forget all the work involved in setting up a Trading Hall and necessary support farms. Got him to the end and will soon do wither skeleton.

    Man! My steam for this game is GONE! Way to annihilate your new (and most likely a lot of existing) user base. All I can think about is how much harder you're about to make this game. Nerfing top level enchanted books from villagers had really been the straw for me.

     

    Seriously disappointed in a game I so quickly fell in love with and devoted a large amount of time to for the past year. My wife will be happy. I'm not.

  • 4
    Registered User commented
    Comment actions Permalink

    I understand the intent to make diamond armor more difficult to obtain, but I think it is a bad change to require diamonds in a transaction.
    Many players do not have advanced playing skills, die many times, and lose items. Therefore, players will either collect spare diamonds or collect new ones when they lose them. This is mostly stressful and painful for the players, and they may quit the game because of this. Also, the primary method of obtaining diamonds is underground mining, not caving. Exploration gives the player a thrill and excitement the first time, but after the second time, it becomes nothing more than a simple movement and work. Increasing the amount of diamonds demanded is not desirable, as it increases this tedious and painful time. And the means by which these tedious hours can be largely eliminated should be trading.
    I think a way to make it more difficult to get diamond armor in the early stages and less difficult to get armor later on is to increase the difficulty of leveling up to mastery (increase experience or make the first half of the transaction more difficult) and make trading for diamond armor emeralds only.

     

  • 3
    Registered User commented
    Comment actions Permalink

    We all spend effort to explain our feelings here but let's face it the decision is baked in. Mojang doesn't give a rip about what we say. It's sad. What's going to happen is its going to be too difficult to get basic things that everyone is going to cheat.
    I'm not going to explore mineshafts, dangerous caves without at least a good set of armor.
    Dying and losing everything over and over is NOT fun.
    Mojang doesn't care.

  • 6
    Registered User commented
    Comment actions Permalink

    In regards to these changes, our (the players) best option is to only play Version 1.20.1 and older. I have already decided that my current Let's Play world will not get updated to any newer version again. From now on I will start ALL of my new worlds on Version 1.20.1 because I'm fully against the changes that have negatively affected my gameplay. If we all stick to using version 1.20.1 then Mojang can screw up their game all they want. I'll be ignoring the major announcements for the future versions, because I won't be playing those versions. I guess from now on I'll rely on the modding community for improvements to the game, at least they're optional and removeable. 

    Mojang/Microsoft, you need to listen to your community. You made an awesome sandbox for us to play in and be creative with. For some unknown (to us players) reason you're changing it in bad directions. The main game has been a survival/creative sandbox that millions have loved. You released other spin-offs with stories and platforming, and many have loved those too. But now it seems that you're trying to turn the sandbox of our imaginations into a structured playset with unnecessary rules that make it more difficult. Are there actually new players telling you it was too easy, or was it veteran players that have been speed-running the game complaining that its too easy? They've been playing daily for years, maybe even from day one of release.

  • 1
    Registered User commented
    Comment actions Permalink

    I like the cartographer changes but I dislike the librarian and armourer changes, the trades should be randomised.

  • 2
    Registered User commented
    Comment actions Permalink

    At last! New maps from the cartographer!

    I think adding in a small diamond cost for making the armour (as long as it's less than the cost of making diamond armour yourself) makes sense and helps balance things, especially if you can buy enchanted armour.

    I will say however that locking certain armour enchants to villagers in certain biomes is something I disapprove of, as it punishes players who have large biomes/single biome/bad seed luck. Having to scour the planet for the biome you need and find a village or breed villagers there to get an enchant that is hard to/impossible to get via the enchanting table (especially with the limits to stacking enchants) feels unfriendly to players.

  • 4
    Registered User commented
    Comment actions Permalink

    Requiring diamonds for diamond armor and etc and limiting the types of enchantments on books feels like it would suck out a lot of the fun from the game for us casual players who don't have the time to min/max everything. Adding new things that biome-specific villagers is a fun idea, but not if it limits what is possible. Really hope those changes are scrapped.

  • 4
    Registered User commented
    Comment actions Permalink

    Honestly the villager trading rebalance should remain an experimental feature in perpetuity, default toggled to off.  I play a lot of vanilla servers with pvp and griefing ect, and losing diamond gear renewability, and relatively easy enchanted books would make people too afraid to take risks and have fun doing stuff with others from worrying about having to go mining each time someone jumps them.  A lot of huge feats of public infrastructure occur on these servers, like ice boat highways going millions of blocks, as well as impressive survival bases that rival creative builds, pvp events, massive obsidian structures and stuff, all of which would be hampered by gear renewability nerfs, as people would be less inclined to take risks and just gathering resources for these massive projects would be made pointlessly more grindy.  Single player worlds and casual SMPs where the owners want slow pace and extended early game can just toggle the experimental feature, wheras it's default status as off means people who do these large scale survival projects aren't seen as cheaty from turning off this nerf.

  • 1
    Registered User commented
    Comment actions Permalink

    It would be interesting if Cartographer Villagers sold maps of Minecraft's new structures, such as trial chambers and ancient cities

  • 0
    Registered User commented
    Comment actions Permalink

    Villagers could sell fireworks very cheaply. This would suit those who use elytra, not needing farms

    Street vendors could be the ones selling the fireworks for the lowest price 

  • 4
    Registered User commented
    Comment actions Permalink

    Shopping with Villagers from the Swamp biome and jungle biome would only work if there were villages there

  • 0
    Registered User commented
    Comment actions Permalink

    Villagers should start gifting players village hero effects in Minecraft Bedrock

  • 1
    Registered User commented
    Comment actions Permalink

    The Villagers could sell wooden logs very cheaply. This would discourage people from making wooden Farms, saving a lot of time by making cheap trades with villagers for wood that players spend hours cutting

  • 2
    Registered User commented
    Comment actions Permalink

    Maybe only do the villager librarian thing for hard and hard-core difficulties but don’t do it to the others please🤞🤞 all of the other changes seem really cool🎉 Just not the librarian thing😭😭

  • 0
    Registered User commented
    Comment actions Permalink

    What if you made it so that players had to give a villager a 3x3 room with a door and a bed, the ability to pathfind to a meeting place (you decide how to determine), and access to other villagers, or they wouldn't trade? It would stop players from trapping villagers in little holes with very little food. Also, they should have more ways to increase or decrease popularity.

  • 0
    Registered User commented
    Comment actions Permalink

    Really like the changes. Villagers ruined a lot of areas of the game.

    Enchanting table became obsolete. Instead of guessing you have every enchantment you want to include treasure enchantments for basically free. I still don't think treasure enchantments should be offered and found in chests instead. Mending shouldn't be a requirement and the norm. I see people saying now they need to go to swamps to get mending that's how you know its a problem when the players absolutely cannot live with out it and its the only way to play the game.

    Mining diamonds is pointless. Villagers give you full diamond armor and tools and no need for a enchantment table so the first thing players would use them for is pointless now too. The diamond stuff wasn't as much of a problem at first because they would come with enchantments but when the grind stone was added that changed. If netherite armor and tools were sold then mojang went to remove them players would complain. they now need to go to the nether?!!?, and find a bastion?!!?! "players don't have time to grind". There is creative mode if you don't want to gather resources. Its called a game for a reason there's supposed to be progression not villagers now I have everything.

    Other areas. with so many blocks and items available from villagers it was absurd to cure villagers over and over and get everything for 1 emerald which you got from selling 1 carrot. 

    I still think the biome thing isn't enough and mending shouldn't be a trade offer.

  • 0
    Registered User commented
    Comment actions Permalink

    Njxdigd

  • 5
    Registered User commented
    Comment actions Permalink

    I partially agree.
    I disapprove of requiring diamonds when trading with diamond armor because it drastically reduces the benefits of trading.
    I would rather create my own armor if this feature is implemented.
    I agree that the enchantment effect should vary by region.
    I basically agree with the other features.

    *I don't know if this is the right place to talk about this, but I don't agree that the books the librarian trades with should be different depending on the biome.

  • 3
    Registered User commented
    Comment actions Permalink

    I have been watching this thread for a while, and I've played about 20 hours on the experiment. I honestly can say I hate the biome specific trades. I understand wanting to make exploring more rewarding, but I hate the enchanting table. I realize some people love the gambling mechanic, but gambling one's hard earned levels is not fun for everyone. Similarly, wrangling villagers to get reliable trades is not fun, but at least once you're done you do have reliable trades. This experiment makes the non-fun part of villagers even more non-fun. 

    I do like a lot of what is in this experiment, but the biome specific trades are just the part that sucks.

    One problem with structure loot is that even with the 5 min despawn time when you die, it still happens often enough that you loose all your gear, and the more grind that you put in the way of gearing up again, the less fun things will be.

  • 2
    Registered User commented
    Comment actions Permalink

    Its trash I hate it

  • 3
    Registered User commented
    Comment actions Permalink

    I feel like this idea could be really well executed. But there needs to be a better and more accesible way to create new villages, in order to get certain items and enchantments in specific biomes. And I've come up with what i think is a good way to do this. Once you decide where you want to start your new village you have to occupy this area for a while. Once you've been there enough time for the wandering trader to spawn, you can build an extra house with a bed for the trader to stay. Once the trader has been there for a while and has used the bed enough times, then (if you build more houses with beds) new villagers start spawning in the area just like the wandering trader (but these will be regular villagers, but still will spawn with the same chance as the wandering trader). they can then occupy the other houses with beds, and voila new village has been created. I feel like this is an interesting concept, so feel free to use this idea.

  • 2
    Registered User commented
    Comment actions Permalink

    Would be nice if villages could also regenerate villagers over time if they die off, much like real life. Right now villagers commonly die off from waves of mobs and illager attacks.

  • 2
    Registered User commented
    Comment actions Permalink

    yeah I just, don't like these changes, yes some people like exploring the world and travelling, but... what if I don't want to be forced to travel to 7 different biomes and make 7 different villager trading places and build 7 different villager breeders and have 7 different places to have to travel to if I lose my stuff and replace it. I just... don't know anyone who likes these changes.

  • 3
    Registered User commented
    Comment actions Permalink

    I think that the feature preventing extreme discounts from curing a villager multiple times should be able to be toggled when starting a new world. This totally changes the mechanics for all villagers, and I don’t think that on a sandbox game everyone should be forced to play by the same rules as the people who don’t like and or care for certain features. In this case curing villages multiple times to get a better deal.

    Not everyone wants to have to grind out emeralds to get one item. Which is why this feature should be able to be an option for those who want it, and able to be turned off for those who don’t want it.

  • 2
    Registered User commented
    Comment actions Permalink

    More maps - great. Biome specific librarians and nerf to armourers - terrible. Its a grind getting your gear together regardless of how you can currently utilise villagers, im sure there are lots of people who want to get that out of the way so they can gather resources and build, or explore areas like the Nether without worrying about dying every 2 minutes. Leave our villagers alone!