Levels 1 & 2 of most villager trades are way too expensive for most casual players to willingly engage. This system is not revisited until mid to late game when the possibility of building mega farms or curing zombified villagers opens up both of which feel exploitative. By this point, players also likely have most resources that they care to obtain leaving a large part of the trading pool useless, not to mention that the mega farms and trading halls, which appear to be the only viable options for engaging with this system fairly, don't really fit into a good portion of the community's playstyle. I propose lowering the number of items required for most of those initial trades to ~0.5 - 0.65 of their current value (ex. 9 - 12 crops per emerald, 8 coal, 10 wool, 16 flesh, etc.). This enables early game, smaller farms, and casual players to engage without rendering optimization of villager farms useless for those who do lean to such endeavors.
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