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

1

Experimental Changes: Villager Trade Rebalance and Enchantments

2 Comments

Please sign in to leave a comment.

Sorted by oldest
  • 1
    Registered User commented
    Comment actions Permalink

    Third, the Librarians and enchantment availability changes are as good as gravel falling on top of your head followed by a ninja charged creeper, the idea is cool on paper but impractical since procuring enchants from the enchantment table is random and the combination level cap hard locks you away from that perfect pickaxe you need for the extra-large projects in survival, exploring for enchantments isn't that good either since the reward for literal hours of finding and pillaging aren't that rewarding to begin with because inventory problems, bundles are cool but don't solve the problem of carrying multiple non-stackable objects like enchanted books, and you need to add the potential risk of dying and losing everything in the process.

     My take to improve these experimental changes are:

    • Give Cartographers maps that point to biomes you haven't been.
    • Remove all enchanted diamond armor parts from Armorers (including cursed ones).
    • Remove the cost of diamonds for the armor diamond parts and increase the emerald cost.
    • Increase the exchange rate of iron ingots x emeralds (increase iron ingots price or decrease emeralds awarded).
    • Librarians should have all the enchantments available with the exception of the treasure ones like "Soul Speed", "Swift Sneak" and "Wind Burst". In the treasure category could be other enchantments like "Riptide" that would need to be found on Ocean Monuments or "Frost Walker" found only on Igloos.

    Next comment...

  • 1
    Registered User commented
    Comment actions Permalink
    • Make the possible enchantments found in structures be always half the maximum level of that enchantment, Unbreaking on desert temples always be II or III, for example.
    • Keep the Librarians "Common" and "Special" pools but remove the biome specific flag and give us some way to train them to sell a specific special enchantment.
    • Rework the Enchantment Table system alongside these changes to make it worthwhile and get rid of the randomness it has that makes it feel so bad to use.

    Thank you for your patience if you read all this and if you are a dev, please consider upgrading or changing old mechanics, mobs like the phantoms and sniffers or other things like the combat system.

    But above all that thank you for making this game and still working on it.