Re: the experimental villager trading changes, I'm cool with mending being more difficult to acquire, but as a new player I recently tried moving villagers for the first time, and without watching a guide I kept getting tripped up. It feels like the intended game mechanics are trying to stop you from doing this at every turn! Boats are easy, but they don't go up. Minecarts seem like the obvious solution, but I couldn't figure out on my own that they needed to be shoved into a villager while moving, and even then, the villagers don't want to stand on the rails. Not only does villager moving feel like kidnapping, but it's unintuitive and feels like you're doing an exploit, which makes it very very strange to have as a required step.
Folks have pointed out that you can also cure zombie villagers to start swamp and desert villages, which seems like a great direction to make it a more natural/intuitive part of the game? What if there were half-destroyed villages in swamps and jungles, with a couple zombie villagers trapped or hidden inside buildings (so they don't all burn in the sun), as though the former inhabitants fled and tried to keep the zombies from following. They could even be hidden structures that Cartographers sell maps to! Then you still have to find the ruined structure, cure the zombie villagers, and rebuild and repopulate the village, but it would feel like a natural gameplay progression rather than an exploit of mechanics.
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