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

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  • 2
    Registered User commented
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    I think you should add the wandering trader buffs first in 1.20.5, and then focus on balancing the villagers in a sub update of 1.21, so that no matter what happens, the wandering traders are buffed.

  • 0
    Registered User commented
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    My thoughts on the new Villager Trades:

    The Librarians trades including Curse of Binding is silly me. Why would someone want to waste Emeralds on this Enchantment? There is also no point in having this enchantment if you play alone. Using experiments, I traded with a Savanna Villager. Its level 1 trade was Curse of Binding. So was its level 3 trade but it was more expensive. I don’t know if this has been resolved but, if it hasn’t, what is the point?

    I also think that Cartographers should trade maps that take you to Mushroom Islands. The last Mushroom Island I saw was… I can’t even remember. It’s as if they were removed from the game! It would be great if these biomes were easier to find. It would also be great if all the explorer maps had coordinates in the top corner of them, indicating how far you have to go, then you can work out the best way to get to the destination on the map.

    I would also like to mention that Village distribution and Villager AI really need changing. We have all found Villages that have appeared on the top and the side of mountains. Villagers can’t get to the areas they want to as a result. If they fall into another area, they get stuck.
    I think that Villages should never be disturbed in this way. Put the Village on top or the bottom of the mountain, not in between. If a Villager can’t get to the work station, they shouldn’t connect to it in the first place.
    Also, add Swamp and Jungle Villages

  • 4
    Registered User commented
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    The most stupid update I’ve ever seen. The upadate makes me wonder if the game designers themselves play the game. Constructing a village trading center in current version already requires a significant amount of time, yet Mojang seems to suggest we spend even more time exploring different biomes to discover new villages. Players want to see new game content, not artificially prolonging existing content; it's simply wasting players' time. This change truly raises doubts about Mojang's commitment to player experience and leaves one disappointed in their creativity.

  • 1
    Registered User commented
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    I dislike this due to some servers like life steal servers and any other player versus player based servers are really hard to deal with when your getting mending and would be really tedious to get stuff like mending and unbreaking

  • 1
    Registered User commented
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    Some great additions that I believe will appeal to the players who have issues with this update.

    1. Bells should spawn in "Settler" villagers, allowing players to start villages anywhere without having to transport/cure them.

    2. More biome maps, rather than the map leading to a biome's structure, it just leads to the closest biome. This would help with both establishing new villages and just general exploration, and avoid skipping over closer biomes in order for the map to find a structure.

    3. Rework the Anvil. Make it so that you can use either experience or resources to fix your gear. Then, remove the "Too Expensive" tag from the anvil, let the player decide if it's too expensive to repair.

    4. Rework the Enchanting Table, give more use to amethyst, so that using Amethyst Crystals in the enchanting table, instead of lapis, would allow you to upgrade the level of one of the existing enchantments on an item.

    5. Give Superflat an Exception. Some players play superflat. Superflat should just keep the original villager trades.

    6. Include new exclusive Biome Trades. Just as an example, Blue Ice, it would sell for less in snowy biomes and for more in deserts, just to give an example.

    7. Fix Villager Biome types. If a villager's job block is in a biome, that is the villager's biome.

    8. Make it a Gamerule. There are so many opportunities that gamerules have to adjust the difficulty of a world. This should be one of them, make it optional for players to include it in their world or not.

     

  • 1
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    I just realised how much more frustrating this Village rebalance would be if the only Swamp you found was surrounded by a large Jungle. If you don’t have access to the nether, you would have to make 2 minecart trips through a dense Jungle with a villager in the minecart before you even go about getting those two villagers to have a child. I decided to make a small village in my base and took two villagers from a village very close by. Even that got repetitive and tedious. This rebalance would be horrible

  • 0
    Registered User commented
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    I love the changes so far, but I think the two biggest pain points should be addressed:

    1. Allow the villagers to be roped or guided with emeralds or something like that, so moving them to those biomes is less annoying.
    2. Find a way to comunicate with players that there are 2 villager types that are not created naturally. Maybe with abandoned villages in those biomes?

    Side note: To me the player should really look for the mending book, it should not be available on trades nor enchanting table.Forcing the player to explore structures to find it.

  • 1
    Registered User commented
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    This might be the worst potential update in history, rethink or many players will be lost I GUARANTEE.

  • 2
    Registered User commented
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    Personally, I like the new changes. But I much prefer being able to get any enchant I want rather than get villagers from possibly thousands of blocks, just for a specific enchant that I can’t obtain, just because of where I choose to build my base at. The new trade rebalancing should always be an option. I should be able to toggle the trade changes on my worlds instead if it being forced onto players who have no problem with how it is currently.

  • 1
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    I like some of the ideas and have tried the different biome trading with librarians - time in the swamp to get mending offered new building ideas in a temporary base. However, having lost my very hard won enchanted armour in a trial chamber, I'm really frustrated. I have spent too long back at the spider farm trying to get silk touch from the enchanting table. I just need a turtle egg to make a gold farm to get exp. A change of tactics makes me think early game gold/enderman farms will become the goal. If these changes get added could I suggest that the level of enchantment you can get is improved - so that you only have to combine once at least. It seems mean after all that work to have to combine 3/4 times. The new armorers just seem pointless - buying a chest plate for a pair of boots? Why would I? However I haven't really tried those yet due to having to go back to base to get the basic enchants again. I get some of the ideas being trialled here, like different librarians in different biomes and haven't given up. But right now I'm fed up. If this becomes the game it will really be necessary to make the enchanting table a bit less frustrating. I don't mind mining for diamonds and like the greater ease of getting them now, but the enchanting side is holding up my game. I want to get back to the trial chamber which I love! 

  • 1
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    Changes in play that I'm noticing after some hours in the new system. 

    1) More rather than less use of chunkbase over adventuring. My travelling is needed for the purpose of finding/creating and trading with librarians, and as that will take long enough, I want to spend less time wandering the world looking for the biome I need with a village nearby. This is a loss as I love aimless adventuring. 

    2) Moving faster to the end, or to gold farming - even though my equipment isn't really ready, to create an exp farm to see if I can manage with enchantments rather than books. 

    3) some relief that I can only cure villagers once. The prices I got for my mending books were fine, and not having the complexity of re-infecting them meant I could introduce one zombie, let it do its work, kill it, cure the villagers and move on. I like this. 

    4) Near game quitting frustration when I lost my first load of enchanted gear having ground out the levels at a spider spawner. Going back to that endless search for the enchants I need (just silk touch right now) is horrible. I'm off to find a snow biome to try that way. 

    5) The wandering trader change is great - especially for that very early game. So cool to welcome him and actually trade, rather than just relieving him of his leads because I have no emeralds yet. 

     

  • 2
    Registered User commented
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    Please do not change the specifications of the librarian. Taking villagers to a specific biome to force them to do a task is reminiscent of abduction.
    If you want to impose some other task, please add it to the new elements, such as making new enchantments available from certain villages that were not previously available.
    Furthermore, if such a revision and complicated content is updated, light users who have not diligently checked the patch notes will not be able to play the game to their satisfaction.
    If you are going to do this, please add a combat dungeon and add end content there that rewards bows with both repair and infinity and new enchantments such as endurance 4 and 5.
    Please don't destroy or even suggest destroying an already entrenched culture.

  • 2
    Registered User commented
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    After playing with the rebalanced villagers, I implore you to reconsider including diamonds in the armorer trade, and do not consider doing it for the weapon/toolsmith.

    It was unbelievably disappointing to level them up, and I just ended up not using them at all as it was faster to use the incredibly grindy enchantment table. Also, now that you have nerfed the zombification and curing mechanism, I am generally trading a lot less with villagers overall: It does not provide very much experience for the effort. I think you will find that players will interact with villagers a lot less, aside from their role as a source of iron golems as a result of this effort. My biggest complaint is that this complex system, with a lot of consideration, will result in a mechanic that is going to be under utilized due to the lack of reward. If that is your aim, then I think you should continue. I generally dislike the changes that have already been made.

    If you are open to ideas, and want to make diamonds contingent upon opening up other trades, then consider making one of the armorer trade tiers *only* diamond, and subsequent tiers cannot be unlocked unless that diamond trade is satisfied yet do not require diamonds to pay for the trade. I think that would satisfy superflat players as they still do have access to scant diamonds, and it wouldn’t require casual players to slog through mining for many, many diamonds for middling results.

  • 0
    Registered User commented
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    I like all the changes being added!

  • 0
    Registered User commented
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    yes its good

  • 0
    Registered User commented
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    I enjoy the cartographer rework as it encourages and helps exploring your world without forcing this apon you, on the other hand the Librarian and Armorer nerfs are uneeded and Force aspects of the game onto the player in a sandbox game. The fact that in a sandbox I would be forced to go out and find villagers thousands of blocks away from my home just to find a singular trade I need and if I wanted to have easy access to this trade travel thousands of miles back. Now as for the Armorer he was a very useful reusable source of diamons for late game players who will need fresh sets of armour if anything goes wrong, forcing an endgame player who has likely torn through the caves of their world travel thousands of blocks to repeat progress lost is a uneeded and painful task. As for structure loot I think the changes are great as exploring a dangerous or rare area should be rewarded fairly maybe even adding unique enchants to help with exploration of areas like it.

  • 1
    Registered User commented
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    I tested the re-balance (although I had a few crashes trying to trade with an expert/master villager), so this is my thought.

    Villager's curing discount not stacking - ok I will live with it. I find it overpowered anyway

    Cartographer - 2 hands up. It is easy to find new structures and biomes, if someone wants to explore.

    Armorer - Now not here to give bad ideas, but if you Armorer need diamonds for the diamond armor, why does it not want iron for iron armor pieces? Maybe chainmail should be at lower levels instead of being locked by a biome

    Enchantments sold (+ Armorer, Tools smith, Weapons smith) - It sounds good on paper to have guaranteed Enchantment based on the biome. But in reality: one of the biomes is always over 3k blocks of travel (in large biome in maybe in 10ks). Now multiply that distance by 6 (3 goes and backs). What happens to 1 Biome worlds???
    For me, the middle ground is letting those Master enchantments be for all, but with increased probability for the biome.

    Additional -  When will I see bamboo on the Wandering Trader's trade table? Every new update it gets new items that will lead to other new items?
    Add to Leatherworker something like Villager Cloths trade (random or linked like Cartographer maps), so we can change the appearance/biome of a villager if the villager does not have locked trades and have those trades be corresponding to the biome. I am sure nobody buys leather armor pieces, because we all make Cow Farms

  • 1
    Registered User commented
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    Hello, I been playing for a few years and in my worlds I like to find villages and revamp them. I think that this change is very neat. It gives us a reason to do this and to even build a village in swamp and jungle. Then I can connect the villages with nice routes and expand my world! The ppl that complain about it are spoiled or lazy. Lol.. I love hard work payoff in this sense. I hope you decide to do this and am waiting on it in my worlds. Thank you for your dedication to constantly update the game. It's the most amazing game created! 🥰

  • 1
    Registered User commented
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    what if we have stage 1 2 and 3 it be harder mobs in eche one 

  • 1
    Registered User commented
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    I honestly don't understand what is driving these changes. The reason given is "...and make it more fair and fun for everyone.". For what people is the current system not fair and fun - and why?

  • 3
    Registered User commented
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    I would like to suggest an overhaul to the Villager Trading system to make the game more engaging, balanced, and fair.

    What I want: Revise the villager trades to eliminate the current overpowered trading system, replacing it with a progression-based model that is more interesting and balanced.

    Why I want this: Villager Trading allows players to obtain high-tier gear too quickly through repetitive GUI interactions, which detracts from the game's challenge and enjoyment.

    Specifics:

    1. Level Up: Villagers should only level up based on the most recently unlocked trades, ensuring a logical progression.
    2. Trade Progression: Implement a trade progression that makes sense i.e: Sell diamods before getting diamod gear.
    3. About Random Trades: Maybe trades for Armorer, Weaponsmith, and Toolsmith should be fixed.

    Example Trade Progression for the Armorer: Before unlocking a certain armor tier, a significant amount of that material must be traded first. Additionally, all armor provided should be unenchanted.

    • Novice:
      • 8 Iron Ingots -> 2 Emeralds
      • 1 Lava Bucket -> 1 Emerald
      • 1 Anvil -> 8 Emeralds
    • Apprentice:
      • 5 Emeralds -> 1 Iron Helmet
      • 9 Emeralds -> 1 Iron Chestplate
      • 7 Emeralds -> 1 Iron Leggings
      • 4 Emeralds -> 1 Iron Boots
    • Journeyman:
      • 1 Diamond -> 1 Emerald (10 trades to level up)
    • Expert:
      • 30 Emeralds -> Diamond Leggings (Unenchanted)
      • 27 Emeralds -> Diamond Boots (Unenchanted)
    • Master:
      • 27 Emeralds -> Diamond Helmet (Unenchanted)
      • 35 Emeralds -> Diamond Chestplate (Unenchanted)

    Hope this was useful,
    Thanks for reading.

  • 0
    Registered User commented
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    Masons changes:

    I am a fan of the changes of the cartographer/libarian/armourer being biome specific so why not bring this change to Masons as well?

    I don't think completely revamping the masons would be ideal however some trades could change depending on the biome

    Mason Journeyman trades:

    Plains: 16 Andesitte -> 1 Emerald  and 1 emerald -> 4 polished Andesite

    Desert: 16 Sand -> 1 Emerald and 1 Emerald -> 4 Sandstone

    Savanna: 16 Granite -> 1 Emerald and 1 Emerald -> 4 Polished Granite

    Snowy plains: 16 Diorite -> 1 Emerald and 1 Emerald -> 4 Polished Diorite

    Taiga: 16 Tuff -> 1 Emerald and 1 Emerald -> 4 Polished Tuff

    Swamp: 16 Mud -> 1 Emerald and 1 Emerald -> 4 Calcite (making Calcite renewable)

    Jungle: 16 Pointed Dripstone -> 1 Emerald and 1 Emerald -> 4 Pointed Dripstone

     

    Also, the 2nd change is the Expert level trades, and the colours of the (glazed) terracotta being biome dependent as well as limiting the quartz trade to just Swamp villagers:

    Plains: White, Light Grey

    Desert: Green, Lime,

    Savanna: Yellow, Orange, Red

    Taiga: Purple, Pink, Magenta

    Snowy Plains: Blue, Light Blue, Cyan

    Jungle: Brown, Grey

    Swamp: Black, Quartz trade

  • 0
    Registered User commented
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    Please keep these things optional, or give us the ability to disable this before creating a world. 

  • 0
    Registered User commented
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    It seems to be an unpopular opinion but I like the idea of biome specific trades, it would also give more potential for the wandering trader who could trade in things from other village biomes.

  • 0
    Registered User commented
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    Hi

  • 0
    Registered User commented
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    I never commented on this but finding Efficiency from Mineshafts is a very cool change

  • 0
    Registered User commented
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    I tried the Villager trading rebalance today. I think that the armorer trade for diamond gear should not require diamonds and the librarians should offer any treasure books in any biome but at the master level like the plains librarian offering a mending enchantment at the master level.

  • 0
    Registered User commented
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    Awful idea, please don`t add this

  • 0
    Registered User commented
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    Great Idea, right now Villager trading is ruining all other game mechanics for entchanting.

    With this I would change the Anvil mechanics to be less annoying. More linear penalty progress and no "too expensive" level.

  • 5
    Registered User commented
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    If you want to rebalance the system, rebalance the system, don't make it even more grindy. Because that's all that this "rebalance" will do. It's the same old enchanting system with 20x the work required to achieve the same result.

    You can't even get villages naturally in two of the biomes so you have to breed or cure zombies to start one. So I have to hunt down every stinking biome, make breeders, and haul the villagers across the world. Do you know how incredibly frustrating they are to transport as it is? If worse comes to worst and this "rebalance" goes through as-is, it doesn't stop anyone from making a trading hall. It just makes it a much bigger grind.

    Want to rebalance it for real? Get rid of this experiment. Start over with a progressive enchantment system, ditch prior work penalty, ditch the anvil combination level limit. All villagers can unlock all book trades but they always start at level 1 and there's no more of this 64 emerald junk. Everything's 5 emeralds. For books that have higher levels, dump some lapis into it to level it up or level it up some every time you buy the book (XP). I don't care whether you do that at the villager trade screen, at the enchanting table, or at the anvil. As long as it removes the RNG element from the villager trades so I can stop breaking and placing lecterns thousands of times to set up a complete trading hall.

    Alternatively: enchantments level up with XP in the same vein as mending. (Wear item, get XP, level up enchants)