SNAPSHOT 23w31A: Introduces "master books". I'm sick so I'll have to explore this tomorrow. www.minecraft.net/en-us/article/minecraft-snapshot-23w31a It appears Mending can be obtained only in Swamp Villages, which must be "built manually". Curing a Zombie Villager now only gives a big discount the first time.
I think multiple things should affect the trading score. Healing a villager should give 20 to the trading score, but also saving a village form a raid should contribute 20, maybe building an iron golem around the villager should also add 20. basically lots of new things to do so you can still get a trading score of 100, just not solely by healing villagers.
Personally I'd like if they upped the rate of natural spawn zombie villagers too so folks could have a viable way to "make new villages" that didn't involve kidnapping villagers from a village that is already built and occupied.
I think a profession of "explorer" that makes a villager willingly follow the player would be cool... maybe you have to drop gold ingots or amethyst shards and they will walk over and pick it up or something so the farther you want to take them the more it costs... and that mechanic let's them travel with you without being kidnapped.
Definitely. In fact, what if every village was abandoned, and to get any access to villagers you'd have to cure them? It would give a neat sense of restoring a post-apocalyptic world.
just turn up the difficulty, on hard difficulty the rate of a villager killed by a zombie to turn into a zombie villager is 100%, you can't go any higher
@@JP-JustSayin Or maybe just legit giving them emeralds in a "blank trade"/right clicking them with emeralds would have them follow for a short while. Or, heck, maybe sometimes one would try and follow whether you even want it to or not.
Becoming a hero from either defeating a raid or curing them virtually always comes from the player intentionally causing the problem to begin with. Like a firefighter secretly starting house fires just so they can get there first and look like a hero.
Curing the villager, yes, but not with raids. The only time I have defeated a raid was when I just stumbled upon it, without having the negative effect beforehand. Granted I don't play a lot of Minecraft.
Something that also has a big effect but wasn't mentioned here is that curing a villager also gives a temporary discount that slowly decays on top of the permanent one. Meaning that even if the efficiency 3 villager has a 1 emerald price for a while it will probably rise to around 10 emeralds again eventually.
I belive when u cure a villager the cured villager will have it permanent or olmost permanent put when u cure a villager other villagers around it will olso give a discount and even if the effect disapears u can just cure it again and it will be back thats why i think it should be nerfed
@@kennycoolll6998 you can look it up on the wiki, there is both a permanent discount for the villager only and a temporary discount that can get shared between villagers. I personally dont think that the temporary discount is op since in a lot of tradehalls this discount cant be shared due to no line of sight between the villagers, and next to that curing villagers over and over again is just a hasle that gets annoying real fast.
@@kennycoolll6998 the temporary discount also applies to the cured villager, the OP comment is correct. that will eventually decay, but it gets even more complicated than that. The regularity with which you trade a villager can also apply discounts, or increase the prices depending
I always found it odd that it was done based on curing and not another mechanic like: how many times you have got hero of the village; the generation of villager (child villagers have cheaper prices); how big the village is; how much you trade (and only that); or how many emerald sandwiches (or something) you give them.
I’d see that as a good compromise. Buff another mechanic they want players to grind, which still gives the same benefits as the feature they are looking to remove so the players don’t get super steamed
The problem is if they felt this was a bug they left it in the game too longer for people not to be annoyed. It takes a lot of work to set up a trading hall. They need to replace it with something better first.
then maybe he will make longer reddit video for us every week! and we make him sick again, cure him and we will get 1 hour long reddit videos EVERY DAY!!!!!
honestly I feel this could be solved better with a better enchanting system. right now the only way to get the enchantment you actually want is this convoluted process of villagers and curing them which gets rid of the monotonous grind for emeralds (which is ease but just takes time farming and harvesting) if the villagers were nerfed and there was a way of enchanting by using different materials around the world to combine with enchantments or something along those lines to get the enchantments you want on books or tools/armor I think it would be a better compromise. or if there's a better system. it just feels like this is the only proper way at the moment so its everyone's only choice which most don't want to become even more annoying with no other option for getting exactly what you want
I still think there should be a “cycle trades” button so we dont have to keep destroying and replacing work benches and hoping the villager takes the profession right away
@@squidbad then people will just breed villagers until they get the trades they want, you dont fix the underlying issues caused by other parts of the game you just make the grind worse and longer
If you're isolating the villager COMPLETELY, along with nearby villagers, you should have 0 issue getting them to instantly retake the profession I've not had that issue except with nearby villagers, but boxing them all in stops that
Imagine how simple it would be for Mojang to create a job position for people like Phoenix to fix very small grammar mistakes like missing structure blocks. Life would be so much better if I didn't know that mistake existed, but now I know and I need it fixed.
You kinda answered yourself. A bug fix is a future feature. They will never fix everything at once because they need to "sell" the "new features" even if it is a small bug fix
Some bug fixes, even though they look small, can have outsized unintended impacts on the rest of the code base. That's probably why they don't do something like that (i.e. fix a small bug and somehow accidentally make the game crash every 10 minutes)
As far as I can tell the bigger problem is that they won't be able to give max enchant books anymore, they will always be one level lower, the trades will be locked to specific biomes, so specific trades like mending will only appear in one biome, and on top of all that the best enchant books will only be available at max trade level, so you'll get mending only when you max out the trading level. And on top of all that this "bug" was fixed
@@darkithnamgedrf9495mending was meant to be a special enchantment from the beginning. It makes you not have to create new equipment, possibly ever again. By nerfing villagers, they are nerfing the way to get infinite mending.
@@alessandrosilvafilho8527right? like people don't see how broken mending really is, it should be hard to get, so that when you do get it, it feels like notch himself came and gave you a high five.
As a Helper on the Minecraft bug tracker, a bug report being "Confirmed" does not necessarily mean the issue is not intended, but that the behavior is replicable by the Helpers/Moderators. When an issue is confirmed, it is more likely to be seen by the developers because it could be consistently reproduced, and then the developers decide the priority or whether the issue is intended behavior.
@@kingacrisius I was explaining how bug reports work in general on the Minecraft bug tracker, not how this specific report works. The reason bugs still have their confirmation status, Mojang priority, etc. after they're resolved is because... there's no reason to change it.
I'm confused as to why they thought this needed to be changed though. Yea it makes it easier to get good gear, but that's not game breaking unless you're in PVP but sense it's something that works for everyone involved it's a non-issue. For builders it just makes it so it's easier for them to get the items for their builds, same for redstone builders, for the explorers it makes it so they can more easily see more of the world IF they even choose to deal with villagers in the first place...so i don't see how stacking cures on villagers to get better trades is a bug....basically to me it seems like they are slapping anything that makes the game "easier" as a bug to make the game seem more difficult or harder than it needs to be...it's a game for digging up blocks, and plopping them down how you want them...for things like bedwars that are PVP special map things, the admins can just spawn things in so they never have to worry about it. I understand adding things like the trail ruins and the anchient cities to the world generation to make things more interesting, but making it harder to the point of being nearly impossible to get good loot from fishing, having made it so you have to have an upgrade template for netherite when the stuff was annoying enough to get in the first place, and now having the villagers being nerfed rather harshly is just an arbitrary and unnecessary "difficulty" that is likely just going to make people say "yeah i'm just going to play an older version so i dont have to deal with this nonsense."...honestly depending on how the update effects me as a builder and my ability to gather materials for my builds i may be one of the people going "nope" and playing on an older version...i'm a simple easy to please person. Let me dig my holes, build my builds, and just smack away mobs with my gear that i've enchanted (usually by fishing or trading for the books) and i'm happy...start taking those things away though and i'm not happy anymore...i play on regular survival so it's not like i die once and i'm done...but i dont like racking up a death count in the hundreds either on a world for no better reason than "i just couldnt get the enchants because of not getting good deals on trades or not being able to find a good fishing spot...
@@kingacrisius it's still in the experimental phase, we don't know if it's ACTUALLY "resolved" yet. this could be their resolution, but they could also take another few months to make changes based on our feedback
So priority is based on how consistent the bug can happen and whether or not it is intended too? Can that also kind of explain why Destiny 2 exploits for currency farming gets patched out faster than actual bugs?
Villages need a complete and total makeover. Make them bigger, make them better. Fix them so the terrain generation can't wreck a village. I'm tired of ravines running through them, or generating on an island smaller than the village so buildings are floating, some without floors, that whole mess. Everyone I know kidnaps them before zombies kill them, rerolls their trades and uses them as item dispensers
Now we just need an update that makes the villagers sell cheaper stuff when they have better living conditions (getting to sleep in a bed the previous night, having a few blocks to walk around that aren't its job block, etc.)
I think the intent was to make people actually use the "hero of the village" buff from raids. Which basically drops all prices to their cheapest possible without any curing or other painful stuff.
This is gonna be a bloody pain. I have been part of several smp's and let me tell you building a villager trader is a giant pain. If this were to be implemented Minecraft would starting diminishing in players. The netherite update was painful enough but this will make it like playing a silly dating game or Sims. I don't personally love that.
@@Wanderer515 i've been in SMPs since 1.8, i know how all of this worked before and how it does now. Every couple of updates, mojang changes something that the community took for granted but adds a separate way of going about it. My suggestion wouldn't impact existing trading halls, but would simply reward the players who let the villagers exist on proper houses. Also, the netherite upgrade us in my opinion no different from smp nether wart monopolies
I always viewed villager curing as a middle game part that allows you to reach late game more easily. You need a lot of gold and materials to brew potion , which require mining or going to the nether. Village takes time to find, even more time to set up for trades. Infecting villagers can be difficult and trading hall often use redstone and slime in machines if the process is to be repeated, material which take effort to obtain. It is a lot of effort for a good reward, so I do not think it should be nerf.
@@eaction1186exactly, but once you find one while exploring set up a trading station there and boom... you have access to the enchantments of that biome. I tend to see the biome locking as expanding the trading hall all over the world.
I think people won't be as mad about the change if they also had an upgrade regarding the villager trading system. Maybe make it easier? Or less tedious?
I feel like it's too easy, and diminishes the value of enchanted books to a grind. Would be better if the really valuable books, like mending, couldn't be gotten by trade. Only by exploration. The max tier enchantments like efficiency V or unbreaking 3 couldn't be traded, only crafted or found. Making things easier is not the way to make the game interesting and fun to come back to.
I disagree. Making it this tedious makes it rewarding for experianced players to know what they are doing, while new players still have a useful feature.
It was a rather tedious process. It sucks that Mojang tend to throw these out instead of making them more fun instead. I'm still waiting for a more efficient way to reset trades because by god I don't want to interact with that mess ever again. But they might just see it as an exploit and remove the option entirely instead.
I think one reason people are upset is the whole villager trading system is a drag, everyone’s done it a million times and now they won’t be able to get through it in the fastest way possible anymore.
@@gavinthecrafter any system that makes players spend an hour breaking and placing the same block over and over again is a bad system. Who wants to spend their free time doing that? Not to mention it's luck based, so the tedium has no guarantees on how long you have to go until you get what you want
As someone that has never cured a villager....I don't know how to feel. I never got to exploit this and I don't know if I would feel bad not been able to
Considering how hard and time consuming is setting up villagers, and how uncooperative they are, stacking discounts feels like a reward. Overpowered? Maybe, but also allows survival only players to construct some really amazing stuff. Edit: Typo.
I feel like they just need lots of optional game rules like the ones already in the game, but for changing features they've altered or added. We already have disable Phantoms because people didn't like the change, just leave old villager mechanics in and make it a switch, it can default to the current settings, but give people the option to play with the old ones. Otherwise people will just use mods anyway, and if they can't, they'll just be mad about it.
You can get enchantments through a few ways. Looting them (completely unreliable, but most fun way ig) fishing them (unreliable and awful) using an enchantment table (unreliable and tedious) or trading with villigers (reliable but also still unfun). If they are going to nerf villigers, they should buff the other ways (generally the whole anvil system sucks) or provide a new late game way of getting them (maybe in the end? 😳)
They should probably stick with the anvil fix, at least if they fix it, it will make enchanting a little less annoying and more viable to do since you can use all the xp you have to make stronger weapons
@@o-poppoo5117 I would like this change, but it doesn't even guarantee the maxed out version of a trade? So its just going to waste slightly more of your time?
that's a fair argument, but they aren't really nerfing it too much like from one curing it practically free, i think they just did it so it can't be putted to the extreme (a.k.a the infinite emerald trick).
@@tmbpotatoe5975the developers literally built pre-generated igloos where the basement shows you how to trap villagers in the basement in iron bars with a zombie to do exactly this
@@tmbpotatoe5975 it shows the player by the developers putting a zombie villager in a cage in the basement next to the exact materials needed to cure them when you load the structure. This heavily implies that someone put them there to experiment on them. If the developers didn't want players to trap villagers in a cage and do zombie curing, maybe they shouldn't have built a zombie curing station with a trapped villager in the game and made zombie curing a mechanic and then also allow those cured villagers to turn back into zombies again. It just makes zero sense that they went through THAT much trouble to add this all into the game and then 4 years later they start telling people that they have been playing the game wrong.
@@tmbpotatoe5975 oh! I almost forgot, the developers also added a mechanic where if the player cures zombie villagers next to other villagers, all of their prices will lower multiple times, so if the developers didn't forsee the players locking them in rooms together and curing them over and over, that kinda seems like a massive oversight on their part.
The discount stack is nice if you really want things on the absolute cheap. Especially when a villager is at tier 5 it would be nice to get the things you want for cheap. When it comes to selling that's a whole other situation.
as someone who does a lot of stuff with villagers, I'm 50/50 on this. at the very least I think that villagers are VERY overpowered at the moment and that they definitely need some sort of change. however, I don't believe making it so that villagers can only be cured once is the way to go. I believe any change that is made will end up being exploited in some way, regardless of what it is anyways, but systems that would require you to possibly keep villagers happy and not in 1x2 holes would likely be a interesting solution.
I do think that would be ideal, though I understand the amount of design time and space that would require is maybe less worth it for Mojang than a numbers nerf.
So like prices are just naturally lower the farther away a villager's bed is from their workstation... but only if they have both slept in the bed and worked at the workstation within the last minecraft day.
There actually is a mod that explores this called Villager Comfort. Where stuff like the ability to sleep, meet other villagers, see some daylight, etc. It would be more tedious to get low prices, but I wouldn't oppose such a system as it is more immersive and actually rewards nice looking spaces for your sla- I mean friends-
I don't like the current snapshot changes, but I can see it going somewhere. The most important function of trading is to give players agency over resource acquisition which can be unevenly difficult depending on location or outright unreliable like certain enchanted books are. I think what mojang should do with trading and enchanted books is something similar to armor trims; introduce a sort of "template" for enchanted books and make it so that instead of librarians having fixed book enchantment trades have them dependent on what "templates" you can provide.
that would be really cool as the "template" for the villagers is the biome dependency for certain trades, thought they should really rework and improve the enchanting system cuz i bet you no one has touched that for centuries.
I never liked the curing process for villagers to get better trades, though I understand it's annoying to have to grind longer to get trades so they're probably should still be a way to get low trades. Personally I would love some sort of new system that gets rid of the curing bonus and actually requires you to be nice to the villagers to get better trades. Maybe nicer living conditions (decent space, access to food, ability to do their job, no hostile mobs, etc) results in better trades, for example.
What if you could gift villagers emeralds to get better trades? Like, if you're going to use them a lot, spending some early to make them happy with you and give you discounts will eventually pay off. Like, they could have a slot that's just like "gift". Plus, it would teach that being generous to people might make them be generous back to you. That seems like a pretty tame way to max things out. Plus, once you max out one and win back the investment in cheaper trades, you can use it on more villagers to invest.
@@addison_v_ertisement1678 but you can also argue they would be less graceful cuz you let them die again (or even did it on purpouse) you cant really use the argument of "more logical" here, and besides its about gameplay balance not logic
Nobody thought being able to trade one diamond chestplate for six pumpkins was intended. It was an obvious oversight, a convenient one, but also one that made a good half of the game completely irrelevant. We all knew this exploit would be fixed eventually, the only surprising part is how long it took them to fix it. It's not even as if it will break villager farms, they'll still be insanely powerful even after that fix.
@@jAujAl1I didn't know it'd be fixed, not out of ignorance of it being a bug, but because I didn't have hope that the Mojang of today could compel themselves to care.
That post mentioning that it’s been in since 1.14 and therefore it should be considered a feature has it on the nose. It’s been years upon years of having fun with that, you can’t take it away now. It would be like removing the ability to turn mob spawners into xp grinders because after a decade of it they just decided it was “too OP” the effort it takes cashed in on it very fairly
I like the curing mechanic but I never liked stacking villager trades in halls. I remember there was a mod I saw some time ago that makes it so villagers require certain stuff so you can't hold them in a like 1x1 prison cell and their quality of life reflects on the trades and I like that concept a lot.
I only support the 1x2 holes because of the randomness of bedrock spawns. Why should a random pillager spawn happen in/near my iron farm and kill every single villager I have? Keeping them all out in the open only makes that worse.
@@Cojosho97yeah, there should be a check for when a pillager patrol spawns. Maybe they can't spawn within 50 blocks of a villager? But then the player will never really see pillager patrols if they live in a village or have a trading hall
I think it's a lot like the old bedrock drip stone potion farms, I personally spent days making huge potion factories and it got removed without me knowing and was majorly upsetting, it wasn't a huge exploit because of the time it took to make that kind of a farm, it was just nice for those who want to spend that many hours to get that advantage. I feel the same way about this change as I've recently started making a villager hall for the first time because I can't make any other fun big things like it anymore. And don't get me started on the furnace XP "bug" that was around for ages and got removed once they added skulk.
I'm honestly getting really tired of how the devs are handling Minecraft recently, their lack of real quality updates and parity updates, and instead we mostly get "anti quality of life" updates that in some way shape or form make the game require many many more hours of constant grinding to accomplish the same end result, which doesn't lead to a very fulfilling update even for newer players. Touching up on the parity issues, why aren't they handled yet? They said years ago that they were working on parity yet we don't even have the simplest of parity changes yet (for instance banner shields, literally just copy-pasting textures onto shields.)
I feel like this is a similar situation to when iron farms were substantially nerfed when 1.14 initially released. Mojang didn't really want iron farms in the game, but when they removed them and everyone rebelled, they were forced to bring them back by changing the spawning requirements. I think the same thing will happen with zombification, it's just too useful of a mechanic which has been around for years to get rid of now, even if it is too overpowered.
You have to go out of your way to build an iron farm, it's not something you stumble upon playing the game normally. It looks like they want everyone to play the game as intended and make people grind for things, making big farms is really fun, even if you don't really need them, and spending hours mining for iron on this new world generation isn't. Villager trading can be really overpowered, but nothing is stopping me from typing /enchant or /gamemode and getting what i need anyway, they only thing they accomplish removing it is limiting the play style of their player base.
@@brenomedeiros8460Tbh, trying to build farms by yourself is fun, but most people just go on youtube to search how to build the most efficient farms possible. It was not a problem some years ago, but now each one of thoses farms are so efficient that they ruin the game. I will sound like a old grumpy old guy, but the most fun I had in minecraft were the first versions, were you could not even run. Surviving was a challenge, the only way to have OP items was to explore for hours until you find one, and it was simply fun. I also had a lot of fun with redstone, but almost exclusively in creative. What's the point of following a tutorial for 30min then AFK for 2h and having everything I need ? It ruin most of the fun.
@@brenomedeiros8460 Exactly, if people don't like that they can get super cheap prices from curing multiple times in a row, then maybe just don't do that? It's an entirely optional mechanic, don't engage with the mechanic if you don't like it, simple solution that leaves everyone happy.
I’m more mad about biome specific enchantment trades. Sometimes, it’s difficult to find a specific biome. It was over 5000 blocks to my nearest desert in one world and there wasn’t a village in it.
i think they just want you to actively make the world to be more alive. like for example mending trade, needs swamp village, which doesn't exist. so you have to bring villager to swamp, build village for them, breed em to get swamp villager to get mending book and then you ship the villager back to home base.
@@naokaderapider4210 mojang probably wants you to get into getting familiar with nether portal mechanics by making nether portals into nether roof. and then you boat in there those 10k blocks.
I wouldn't be too happy if Mojang were to change it because setting up a villager breeder and trading hall is already extremely time consuming and ressource intensive. Working with villagers is a pain and this would make it worse.
My goto in this case is doing the breeder, then do a automatic carrot farm using villagers and then trading with them until i got the trading hall. So you dont need to exchange sticks when you have unlimited carrots. Its less resource heavy and less time consuming 🎉
I would disagree on this point. Villagers are difficult but they aren’t THAT difficult, especially with boats. Setting up the breeder itself is trivially easy. Making an organized hall certainly can be a hassle but getting a large number of tradeable villagers itself really isn’t that hard or time consuming (especially when compared to the time cost of actually gathering the materials you’d buy from them). I think there’s a point to be made that villagers were never intended to be a major item generation pool that circumvents mining and enchanting land basically all other farms. Plus this change doesn’t make the actual process any harder, just less worthwhile. And to be clear, it’s still INSANELY worthwhile to be able to turn paper into diamond tools and perfect enchants, even if the needed emeralds and raw resources go up by 16 times.
I have worked months in my world to complete a villager trading center with every possible trade in the game and they all are cured 5 times which means that the effect doesnt run out. Seeing the possibility of this much work getting ripped away hurts my soul.
@@zappyapp Maybe not everyone did it for every possible trade but alot of people did make huge trading halls abusing this I mean its hard to even find a minecraft series without it
@@zappyapp Then it doesn't even affect the players who don't, while inconveniencing the ones who do. Granted, the trading system is quite overpowered regardless.
Mojang removing the freedom element of a sandbox game, sick. Surely they will make enchanting and getting enchanted book fun and not tedious. Also it would be less annoying if they weren’t located in other reskinned locations, like if they had their own remote building they could spawn at or something, but no now I have to travel and get lucky to find the same village but in a different biome and no other difference. Honestly it feels like a caves update part 2, caves are still just as boring they were, but now they are just bigger and it’s harder to get the loot that you want.
Omg thiiiis! Every update they take away more and more freedoms and it drives me crazy, I also hate how every game has become a "grinder" I'm tired of games having "daily goals" and forcing me to spend hours on it just to get what I want, I want to play a game to relax not stress myself more
If they want to take out stacking cure discounts, they should make it so Efficiency III doesn't cost 40 emeralds. I get that stacking discounts kinda feels like cheesing the game, but it's the only way to make trading remotely palatable. I don't want to spend three hours gathering carrots just to get the books for one piece of armor. Alternatively, they could just make the amount of stackable cure discounts a limit changeable by the player.
40 (or 15) emeralds isn't that much considering you only need like 4 books for each tool. Most farms can also generate enough emeralds for the books. Two clerics and two stack of gold ingots are enough for six books. (If you cure the clerics then it's even more). Gold is easy to get either via mining or a gold farm of some kind. It may sound like a lot but considering the alternative (enchan/ting/ter/ment table) it makes Minecraft comically easy.
As a person who grinded over 30 hours just to get all the the trades for my god set I can personally say that the amount of effort you put into villager conversions is much more then how OP they are.
Honestly, I like the idea of curing until getting to 1 emerald in price. I don't ever build emerald farms in the game because it's a waste of time for me, (plus I can never get them to work right for some reason...no matter 'step by step' the process is). So, being able to grind to get emeralds through cheaper trades is a lot easier then emerald farms.
@@alessandrosilvafilho8527 the problem with rotten flesh is you'd only get about 5 emeralds off for curing a cleric once. selling 27 flesh for 1 emerald would mean you'd need to do a lot of zombie grinding just to get a stack of emeralds.
I’m a bit miffed too, but mainly because, as you said here, this is clearly an intended feature. And while if they get discounted down to 1 emerald after just 2 cures, then there is technically no problem with things being one way or the other, it just seems like onna those things that doesn’t need fixing. Quite literally, “if it ain’t broke, don’t fix it.”
My first major project on a Minecraft server was spending hundreds of hours setting up a library trading hall where every enchantment book is available at a maximum discount. It was a huge undertaking that took months of real world time. I felt immense satisfaction when it was finally complete. To celebrate, my next task was giving them all max enchanted diamond armor (though I never figured out how to put it on them). I'd be devastated to learn something that I worked so hard on won't be a thing anymore even though the server I did it on is no longer available and I can recreate it in an hour or two of re-learning console commands.
I don't understand why they would remove something the players love, even if it is a "bug". Stardew Valley did wonders on this, there was a bug were you could place trees in the green house (a place you normally cant place trees). And so the Dev removed this, and then the community said that they liked it, the Dev added it back into the game.
@@block_head_steve240 "many" is a bland statement, and if they don't like it, then they can just do this cool thing called, "not doing it". wow, so hard.
You say "just don't do it" but the reward is just so high that people willingly endure the pain of dealing with villagers and spending hours breaking and replacing work stations. Don't you find it stupid that some people are complaining that their mundane and tedious way of progressing has become *marginally* harder? Many people are also just looking for reasons to hate on mojang after chat reporting and other questionable decisions. This isn't one of those decisions. Limiting villager curing doesn't make trading that much more difficult, as raid farms that give a stupid amount of emeralds are pretty accessible. If not that, other automated farms that give resources for trading(wool and iron farms are very feasible early game). If not that then manual labor(mega spruce trees give a ridiculous amount of wood that is faster than tnt tree farms). People complain, but this change doesn't even change much, except for maybe making raids actually worth doing for the discounted price from hero of the village, which were previously ignored in favor of zombie villager curing. The devs want to see all the features having their place in the game, rather than one being in the spotlight and another being completely ignored.
@@block_head_steve240 1. I'm not going to read all of *that* and 2. I'm saying that if people don't like how overpowered it is, then they can just not do it.
@@Franwow I'm not summarizing anything just because you're too lazy to read for a minute. This patch is cool, but the biome specific trades I think are cooler.
Villager trading halls are a good “middle” portion to the game, it gives you something to do before you go fight the dragon. Most seasoned players don’t need enchants to kill the dragon so nerfing this would just take something fun out of the game. Mojang needs to work on fun stuff to do in between and after you kill the dragon, instead of trying to force a player to play the way they want.
I haven’t cured my villagers in my own survival world, because I’ve built an entire reimagined village for them and they go freely… but then some of them die. But I have had other worlds where I did cure them, and I think if they remove the option to get them down to 1 emerald then I don’t think I’ll ever cure villagers again (except maybe farmers to get their golden carrots to 1 emerald for 3)
Villager healing is just like a movie. Person does bad thing. Same person fixes bad thing. People ignore the bad thing. Freak out that they fix it. Person becomes a hero
@@Itouchnograss Really? That's what Syndrome tried to do in the movie, create a problem and "fix" it claiming to be a hero just like what the player does with rezombification
@@EmperorPenguin1217 yeah but he didnt become a hero from it. so. doesnt make sense to me. I mean like random movie example reck it ralph: he goes into game. messes things up. fixes things. He is hero!
I've been grinding for literally 5 hours just finding a good trade for my newly built trading hall, it's really annoying to work with villagers especially when they keep on giving the same bookshelf trade which is the root of all this issues.
They're also massively nerfing the books to rank 1 only (Power 1, Feather Falling 1, etc), and only 3 books per biome. Masters get a single book that's Rank 2 or Rank 3 (but not max quality).
See I never really bothered with multi discounts, the single discount is already amazing, if you set up a raid farm or a decent melon farm early game you can get pretty much everything you want from villagers easily
not now. you are gonna have to get villagers from different biomes and max enchantments like unbreaking III or efficiency V will be Efficiency III and Unbreaking II so say bye bye. I cant imagine having to transport such a pain of a mob to later not even get efficiency IV and having the Too Expensive Tag on my boots
@@ToastedNuggieyes, but that's a separate issue. Also it's locked behind the experimental flag, so they almost definitely won't leave it as is. Looking at 'limiting stacking' separately from 'biome specific books', I'm fine with it
@@leochangesnames Don't think So cause the reports were unlimited emeralds and what's doing Mojang is changing everything about villagers. it comes in the whole pack
There's two things I've always wanted from villagers 1: The ability to reroll individual tiers using some sort of item or system, making it so you don't gotta break a block all the damn time. You could possibly have an item or something, but some way to have it so you don't need villagers in mass. Minecrafters are cruel and inhumane creatures after all. It would be interesting to have a librarian with 3+ book trades, for example. Maybe a special item from trading that lets us select a trade, with the quantity required being dependent on the villager's tier, type and the trade being rerolled. It's powerful, but I do think that having some incentive to NOT make villagers suffer constantly should be in place. I got no idea where the source for this item would be though. But if villagers are becoming biome specific, then maybe giving us a way to alter a specific trade tier to a different biome using an item from that biome would be good. 2: Way to get villagers to favor us consistently, which would let us get discounts in a way that isn't blitzing their village with pillagers or giving them the deadpool treatment. Perhaps a "desired trade" where if you complete a specific trade, it gives you a discount on all other trades, dependent on how much of that favored trade is completed. The trade will cycle each day, and the discounts will persist until they decay. -to add onto the favors idea, maybe the quality of the living space could also have an effect. Right now, we cramp them into tiny spaces where they can barely move, if at all. I don't think we should completely remove villager breeders, because that would alienate a lot of the playerbase. Just the simple reward of a discount for having a larger living space, chests inside, not being crammed in like the atlantic slave trade, and overall quality of living would be nice. (Additional edit as well: maybe carpet flooring or some specific blocks could also affect the discount quality?) At the moment, I want more passive things that can be done. There could be a whole system rework, but I'm just thinking of minor ideas right now. The major thing right now is mending, since most minecraft players want consistent and reusable ways of getting and retaining gear. But then this problem also loops back around to the fact that we can't get mending in an enchanting table. So yeah
Once the bug is fixed, I am definitely going to use a mod to re introduce this, because supposably it will be possible to smuggle villagers in from older versions with the good trades, locking this feature to having played on older versions.
I am genuinely confused why people care so much about this. Emeralds aren’t exactly hard to come by if you have a few large crop farms or an iron farm and enough villagers to buy those items. With those I’ve always had enough emeralds to buy anything I want even without discounts.
@@MrMoon-hy6pn Dude this is the "standard" optimal way to secure good gear in minecraft. All of this is tremendously important. Having to farm 5-10-20 times more emeralds is a huge increase in time spent doing something relatively boring.
@@MrMoon-hy6pn Because it's fucking tedious. If they want to balance villagers they need to put in more effort than just preventing multiple discounts. You can still get all of these items, you just need to put in a lot more tedious grinding work, like building/afking a raid farm, which isn't fun! Villagers allowed you to skip all the boring repetitive grinding by just selling you many of the items that you would need. Villagers were already annoying enough to deal with, especially constantly breaking and placing the workstation to try to get what you need. Now you would have to do that even more to get a low cost on top of the correct trade.
alot of people dont also realize this puts a MASSIVE hamper on the building community as well. villagers were an insane resource for quartz/terracotta/bookshelves and other annoying blocks for cheap for the larger builds. this is a really bad nerf and i dunno why mojang is fixing something thats been there for years.
It really does inconvenience people who dont want to spend time building a raid farm, like i dont want 40 stacks of emerald blocks, i just want to be able to easily buy few enchanted books once i loose or break my previous tools
Yeah that’s a good point. This is just taking something that is already super grindy with a good reward and making it ten times as grindy and ruining the fun. We just need to tell them this isn’t a bug and if they’re gonna start pulling “we don’t care what you have fun with, it’s our game” bullshit it’s gonna spell bad news for Minecraft’s future.
I swear I thought I was going crazy, I cured a villager like 4 times and the prices wouldn't go down, I googled to see if they stacked and I found reddit posts saying they stacked, even linked to that equation of how much they stack, and just now I see that they don't stack anymore
One of my favorite parts of Minecraft is that with the infinite possibilities, any amount of features could be exploited to creatively better your playstyle. Automatic farms like iron farms and all mob farms always fascinated me because of their creative design in exploiting features. When it comes to villagers, I think zombifying villagers was another one of those creative exploits that make Minecraft what it is. IMO this change goes against the point of survival Minecraft.
I'd argue the opposite. When there is an option that's so clearly superior to all other ones, then you don't really have more than one options. Villagers are objectively the best way to get most items needed for the survival experience - diamond gear, enchanting books, tools, arrows, food, decorative blocks the list goes on. If Minecraft was a strictly singleplayer game then meh, who cares, if you think it's OP just don't use it, but that's not the case. Minecraft is a game heavily focused on multiplayer, so if you don't want to fall behind (or even keep repeatadly falling behind, since villagers are often the only renewable way to get certain items) you're almost forced to engage with that feature to some extent It's not like they are removing the feature either, these villagers are still ridiculously strong. Get a decent farm set up (iron, pumpkin, doesn't really matter) and bunch of the villagers for it, and you have effectively infinite amount of emeralds anyway. And that's not even getting into the absolute insanity that are raid farms (which are a bit too technical for a lot of players tbf)
@@user-zz3sn8ky7z That is a very good point, but if you think about it, villagers aren't superior in all ways. Sure, infinite diamond gear and enchantments is OP, but it takes a while to set up. If we're talking about multiplayer, it's a competition of who can get the best gear fastest. Getting diamond gear with all the good enchantments is already faster to obtain by grinding resources and using an enchantment table (that is, when you first join a server). After the first set of good gear, then it is a competition of who can set up their villagers and hide them first. (I can understand not wanting that to be the next competition step) From a Minecraft single player point of view, imagine a company makes a coding language and updates it every once in a while (I'm not sure if this is how coding languages work but you get the idea). There is a certain function in this hypothetical coding language that takes up a lot of space. Later, someone find a way to use other features of the coding language to do the same thing as that other function in a way more compact way. What good does it do for the company to remove this work-around? Doing that only defeats the purpose of a good coding language, to get things done in compact ways. You could argue that this has nothing to do with Minecraft, but the way I see it, Minecraft is like an engineering platform where people can share projects, which is what makes Minecraft special and not like any other survival game. Also, I had to type this twice because my original comment didn't go through (when I reloaded the page the comment was gone), not sure why.
in-universe, this makes sense, since it can be seen as the villagers, catching on that the player is not only their healer but also the cause of their zombie-fication. so they would feel less inclined to give players a discount, who repeatedly infect and heal them, since they grow tired. Still: i can understand, why people would get mad at the exploit being removed.
@@anything1456 then u gotto take better care and not let wild zombies keep getting to the villagers you trade with, seems like a fitting punishment if you fail to protect them. instead of being rewarded
@Sopsy_Hallow But in the event a player just wants to ignore Villagers for the most part and just wants to trade every now and then, why should they? It kinda becomes a Babysitting Simulator then. If a Villager gets Zombifyed by a wild Zombie, we get punished, if we don't hold the Villagers hand, we would still be getting punished. Honestly I'd rather they introduce trading with The Pillagers in that situation and let us join in on the actual Raid rather than be forced to actually babysit, than be punished.
on bedrock you *have* to cure the villagers multiple times to get the cheapest trade, also by my own experience the price of good enchanted books on bedrock is almost always really high if I get a book I want with a base price of less than 25 emeralds I consider myself lucky
The discount stacking, especially on librarians, gives you infinite emeralds. If you have 1 emerald -> 1 bookshelf, and 1 book -> 1 emerald, you basically have 1 emerald -> 3 emeralds. The only setback is time, which can be avoided if you have like 100 of these. You even had this in one of your showcase villagers at 3:24
@@thwartificer Void trading does not give infinite emeralds, it allows you to trade without needing to wait for the villager to restock. The librarian thing just gives you 3 emeralds for 1 emerald, allowing you to have infinite emeralds from 1 emerald.
One issue I see with this system is that its just prolonging an arbitrary selection of books, because some you can get 1 emerald by curing just once anyway, why are players being punished for putting the effort in to get the enchantment they want, especially since usually higher level books (which you NEED to get to avoid "too expensive") also cost more.
For all people that are looking for a solution, make a giant sugar cane farm and get a lot of librarians, and than trade paper for emeralds, should be the easyest way for getting emeralds, this update will just make it a bit more of a pain in the ass cuz you will have to grind more, but still I think this is the easyest way
Honestly, I want mojang to keep this bug since it's such a qol improvement especially for players in a new world. (plus getting golden apples, weakness potions, and the right villager trade takes quite a long time to get in large quantities) as for someone with a stacking raid farm though... I honestly don't mind. I have too much emeralds that I can use... so even if it's not maxed out discount. I could afford it. (but building that raid farm took a long time as well)
2:37 See, I have one big issue with this table Starting with the fact that it tends to be difficult to change a person's opinion of you (your reputation) when they are in fact _dead._
Assuming you can still do this ONCE that's still a massive discount you can get, there'd just be a limit on how much you can torment your own villagers. I'd assume you can still stack one of this + one raid victory discount for pretty much minimum prices already and I doubt they have any plans to nerf those farms I know exist.
When I think back on a lot of the Minecraft I've played the past couple years, a lot of it has been dealing with villagers. I find it very frustrating yet rewarding to be able to control your own loot in a sense and then work towards maxing out trades, armoring up your villagers etc. I've always played with 2 rules in mind though; 1. I have to make a proper town with walls / defenses for them. No trading halls. and 2. The villagers have to come from cured zombies at first, no villager breeders. With these restrictions in place I find it more challenging and rewarding to set up what is essentially "ez diamond armor / tools / books printer." I rarely ever reinfect and cure my villagers unless the price is something ridiculous. That being said, I can't see a single good reason for removing the ability to do so. Don't want to get all your trades down to 1 emerald? Just don't engage with the system. It's that simple. But instead of rewarding those that go the extra mile (often in incredibly longstanding worlds like SMP series and the like), they're punishing people over what, making their lives easier that they don't have to grind as much?? I can definitely agree that villager trading needs some kind of aspect to make things slightly more challenging but this is not a rewarding nor fun change in my opinion.
well they were busy doing the updates and stuff, and that process really needed some effort to accomplish, so focusing on that wouldn't really make all that sense.
@@GewelReal mmh, Since 1.3, Re-Logic officially acknowledged Hoiks as a game "feature,"[1] meaning they are no longer considered an unintended benefit that might be repaired in future versions, and their functionality will remain in the game for the foreseeable future. so mojang might keep it, or they might not.
Crazy how there's a whole difficulty that literally cannot be beaten and has basic items like string go unobtainable, yet removing endgame benefits is deemed "important". Peaceful mode has been this way for actual YEARS. FIX IT, MOJANG.
If you ask me, this is a HORRIBLE feature. I mean, its hard to get a villager with the trade you want in the first place, then you have to find a zombie and lure it to said villager, infect the villager, and hope with your life it doesn't die, because not THAT many people play hard mode, then you have to capture the zombie for a second use, without YOU or the zombie dying, then you have to get 9 gold ingots an apple and a weakness potion, then you have to wait TEN or so minutes for the dumb thing to cure, then you have to repeat the entire thing. this deserves stacking discounts
I am very glad they are fixing this. Even with this fix villagers are too OP. Right now all smp servers are basically this: find a village, make trading hall, you have all max enchanted items. This makes the gameplay very linear and repetitive. This is basically the only "right" way to progress. I don't feel like it should be like this. I remember the times where it would be exciting finding an enchanted book in a structure. Right now it's like "oh cool, I have a double chest of this enchantment at home"
A bit bull in my opinion, because it makes sense that they give you more discount because in a not villager exploitation hall scenario, aka a zombie randomly infects a villager multiple times and the player helps it, it's the villager further thanking you for saving them multiple times... "But it makes the game too easy" - you've obviously never actually tried to deal with villagers large scale before, and plus its a SANDBOX. Nobody ever said that you 100% must create a villager hall in order to play the game.
I think it'll just means that every now and again you'll need to cycle villagers for unreasonably long. If you've got a system to breed and cure villagers, it doesn't really change much
I find it extremely weird that you can mine a enchanting table with a wooden pickaxe.... so therefore you can mine obsidian and diamonds with a wooden pickaxe
You can mine a beacon by hand too. So glass and obsidian can be broken by hand. I think this feature makes sense since player's worked hard to get these two blocks, we should be able to get them however we like.
1) yeah, there is little to no purpose to rezombify a villager, basically all trades go dirt cheap from just one dezombification, the enchanted books are the only ones that don't do that, but you don't need a lot of those to begin with (well, except for mending, unbreaking and maybe eff V, but you won't need many of eff Vs until emeralds become dirt cheap as well) 2) Villager trades are already ridiculously OP and super easy to set up from early game. Even a zombificator can be set up within the first hour of a new world
Maybe it could be based on difficulty on how easy it would be. Those who want to grind for it can lock their difficulty to the max while those who just want to casually play have it set to easy or normal
Villager curing is already locked behind a difficulty setting. It even disables villager curing on easy mode. Normal mode gives you a 50% chance of the villager dying and hardcore gives the curing process a 100% success rate. Yep, it is reverse difficulty.
@@drnarwhal2888 i think the reason they just straight up die on easy mode is so if one zombie gets to your villagers, the entire village won't be infected. the iron golem can take care of a single zombie, but if that one zombie happens to infect a villager, there's two zombies, then there's four, then there's eight. it's a domino effect. it makes sense to have this domino effect be more likely to happen in harder difficulties.
The thing with villagers is that they’re a high reward for a LOT of effort. I don’t even bother using them in all my worlds because of the grind. If they decide to nerf them, it’ll just make villagers high effort low reward which begs the question, what’s the point in having the trading feature at all if you’re going to grind for hours to get perfect trades, only to have to pay an insane amount for one book. At that point most people would stop at mending and never touch villagers for the most part after that, making them an essentially useless feature besides mending. On top of this, mending is sold by swamp villagers. You’d need to set up a breeding area in a swamp to get ONE swamp villager, only to maybe get an okay trade which you probably wouldn’t be able to significantly lower the cost of if you’re unlucky with the price. This would make villagers even more beginner unfriendly than they already are in terms of breeding. They don’t work like sheep and cows, and a beginner player because of this probably wouldn’t know unless they looked it up that swamp villagers even existed. This would make mending inaccessible very likely until endgame for less experienced players.
[[ hopefully Moyang makes it so that you got to cure a villager 5 times to get the maximum discount, instead of two ]] [[ villager would still be viable in the late game, it would just cost slightly more resources ]]
Personally, I really want to see an update that makes villagers more of an element of the world to interact with, rather than a resource to be harvested
My opinion is that there should be a fully fleshed out village relationship building feature. One that would allow you to still build trading halls, but maybe one that could make a more casual player be able to take advantage of as well. Maybe make it so you have to gain standing with them and the more standing you have the higher level your village becomes and the better prices you get for trading. Imagine a world where by coming in and adding more to a village, contributing to its economy, housing, food, and security you could have these amazing trades. Let’s borrow from Terraria a little and make it so villagers need a “proper” house in order to claim a bed, and they need a bed in order to have a job. So each house must be a certain size, with a crafting table and a chest (or something similar) and a door so the villager isn’t just trapped in a 2x1x1 for its existence. Add in a “mayor” villager that acts as the interface for this leveling system. The mayor could tell you what resources are more vital to the village and give you a good idea of the direction you could go. He could also add in a quest here and there for you to collect some more exotix resources (like frogs for their pests or something) Lastly, have this act as a new iron farm because you build blacksmiths and they will repay you (when they are up and running) for your investment into their smithy with iron block trades. They could take the opportunity and slightly rework raids as well, the raids could be a little more organized where the waves are bigger, but much more spread out. So you build the defense of your choices of golems and you gear yourself up to fight a small invasion force that gets bigger as the Illagers realize you’re actively defending this village.
If it’s just a discount one time and not adding up, I guess that’s fair. Hopefully not you only cue them once and never ever again situation. Then again, in my server I’m in, we have bottomless supplies of sticks and paper, and soon food. Then again we mainly just use villagers for repairs. Edit: I think this is a good thing because their a serious issue, I’ll use the example we realized, maybe it could have been worse if it was different things. Books Spend emeralds, get books Sell books for bookshelf, thanks to Bug the shelf cost less than book spent break down shelfs Buy even more shelf’s than before Do it multiple times Sell for emeralds for crazy profit and enchanted books(we all agreed to not do this as it was quite busted) also may have misremember it, but it’s still the same situation. Plus this was Brain dead compared to how our iron and wood farm took days to weeks of planning and practicing, and it’s pay off is more farms and more stuff. Took everyone to work on it
Seeing as how long this has been in the game, and how pivotal it is for most megaprojects when it comes to specific resources, I think changing it now is a bad idea. The only "overpowered" trade the Villagers really have is Mending, but Mending is the root cause of so many issues with the games balance that this changes nothing other than make things more annoying.
I hope they don't mega nerf this because it is a lot more effort than is often shown to set that stuff up. I don't get why developers so often nerf useful "bugs".
Because it sucks. That's why. The current system is overpowered, anti fun and encourages actions of human trafficking and torture. IMO, all change to this would be very welcome!
@@XMaster340 same, i hate to have my own server set up and within like 2 minecraft days. somebody already has a full on villager trade hall with everything for like 2 emeralds. no real economy
Because it completely destroys immersion when nonsensical exploits are by far the best way to play the game, and players are actively punished for playing immersively. (Seriously Mojang, villages shouldn't automatically get killed off of zombies within a few days if the player doesn't intervene to imprison the villagers.)
@@Stobe-lo2nz Finally seeing someone who thinks game needs to get harder. Minecraft can be the worst survival game with early-mid-end game balance. BECAUSE İT DOESNT HAVE ONE. After being iron set you can be full diamond and have lots of enchantment in a short time
@@Chicky_Lumps What immersion this isn't Skyrim this is a sandbox game with absolutely nothing to actually do in it except three bosses, two of which are boring.
every update they do will upset "half" or, rather, a semi loud minority that seems rather sizeable to you because they're in the same playerbase sphere as you. thats cuz what people want out of the game rarely is what is actually good for it, and anything they do or do not do will get entitled babies to whine cuz their 30 dollar game didnt cater to them specifically
@@Sopsy_Hallow that's quite harsh. It's very logical for people to be upset that a bug of this caliber has been patched, and the playerbase using it is quite large. It's not about catering to them specifically, it's about catering to the community's needs in general. Nobody wanted this patched, and even though it was game-breaking in some ways they could've implemented it in another way.
If they’re gonna make mending harder to obtain, then make repairing actually viable Remove the level cap and just make repairing not add to the future costs, you’re literally already using materials to repair as the cost
didn't even mention the worst part that trades for enchanted books will be BIOME DEPENDANT. meaning that you need to build multiple trading outposts in different biomes, with mending villagers only possible if you drag them to a swamp. moving villagers is hands down one of the most miserable parts of minecraft and it will get so much worse if these changes are implemented.
@@s66s46 he didnt say breaking and placing was FUN what op insisting is making the update FUN to justify the update. if its not fun the update was useless and now everything that was working (despite being a tad unfun) no longer works and now the update is also not fun.
I just don’t understand why mojang couldn’t be bothered to fix simple things that are clearly bugs and are unintentional, things 99.9% of players will not be sad to see gone, but will more than gladly “fix” things that no one had a problem with and makes sense the way it is.
SNAPSHOT 23w31A: Introduces "master books". I'm sick so I'll have to explore this tomorrow.
www.minecraft.net/en-us/article/minecraft-snapshot-23w31a
It appears Mending can be obtained only in Swamp Villages, which must be "built manually".
Curing a Zombie Villager now only gives a big discount the first time.
what ara 'mastar baaks'? [sarry far my anglash, at as cantaanang taa many a's]
phoeniggs xc
And yes, you can only get a great discount from curing once now
I like this snapshot
finally a fix to the villager meta
I think multiple things should affect the trading score.
Healing a villager should give 20 to the trading score, but also saving a village form a raid should contribute 20, maybe building an iron golem around the villager should also add 20.
basically lots of new things to do so you can still get a trading score of 100, just not solely by healing villagers.
That's a good idea but we know Mojang will "fix" this the worst way possible as they usually do
But for most trades 20-40 is enough, a golem could boost line 2 but more would still be overpowered
It could be a good way: more contributions to the score but with slightly lower impact.
@@chris_me_llamanMojang has handled this pretty well so far, cut them some slack
@@chris_me_llamanall because someone is a party pooper, but one thing that I agree with is that villagers are way too op nowadays.
Personally I'd like if they upped the rate of natural spawn zombie villagers too so folks could have a viable way to "make new villages" that didn't involve kidnapping villagers from a village that is already built and occupied.
I think a profession of "explorer" that makes a villager willingly follow the player would be cool... maybe you have to drop gold ingots or amethyst shards and they will walk over and pick it up or something so the farther you want to take them the more it costs... and that mechanic let's them travel with you without being kidnapped.
@@JP-JustSayinOr just do what the Quark mod did, holding emeralds will make villagers follow you like animals do when you hold wheat
Definitely. In fact, what if every village was abandoned, and to get any access to villagers you'd have to cure them? It would give a neat sense of restoring a post-apocalyptic world.
just turn up the difficulty, on hard difficulty the rate of a villager killed by a zombie to turn into a zombie villager is 100%, you can't go any higher
@@JP-JustSayin Or maybe just legit giving them emeralds in a "blank trade"/right clicking them with emeralds would have them follow for a short while.
Or, heck, maybe sometimes one would try and follow whether you even want it to or not.
Becoming a hero from either defeating a raid or curing them virtually always comes from the player intentionally causing the problem to begin with.
Like a firefighter secretly starting house fires just so they can get there first and look like a hero.
Shhhhhb.
LMAO
Curing the villager, yes, but not with raids. The only time I have defeated a raid was when I just stumbled upon it, without having the negative effect beforehand. Granted I don't play a lot of Minecraft.
@@C0ron4Cat That isn't possible
@@russman3787 it is when you're playing w other people
Something that also has a big effect but wasn't mentioned here is that curing a villager also gives a temporary discount that slowly decays on top of the permanent one. Meaning that even if the efficiency 3 villager has a 1 emerald price for a while it will probably rise to around 10 emeralds again eventually.
I belive when u cure a villager the cured villager will have it permanent or olmost permanent put when u cure a villager other villagers around it will olso give a discount and even if the effect disapears u can just cure it again and it will be back thats why i think it should be nerfed
@@kennycoolll6998 you can look it up on the wiki, there is both a permanent discount for the villager only and a temporary discount that can get shared between villagers. I personally dont think that the temporary discount is op since in a lot of tradehalls this discount cant be shared due to no line of sight between the villagers, and next to that curing villagers over and over again is just a hasle that gets annoying real fast.
@@kennycoolll6998 the temporary discount also applies to the cured villager, the OP comment is correct. that will eventually decay, but it gets even more complicated than that. The regularity with which you trade a villager can also apply discounts, or increase the prices depending
While you're right, the temporary boost is tiny compared to the permanent boost. At most it would rise to 2, MAYBE 3
I thought that was due to supply and demand if you kept buying from them-
I always found it odd that it was done based on curing and not another mechanic like: how many times you have got hero of the village; the generation of villager (child villagers have cheaper prices); how big the village is; how much you trade (and only that); or how many emerald sandwiches (or something) you give them.
ah yes, child labour
I think getting hero of the village multiple times would be a great alternative. That way you could lower the prices of all your villagers at once.
We need emerald sandwiches in the game now
I’d see that as a good compromise. Buff another mechanic they want players to grind, which still gives the same benefits as the feature they are looking to remove so the players don’t get super steamed
That could be how it stacks, each one adds a lasting discount instead of repeating one multiple times
The problem is if they felt this was a bug they left it in the game too longer for people not to be annoyed. It takes a lot of work to set up a trading hall. They need to replace it with something better first.
You also can't get level 5 enchantments apparently
well it's still experimental so don't go ballistic just yet, and also i think that's what they're planning to do.
😂😂😂 we abused a bug for too long cry cry please don’t fix it cry… man up losers
You tell me what’s better than a diamond chest for 1 emerald 😂
@@mag3slay4whatever it's a single player game, don't like something? don't use it
Petition to make the villager breeding process detailed #1
This.
@blehwhatever4890 ayo 📸🤨
@blehwhatever4890 Woudnt be too hard. Just make the villagers milkable like cows and change the name of the milk bucket that you get from that process
@blehwhatever4890 drinkable also
Peenix wants this to happen
We gotta give Phoenix a splash potion of weakness and a golden apple! Get well soon Phoenix :D
Yep he has to get better!😢
I wonder what discounts he’ll give
@@User19232 you dont wanna know 💀
then maybe he will make longer reddit video for us every week! and we make him sick again, cure him and we will get 1 hour long reddit videos EVERY DAY!!!!!
the
honestly I feel this could be solved better with a better enchanting system. right now the only way to get the enchantment you actually want is this convoluted process of villagers and curing them which gets rid of the monotonous grind for emeralds (which is ease but just takes time farming and harvesting) if the villagers were nerfed and there was a way of enchanting by using different materials around the world to combine with enchantments or something along those lines to get the enchantments you want on books or tools/armor I think it would be a better compromise. or if there's a better system. it just feels like this is the only proper way at the moment so its everyone's only choice which most don't want to become even more annoying with no other option for getting exactly what you want
ench table
@@ukyoize good luck getting mending on an ench table
I suggested a similar idea a while back in the minecraft ideas subreddit
@@galoomba5559fishing
@@CatNyaGamingI don't think it's good game design if the most efficient way to get decent enchantments is by not playing the game
I still think there should be a “cycle trades” button so we dont have to keep destroying and replacing work benches and hoping the villager takes the profession right away
I think they should rework how trades are cycled so you cant just reroll the deals you get offered forever at any time you want
it should cost emeralds
@@squidbad then people will just breed villagers until they get the trades they want, you dont fix the underlying issues caused by other parts of the game you just make the grind worse and longer
@@Templarfreak isn't that how it worked pre 1.14?
If you're isolating the villager COMPLETELY, along with nearby villagers, you should have 0 issue getting them to instantly retake the profession I've not had that issue except with nearby villagers, but boxing them all in stops that
Imagine how simple it would be for Mojang to create a job position for people like Phoenix to fix very small grammar mistakes like missing structure blocks. Life would be so much better if I didn't know that mistake existed, but now I know and I need it fixed.
You kinda answered yourself.
A bug fix is a future feature.
They will never fix everything at once because they need to "sell" the "new features" even if it is a small bug fix
@@Brockfireeor maybe they have limited resources and small bugs doesn't necessarily mean small fixes.
@@lerquian1970 Just go and search for how many people from Microsoft works on Minecraft...
Some bug fixes, even though they look small, can have outsized unintended impacts on the rest of the code base. That's probably why they don't do something like that (i.e. fix a small bug and somehow accidentally make the game crash every 10 minutes)
@@Dragonofshame Fixing a structure would literally have 0 effect on anything.
As far as I can tell the bigger problem is that they won't be able to give max enchant books anymore, they will always be one level lower, the trades will be locked to specific biomes, so specific trades like mending will only appear in one biome, and on top of all that the best enchant books will only be available at max trade level, so you'll get mending only when you max out the trading level.
And on top of all that this "bug" was fixed
That change is separate, and they're still unsure about it since it's tagged as experimental. Curing nerf on its own is fine tbh
Mojang making mending even more cancerous to get
fuck mojang, i hope their comany goes down under
@@darkithnamgedrf9495mending was meant to be a special enchantment from the beginning. It makes you not have to create new equipment, possibly ever again. By nerfing villagers, they are nerfing the way to get infinite mending.
@@alessandrosilvafilho8527right? like people don't see how broken mending really is, it should be hard to get, so that when you do get it, it feels like notch himself came and gave you a high five.
was this villager self aware or something cause he kept somewhat intelligently responding to everything phonxde said
I'm sorry... who tf is phonxde lmaoo (I know who it's just really funny how you spelled it)
From now on we shall call peenix "phonxde"
@@KidNamedBlue_I too want to know how he got to that name.
Aw hell nah phonxde maid a nwe videyo
phonxde vs Peenix SC who wins
As a Helper on the Minecraft bug tracker, a bug report being "Confirmed" does not necessarily mean the issue is not intended, but that the behavior is replicable by the Helpers/Moderators. When an issue is confirmed, it is more likely to be seen by the developers because it could be consistently reproduced, and then the developers decide the priority or whether the issue is intended behavior.
It's "resolved". They are removing it in a future version. Not "confirmed" or "works as intended".
@@kingacrisius I was explaining how bug reports work in general on the Minecraft bug tracker, not how this specific report works. The reason bugs still have their confirmation status, Mojang priority, etc. after they're resolved is because... there's no reason to change it.
I'm confused as to why they thought this needed to be changed though. Yea it makes it easier to get good gear, but that's not game breaking unless you're in PVP but sense it's something that works for everyone involved it's a non-issue. For builders it just makes it so it's easier for them to get the items for their builds, same for redstone builders, for the explorers it makes it so they can more easily see more of the world IF they even choose to deal with villagers in the first place...so i don't see how stacking cures on villagers to get better trades is a bug....basically to me it seems like they are slapping anything that makes the game "easier" as a bug to make the game seem more difficult or harder than it needs to be...it's a game for digging up blocks, and plopping them down how you want them...for things like bedwars that are PVP special map things, the admins can just spawn things in so they never have to worry about it. I understand adding things like the trail ruins and the anchient cities to the world generation to make things more interesting, but making it harder to the point of being nearly impossible to get good loot from fishing, having made it so you have to have an upgrade template for netherite when the stuff was annoying enough to get in the first place, and now having the villagers being nerfed rather harshly is just an arbitrary and unnecessary "difficulty" that is likely just going to make people say "yeah i'm just going to play an older version so i dont have to deal with this nonsense."...honestly depending on how the update effects me as a builder and my ability to gather materials for my builds i may be one of the people going "nope" and playing on an older version...i'm a simple easy to please person. Let me dig my holes, build my builds, and just smack away mobs with my gear that i've enchanted (usually by fishing or trading for the books) and i'm happy...start taking those things away though and i'm not happy anymore...i play on regular survival so it's not like i die once and i'm done...but i dont like racking up a death count in the hundreds either on a world for no better reason than "i just couldnt get the enchants because of not getting good deals on trades or not being able to find a good fishing spot...
@@kingacrisius it's still in the experimental phase, we don't know if it's ACTUALLY "resolved" yet. this could be their resolution, but they could also take another few months to make changes based on our feedback
So priority is based on how consistent the bug can happen and whether or not it is intended too? Can that also kind of explain why Destiny 2 exploits for currency farming gets patched out faster than actual bugs?
Villages need a complete and total makeover. Make them bigger, make them better. Fix them so the terrain generation can't wreck a village. I'm tired of ravines running through them, or generating on an island smaller than the village so buildings are floating, some without floors, that whole mess. Everyone I know kidnaps them before zombies kill them, rerolls their trades and uses them as item dispensers
yeah, they should probably take some inspiration from tango's rework on the villagers.
deja vu
I disagree. I remember watching a few videos where someone actually spiced up a village manually and actually enjoying them.
The villages on the coastline are just so cool though.
Villages in ravines are so interesting don’t remove it
They should just make a gamerule that lets you set the limit for how many times you can cure it while still getting the benefit.
Best fix imo
Based
This would affect hardcore significantly still, but I do agree this would be the best fix.
It shouldnt be considered a "cheat" to change it either
You're giving an actual meaningfull idea , and that's why you'll never be hired in Mojang
Now we just need an update that makes the villagers sell cheaper stuff when they have better living conditions (getting to sleep in a bed the previous night, having a few blocks to walk around that aren't its job block, etc.)
actually this is a great idea, kind of similar to how terraria npcs work
I think the intent was to make people actually use the "hero of the village" buff from raids. Which basically drops all prices to their cheapest possible without any curing or other painful stuff.
This is gonna be a bloody pain. I have been part of several smp's and let me tell you building a villager trader is a giant pain. If this were to be implemented Minecraft would starting diminishing in players. The netherite update was painful enough but this will make it like playing a silly dating game or Sims. I don't personally love that.
@@Wanderer515 i've been in SMPs since 1.8, i know how all of this worked before and how it does now. Every couple of updates, mojang changes something that the community took for granted but adds a separate way of going about it. My suggestion wouldn't impact existing trading halls, but would simply reward the players who let the villagers exist on proper houses.
Also, the netherite upgrade us in my opinion no different from smp nether wart monopolies
@@asierx7047 If it doesn’t force players to do so I’m chill with it. This would be pretty good for more casual players
I always viewed villager curing as a middle game part that allows you to reach late game more easily. You need a lot of gold and materials to brew potion , which require mining or going to the nether. Village takes time to find, even more time to set up for trades. Infecting villagers can be difficult and trading hall often use redstone and slime in machines if the process is to be repeated, material which take effort to obtain. It is a lot of effort for a good reward, so I do not think it should be nerf.
Exactly this.
it was fine
It is really easy to find a village and trade with them lmao
@@el_t4931 it's gonna be so annoying having to find a specific village for a certain enchanted book
@@eaction1186exactly, but once you find one while exploring set up a trading station there and boom... you have access to the enchantments of that biome. I tend to see the biome locking as expanding the trading hall all over the world.
Mojang: fixes curing
Also Mojang: can't add LITERALLY TWO BLOCKS to pillager outputs
One is more important that the other that's as simple as it get
I supposed
Yes, thats called priorities
@@Suddenly_Lemon"Fixing" villager trading to be useless again should not be a priority
@@CPU9incarnateIt's only useless if you don't bother leveling up the villagers.
@@Legend-Of-The-Sun do you know what kind of effort people had to put into villagers before 1.14 just to get a stupid mending trade?
I think people won't be as mad about the change if they also had an upgrade regarding the villager trading system. Maybe make it easier? Or less tedious?
Wish the java trading system was like bedrock. On bedrock you can use a resource pack to view all the villagers trades, but on java you can't
or just an actually good update for once
@@Dogflamingo that's not their fault,that's just the pack makers being a gigachad in bedrock
I feel like it's too easy, and diminishes the value of enchanted books to a grind. Would be better if the really valuable books, like mending, couldn't be gotten by trade. Only by exploration. The max tier enchantments like efficiency V or unbreaking 3 couldn't be traded, only crafted or found.
Making things easier is not the way to make the game interesting and fun to come back to.
I disagree. Making it this tedious makes it rewarding for experianced players to know what they are doing, while new players still have a useful feature.
It was a rather tedious process. It sucks that Mojang tend to throw these out instead of making them more fun instead.
I'm still waiting for a more efficient way to reset trades because by god I don't want to interact with that mess ever again. But they might just see it as an exploit and remove the option entirely instead.
I think one reason people are upset is the whole villager trading system is a drag, everyone’s done it a million times and now they won’t be able to get through it in the fastest way possible anymore.
I think the solution there is to *make ot worth not going quickly on* rather than to let it be hyperspeed.
Its a bad system ngl
It’s not a bad system, it’s tedious enough to not make it OP
@@youtubeuniversity3638 agreeeeee
@@gavinthecrafter any system that makes players spend an hour breaking and placing the same block over and over again is a bad system. Who wants to spend their free time doing that?
Not to mention it's luck based, so the tedium has no guarantees on how long you have to go until you get what you want
As someone that has never cured a villager....I don't know how to feel. I never got to exploit this and I don't know if I would feel bad not been able to
i recommend just trying it once, make a trading hall for fun, then you'll know if it's bad or good for the game
Same
i 've just never had to cure them more than twice, so much of an issue
No matter how rich I get in my survival world, I will always treat villagers like they have emotions 😅🤣
It’s good for getting certain enchantments, and it’s basically a requirement for getting a maxed out sword
Considering how hard and time consuming is setting up villagers, and how uncooperative they are, stacking discounts feels like a reward. Overpowered? Maybe, but also allows survival only players to construct some really amazing stuff.
Edit: Typo.
To easy to get stuff
I feel like they just need lots of optional game rules like the ones already in the game, but for changing features they've altered or added. We already have disable Phantoms because people didn't like the change, just leave old villager mechanics in and make it a switch, it can default to the current settings, but give people the option to play with the old ones. Otherwise people will just use mods anyway, and if they can't, they'll just be mad about it.
why bother, though? if you have any competency of setting up a trading loop, prices no longer matter. at all.
@@s66s46then dont use it
You can get enchantments through a few ways. Looting them (completely unreliable, but most fun way ig) fishing them (unreliable and awful) using an enchantment table (unreliable and tedious) or trading with villigers (reliable but also still unfun). If they are going to nerf villigers, they should buff the other ways (generally the whole anvil system sucks) or provide a new late game way of getting them (maybe in the end? 😳)
They should probably stick with the anvil fix, at least if they fix it, it will make enchanting a little less annoying and more viable to do since you can use all the xp you have to make stronger weapons
Nah they'll just release another completely enclosed gameplay loop that affects nothing else when they drop the end rework
@@chefboyjc9439 TRUEEEEEEE
Appearantly they are being changed to have fixed trades based on the biome they were bred in
@@o-poppoo5117 I would like this change, but it doesn't even guarantee the maxed out version of a trade? So its just going to waste slightly more of your time?
block update detectors was a bug, but since it was widely used in redstone builds it was kept.
the same should be applied to this
that's a fair argument, but they aren't really nerfing it too much like from one curing it practically free, i think they just did it so it can't be putted to the extreme (a.k.a the infinite emerald trick).
@@tmbpotatoe5975the developers literally built pre-generated igloos where the basement shows you how to trap villagers in the basement in iron bars with a zombie to do exactly this
@@drnarwhal2888 how does it show you how to trap villagers? if i remember correctly it just shows you how to cure zombie villagers.
@@tmbpotatoe5975 it shows the player by the developers putting a zombie villager in a cage in the basement next to the exact materials needed to cure them when you load the structure. This heavily implies that someone put them there to experiment on them. If the developers didn't want players to trap villagers in a cage and do zombie curing, maybe they shouldn't have built a zombie curing station with a trapped villager in the game and made zombie curing a mechanic and then also allow those cured villagers to turn back into zombies again. It just makes zero sense that they went through THAT much trouble to add this all into the game and then 4 years later they start telling people that they have been playing the game wrong.
@@tmbpotatoe5975 oh! I almost forgot, the developers also added a mechanic where if the player cures zombie villagers next to other villagers, all of their prices will lower multiple times, so if the developers didn't forsee the players locking them in rooms together and curing them over and over, that kinda seems like a massive oversight on their part.
The discount stack is nice if you really want things on the absolute cheap. Especially when a villager is at tier 5 it would be nice to get the things you want for cheap. When it comes to selling that's a whole other situation.
as someone who does a lot of stuff with villagers, I'm 50/50 on this. at the very least I think that villagers are VERY overpowered at the moment and that they definitely need some sort of change. however, I don't believe making it so that villagers can only be cured once is the way to go. I believe any change that is made will end up being exploited in some way, regardless of what it is anyways, but systems that would require you to possibly keep villagers happy and not in 1x2 holes would likely be a interesting solution.
I do think that would be ideal, though I understand the amount of design time and space that would require is maybe less worth it for Mojang than a numbers nerf.
So Terraria NPC housing?
So like prices are just naturally lower the farther away a villager's bed is from their workstation... but only if they have both slept in the bed and worked at the workstation within the last minecraft day.
There actually is a mod that explores this called Villager Comfort. Where stuff like the ability to sleep, meet other villagers, see some daylight, etc.
It would be more tedious to get low prices, but I wouldn't oppose such a system as it is more immersive and actually rewards nice looking spaces for your sla- I mean friends-
@@dokutahhanze5319actually yes was seeing a video about the changes and now the biomes affect the trades so yeah basically terraria
I don't like the current snapshot changes, but I can see it going somewhere. The most important function of trading is to give players agency over resource acquisition which can be unevenly difficult depending on location or outright unreliable like certain enchanted books are. I think what mojang should do with trading and enchanted books is something similar to armor trims; introduce a sort of "template" for enchanted books and make it so that instead of librarians having fixed book enchantment trades have them dependent on what "templates" you can provide.
that would be really cool as the "template" for the villagers is the biome dependency for certain trades, thought they should really rework and improve the enchanting system cuz i bet you no one has touched that for centuries.
1:43 zombie rizz
I never liked the curing process for villagers to get better trades, though I understand it's annoying to have to grind longer to get trades so they're probably should still be a way to get low trades. Personally I would love some sort of new system that gets rid of the curing bonus and actually requires you to be nice to the villagers to get better trades. Maybe nicer living conditions (decent space, access to food, ability to do their job, no hostile mobs, etc) results in better trades, for example.
terraria
Strippers, a hooters and no taxes
Please for the love of god I love village building I'd love to actually be rewarded for it!!
yeah i think tango really made a good example on how that idea could work.
What if you could gift villagers emeralds to get better trades? Like, if you're going to use them a lot, spending some early to make them happy with you and give you discounts will eventually pay off. Like, they could have a slot that's just like "gift". Plus, it would teach that being generous to people might make them be generous back to you. That seems like a pretty tame way to max things out. Plus, once you max out one and win back the investment in cheaper trades, you can use it on more villagers to invest.
Should have made it a feature, Mojang. We all thought of it as one.
Yeah, it's logical that they would be more grateful the more you save their lives.
@@addison_v_ertisement1678 but you can also argue they would be less graceful cuz you let them die again (or even did it on purpouse) you cant really use the argument of "more logical" here, and besides its about gameplay balance not logic
Nobody thought being able to trade one diamond chestplate for six pumpkins was intended. It was an obvious oversight, a convenient one, but also one that made a good half of the game completely irrelevant. We all knew this exploit would be fixed eventually, the only surprising part is how long it took them to fix it. It's not even as if it will break villager farms, they'll still be insanely powerful even after that fix.
@@jAujAl1I didn't know it'd be fixed, not out of ignorance of it being a bug, but because I didn't have hope that the Mojang of today could compel themselves to care.
That post mentioning that it’s been in since 1.14 and therefore it should be considered a feature has it on the nose. It’s been years upon years of having fun with that, you can’t take it away now. It would be like removing the ability to turn mob spawners into xp grinders because after a decade of it they just decided it was “too OP” the effort it takes cashed in on it very fairly
I like the curing mechanic but I never liked stacking villager trades in halls.
I remember there was a mod I saw some time ago that makes it so villagers require certain stuff so you can't hold them in a like 1x1 prison cell and their quality of life reflects on the trades and I like that concept a lot.
I only support the 1x2 holes because of the randomness of bedrock spawns. Why should a random pillager spawn happen in/near my iron farm and kill every single villager I have? Keeping them all out in the open only makes that worse.
@@Cojosho97yeah, there should be a check for when a pillager patrol spawns. Maybe they can't spawn within 50 blocks of a villager? But then the player will never really see pillager patrols if they live in a village or have a trading hall
@@antt2228 then its okay if you never see a pillager patrol in that scenario
1:25 the villager rock!!!!!!
Villager:"no discount🗿"
I think it's a lot like the old bedrock drip stone potion farms, I personally spent days making huge potion factories and it got removed without me knowing and was majorly upsetting, it wasn't a huge exploit because of the time it took to make that kind of a farm, it was just nice for those who want to spend that many hours to get that advantage. I feel the same way about this change as I've recently started making a villager hall for the first time because I can't make any other fun big things like it anymore. And don't get me started on the furnace XP "bug" that was around for ages and got removed once they added skulk.
I used to get so many levels of my furnace 😢
I'm honestly getting really tired of how the devs are handling Minecraft recently, their lack of real quality updates and parity updates, and instead we mostly get "anti quality of life" updates that in some way shape or form make the game require many many more hours of constant grinding to accomplish the same end result, which doesn't lead to a very fulfilling update even for newer players.
Touching up on the parity issues, why aren't they handled yet? They said years ago that they were working on parity yet we don't even have the simplest of parity changes yet (for instance banner shields, literally just copy-pasting textures onto shields.)
@@capnkomowe do have banner shields, they were added to bedrock in 1.20.
@@HunnaLee05 how do I make them, I've tried for ages
@@capnkomogoogle it
I feel like this is a similar situation to when iron farms were substantially nerfed when 1.14 initially released. Mojang didn't really want iron farms in the game, but when they removed them and everyone rebelled, they were forced to bring them back by changing the spawning requirements. I think the same thing will happen with zombification, it's just too useful of a mechanic which has been around for years to get rid of now, even if it is too overpowered.
Well they're not gonna get rid of the entire curing thing. Just make it less overpowered.
You have to go out of your way to build an iron farm, it's not something you stumble upon playing the game normally.
It looks like they want everyone to play the game as intended and make people grind for things, making big farms is really fun, even if you don't really need them, and spending hours mining for iron on this new world generation isn't.
Villager trading can be really overpowered, but nothing is stopping me from typing /enchant or /gamemode and getting what i need anyway, they only thing they accomplish removing it is limiting the play style of their player base.
@@brenomedeiros8460Tbh, trying to build farms by yourself is fun, but most people just go on youtube to search how to build the most efficient farms possible.
It was not a problem some years ago, but now each one of thoses farms are so efficient that they ruin the game.
I will sound like a old grumpy old guy, but the most fun I had in minecraft were the first versions, were you could not even run.
Surviving was a challenge, the only way to have OP items was to explore for hours until you find one, and it was simply fun.
I also had a lot of fun with redstone, but almost exclusively in creative. What's the point of following a tutorial for 30min then AFK for 2h and having everything I need ? It ruin most of the fun.
@@brenomedeiros8460 Exactly, if people don't like that they can get super cheap prices from curing multiple times in a row, then maybe just don't do that? It's an entirely optional mechanic, don't engage with the mechanic if you don't like it, simple solution that leaves everyone happy.
@@KidNamedBlue_ They never got rid of iron farms either, they just made them less overpowered.
I’m more mad about biome specific enchantment trades. Sometimes, it’s difficult to find a specific biome. It was over 5000 blocks to my nearest desert in one world and there wasn’t a village in it.
i think they just want you to actively make the world to be more alive. like for example mending trade, needs swamp village, which doesn't exist. so you have to bring villager to swamp, build village for them, breed em to get swamp villager to get mending book and then you ship the villager back to home base.
@@nevermind5657 Yes, but the issue is that certain biomes can be extremely rare or far away in some worlds. It’s a ridiculous burden.
@@nevermind5657 they better make a "teleport villager here" tool then, since transporting villagers for potentially 10000 blocks is just annoying
@@naokaderapider4210 mojang probably wants you to get into getting familiar with nether portal mechanics by making nether portals into nether roof. and then you boat in there those 10k blocks.
@@nevermind5657definitely not as you're not supposed to be on the neather roof.
I wouldn't be too happy if Mojang were to change it because setting up a villager breeder and trading hall is already extremely time consuming and ressource intensive. Working with villagers is a pain and this would make it worse.
My goto in this case is doing the breeder, then do a automatic carrot farm using villagers and then trading with them until i got the trading hall. So you dont need to exchange sticks when you have unlimited carrots. Its less resource heavy and less time consuming 🎉
It really isn't. Setting up a villager breeder takes 30 minutes at most and trading hall depends on what enchants you want and how lucky you are.
I would disagree on this point. Villagers are difficult but they aren’t THAT difficult, especially with boats. Setting up the breeder itself is trivially easy.
Making an organized hall certainly can be a hassle but getting a large number of tradeable villagers itself really isn’t that hard or time consuming (especially when compared to the time cost of actually gathering the materials you’d buy from them).
I think there’s a point to be made that villagers were never intended to be a major item generation pool that circumvents mining and enchanting land basically all other farms.
Plus this change doesn’t make the actual process any harder, just less worthwhile. And to be clear, it’s still INSANELY worthwhile to be able to turn paper into diamond tools and perfect enchants, even if the needed emeralds and raw resources go up by 16 times.
Could just not set up a breeder and trading hall.
Could not do that.
If you are at a village its a job of less than 15min most of the time is just transport the villagers
I have worked months in my world to complete a villager trading center with every possible trade in the game and they all are cured 5 times which means that the effect doesnt run out. Seeing the possibility of this much work getting ripped away hurts my soul.
you can prob use a data pack or mod to revert the change back to 5 cure limit if this makes it to the base game
That's specific to you. Not every player makes a trading hall with every possible trade with all villagers cured 5 times.
@@zappyapp Maybe not everyone did it for every possible trade but alot of people did make huge trading halls abusing this I mean its hard to even find a minecraft series without it
@@zappyapp…duh?
@@zappyapp
Then it doesn't even affect the players who don't, while inconveniencing the ones who do. Granted, the trading system is quite overpowered regardless.
Mojang removing the freedom element of a sandbox game, sick. Surely they will make enchanting and getting enchanted book fun and not tedious.
Also it would be less annoying if they weren’t located in other reskinned locations, like if they had their own remote building they could spawn at or something, but no now I have to travel and get lucky to find the same village but in a different biome and no other difference. Honestly it feels like a caves update part 2, caves are still just as boring they were, but now they are just bigger and it’s harder to get the loot that you want.
Omg thiiiis! Every update they take away more and more freedoms and it drives me crazy, I also hate how every game has become a "grinder" I'm tired of games having "daily goals" and forcing me to spend hours on it just to get what I want, I want to play a game to relax not stress myself more
If they want to take out stacking cure discounts, they should make it so Efficiency III doesn't cost 40 emeralds.
I get that stacking discounts kinda feels like cheesing the game, but it's the only way to make trading remotely palatable. I don't want to spend three hours gathering carrots just to get the books for one piece of armor.
Alternatively, they could just make the amount of stackable cure discounts a limit changeable by the player.
Sounds to me like you mighr just be the kinda player that Mojang themselves don't want trading.
40 (or 15) emeralds isn't that much considering you only need like 4 books for each tool. Most farms can also generate enough emeralds for the books. Two clerics and two stack of gold ingots are enough for six books. (If you cure the clerics then it's even more). Gold is easy to get either via mining or a gold farm of some kind. It may sound like a lot but considering the alternative (enchan/ting/ter/ment table) it makes Minecraft comically easy.
Next thing they do they will remove villagers altogetherZ
As a person who grinded over 30 hours just to get all the the trades for my god set I can personally say that the amount of effort you put into villager conversions is much more then how OP they are.
got mine done in less than 2
@@PGDreemurr Bro got that rng. I spent like 1 hour just trying to get sharpness V book to show up in the villager at all.
bro 30 hours what were you doing
@@NuggetOG i play hypixel skyblock
thats probably why
@@SwordTomato trying to get the villager to not sell me a curse of vanishing book.
Honestly, I like the idea of curing until getting to 1 emerald in price. I don't ever build emerald farms in the game because it's a waste of time for me, (plus I can never get them to work right for some reason...no matter 'step by step' the process is). So, being able to grind to get emeralds through cheaper trades is a lot easier then emerald farms.
If you're bad at redstone, a simple manual pumpkin farm is enough to farm some emeralds. Also keeping rotten flash for selling.
@@alessandrosilvafilho8527 Thank you! Yes, I use rotten flesh trades continuously. I use the flesh from my copper farms when I build them.
@@alessandrosilvafilho8527 the problem with rotten flesh is you'd only get about 5 emeralds off for curing a cleric once. selling 27 flesh for 1 emerald would mean you'd need to do a lot of zombie grinding just to get a stack of emeralds.
@@GothicPhantomZero skill issue
@@kuro758 Haha, probably.
This is also about to make every major SMP a living hell for getting resources
I’m a bit miffed too, but mainly because, as you said here, this is clearly an intended feature. And while if they get discounted down to 1 emerald after just 2 cures, then there is technically no problem with things being one way or the other, it just seems like onna those things that doesn’t need fixing. Quite literally, “if it ain’t broke, don’t fix it.”
3:39 zombie villager rizz
My first major project on a Minecraft server was spending hundreds of hours setting up a library trading hall where every enchantment book is available at a maximum discount. It was a huge undertaking that took months of real world time. I felt immense satisfaction when it was finally complete. To celebrate, my next task was giving them all max enchanted diamond armor (though I never figured out how to put it on them).
I'd be devastated to learn something that I worked so hard on won't be a thing anymore even though the server I did it on is no longer available and I can recreate it in an hour or two of re-learning console commands.
I don't understand why they would remove something the players love, even if it is a "bug".
Stardew Valley did wonders on this, there was a bug were you could place trees in the green house (a place you normally cant place trees).
And so the Dev removed this, and then the community said that they liked it, the Dev added it back into the game.
many players think villagers are too op and unbalanced
@@block_head_steve240 "many" is a bland statement, and if they don't like it, then they can just do this cool thing called, "not doing it". wow, so hard.
You say "just don't do it" but the reward is just so high that people willingly endure the pain of dealing with villagers and spending hours breaking and replacing work stations. Don't you find it stupid that some people are complaining that their mundane and tedious way of progressing has become *marginally* harder? Many people are also just looking for reasons to hate on mojang after chat reporting and other questionable decisions. This isn't one of those decisions. Limiting villager curing doesn't make trading that much more difficult, as raid farms that give a stupid amount of emeralds are pretty accessible. If not that, other automated farms that give resources for trading(wool and iron farms are very feasible early game). If not that then manual labor(mega spruce trees give a ridiculous amount of wood that is faster than tnt tree farms). People complain, but this change doesn't even change much, except for maybe making raids actually worth doing for the discounted price from hero of the village, which were previously ignored in favor of zombie villager curing. The devs want to see all the features having their place in the game, rather than one being in the spotlight and another being completely ignored.
@@block_head_steve240 1. I'm not going to read all of *that* and 2. I'm saying that if people don't like how overpowered it is, then they can just not do it.
@@Franwow I'm not summarizing anything just because you're too lazy to read for a minute. This patch is cool, but the biome specific trades I think are cooler.
Villager trading halls are a good “middle” portion to the game, it gives you something to do before you go fight the dragon. Most seasoned players don’t need enchants to kill the dragon so nerfing this would just take something fun out of the game. Mojang needs to work on fun stuff to do in between and after you kill the dragon, instead of trying to force a player to play the way they want.
“Oh no! anyway…” *downloads datapack that bypasses this*
And then you realize your favorite servers didn't
I haven’t cured my villagers in my own survival world, because I’ve built an entire reimagined village for them and they go freely… but then some of them die. But I have had other worlds where I did cure them, and I think if they remove the option to get them down to 1 emerald then I don’t think I’ll ever cure villagers again (except maybe farmers to get their golden carrots to 1 emerald for 3)
Villager healing is just like a movie. Person does bad thing. Same person fixes bad thing. People ignore the bad thing. Freak out that they fix it. Person becomes a hero
So basically Syndrome from the Incredibles
@@EmperorPenguin1217 well basically no.
@@Itouchnograss Really? That's what Syndrome tried to do in the movie, create a problem and "fix" it claiming to be a hero just like what the player does with rezombification
@@EmperorPenguin1217 yeah but he didnt become a hero from it. so. doesnt make sense to me. I mean like random movie example
reck it ralph: he goes into game. messes things up. fixes things. He is hero!
I've been grinding for literally 5 hours just finding a good trade for my newly built trading hall, it's really annoying to work with villagers especially when they keep on giving the same bookshelf trade which is the root of all this issues.
They're also massively nerfing the books to rank 1 only (Power 1, Feather Falling 1, etc), and only 3 books per biome. Masters get a single book that's Rank 2 or Rank 3 (but not max quality).
See I never really bothered with multi discounts, the single discount is already amazing, if you set up a raid farm or a decent melon farm early game you can get pretty much everything you want from villagers easily
not now. you are gonna have to get villagers from different biomes and max enchantments like unbreaking III or efficiency V will be Efficiency III and Unbreaking II so say bye bye. I cant imagine having to transport such a pain of a mob to later not even get efficiency IV and having the Too Expensive Tag on my boots
@@ToastedNuggieyes, but that's a separate issue. Also it's locked behind the experimental flag, so they almost definitely won't leave it as is.
Looking at 'limiting stacking' separately from 'biome specific books', I'm fine with it
@@leochangesnames Don't think So cause the reports were unlimited emeralds and what's doing Mojang is changing everything about villagers. it comes in the whole pack
this change is fine and makes sense cuse it prevents emerald duping but the biome thing is terrible
@@herbnfizz4113then what's your idea to nerf trading?
There's two things I've always wanted from villagers
1: The ability to reroll individual tiers using some sort of item or system, making it so you don't gotta break a block all the damn time. You could possibly have an item or something, but some way to have it so you don't need villagers in mass. Minecrafters are cruel and inhumane creatures after all. It would be interesting to have a librarian with 3+ book trades, for example. Maybe a special item from trading that lets us select a trade, with the quantity required being dependent on the villager's tier, type and the trade being rerolled. It's powerful, but I do think that having some incentive to NOT make villagers suffer constantly should be in place. I got no idea where the source for this item would be though. But if villagers are becoming biome specific, then maybe giving us a way to alter a specific trade tier to a different biome using an item from that biome would be good.
2: Way to get villagers to favor us consistently, which would let us get discounts in a way that isn't blitzing their village with pillagers or giving them the deadpool treatment. Perhaps a "desired trade" where if you complete a specific trade, it gives you a discount on all other trades, dependent on how much of that favored trade is completed. The trade will cycle each day, and the discounts will persist until they decay.
-to add onto the favors idea, maybe the quality of the living space could also have an effect. Right now, we cramp them into tiny spaces where they can barely move, if at all. I don't think we should completely remove villager breeders, because that would alienate a lot of the playerbase. Just the simple reward of a discount for having a larger living space, chests inside, not being crammed in like the atlantic slave trade, and overall quality of living would be nice. (Additional edit as well: maybe carpet flooring or some specific blocks could also affect the discount quality?)
At the moment, I want more passive things that can be done. There could be a whole system rework, but I'm just thinking of minor ideas right now. The major thing right now is mending, since most minecraft players want consistent and reusable ways of getting and retaining gear. But then this problem also loops back around to the fact that we can't get mending in an enchanting table. So yeah
Once the bug is fixed, I am definitely going to use a mod to re introduce this, because supposably it will be possible to smuggle villagers in from older versions with the good trades, locking this feature to having played on older versions.
I am genuinely confused why people care so much about this. Emeralds aren’t exactly hard to come by if you have a few large crop farms or an iron farm and enough villagers to buy those items. With those I’ve always had enough emeralds to buy anything I want even without discounts.
@@MrMoon-hy6pn Dude this is the "standard" optimal way to secure good gear in minecraft. All of this is tremendously important. Having to farm 5-10-20 times more emeralds is a huge increase in time spent doing something relatively boring.
@@MrMoon-hy6pn
(It should also be noted that many max level enchants are also getting removed, which is way more obnoxious.)
@@MrMoon-hy6pn Because it's fucking tedious. If they want to balance villagers they need to put in more effort than just preventing multiple discounts. You can still get all of these items, you just need to put in a lot more tedious grinding work, like building/afking a raid farm, which isn't fun! Villagers allowed you to skip all the boring repetitive grinding by just selling you many of the items that you would need. Villagers were already annoying enough to deal with, especially constantly breaking and placing the workstation to try to get what you need. Now you would have to do that even more to get a low cost on top of the correct trade.
alot of people dont also realize this puts a MASSIVE hamper on the building community as well.
villagers were an insane resource for quartz/terracotta/bookshelves and other annoying blocks for cheap for the larger builds. this is a really bad nerf and i dunno why mojang is fixing something thats been there for years.
This would only nerf villagers if emerald farms were nerfed alongside it. Like this it really just inconveniences people
Emerald farms also depend on curing villagers
It really does inconvenience people who dont want to spend time building a raid farm, like i dont want 40 stacks of emerald blocks, i just want to be able to easily buy few enchanted books once i loose or break my previous tools
Yeah that’s a good point. This is just taking something that is already super grindy with a good reward and making it ten times as grindy and ruining the fun. We just need to tell them this isn’t a bug and if they’re gonna start pulling “we don’t care what you have fun with, it’s our game” bullshit it’s gonna spell bad news for Minecraft’s future.
Why are people acting like one weakness and gapple = infinite emeralds
@@Syntex366yup
I swear I thought I was going crazy, I cured a villager like 4 times and the prices wouldn't go down, I googled to see if they stacked and I found reddit posts saying they stacked, even linked to that equation of how much they stack, and just now I see that they don't stack anymore
One of my favorite parts of Minecraft is that with the infinite possibilities, any amount of features could be exploited to creatively better your playstyle. Automatic farms like iron farms and all mob farms always fascinated me because of their creative design in exploiting features. When it comes to villagers, I think zombifying villagers was another one of those creative exploits that make Minecraft what it is. IMO this change goes against the point of survival Minecraft.
I'd argue the opposite. When there is an option that's so clearly superior to all other ones, then you don't really have more than one options. Villagers are objectively the best way to get most items needed for the survival experience - diamond gear, enchanting books, tools, arrows, food, decorative blocks the list goes on. If Minecraft was a strictly singleplayer game then meh, who cares, if you think it's OP just don't use it, but that's not the case. Minecraft is a game heavily focused on multiplayer, so if you don't want to fall behind (or even keep repeatadly falling behind, since villagers are often the only renewable way to get certain items) you're almost forced to engage with that feature to some extent
It's not like they are removing the feature either, these villagers are still ridiculously strong. Get a decent farm set up (iron, pumpkin, doesn't really matter) and bunch of the villagers for it, and you have effectively infinite amount of emeralds anyway. And that's not even getting into the absolute insanity that are raid farms (which are a bit too technical for a lot of players tbf)
@@user-zz3sn8ky7z That is a very good point, but if you think about it, villagers aren't superior in all ways. Sure, infinite diamond gear and enchantments is OP, but it takes a while to set up. If we're talking about multiplayer, it's a competition of who can get the best gear fastest. Getting diamond gear with all the good enchantments is already faster to obtain by grinding resources and using an enchantment table (that is, when you first join a server). After the first set of good gear, then it is a competition of who can set up their villagers and hide them first. (I can understand not wanting that to be the next competition step)
From a Minecraft single player point of view, imagine a company makes a coding language and updates it every once in a while (I'm not sure if this is how coding languages work but you get the idea). There is a certain function in this hypothetical coding language that takes up a lot of space. Later, someone find a way to use other features of the coding language to do the same thing as that other function in a way more compact way. What good does it do for the company to remove this work-around? Doing that only defeats the purpose of a good coding language, to get things done in compact ways. You could argue that this has nothing to do with Minecraft, but the way I see it, Minecraft is like an engineering platform where people can share projects, which is what makes Minecraft special and not like any other survival game.
Also, I had to type this twice because my original comment didn't go through (when I reloaded the page the comment was gone), not sure why.
in-universe, this makes sense, since it can be seen as the villagers, catching on that the player is not only their healer but also the cause of their zombie-fication. so they would feel less inclined to give players a discount, who repeatedly infect and heal them, since they grow tired.
Still: i can understand, why people would get mad at the exploit being removed.
yeah but also what if it’s a wild zombie that keeps infecting the villager, it wouldn’t make sense in universe for the villager to blame the player
@anything1456 That is quite the issue. They'd be wrong in that case and punishing the player in that scenerio.
@@anything1456 then u gotto take better care and not let wild zombies keep getting to the villagers you trade with, seems like a fitting punishment if you fail to protect them. instead of being rewarded
the villagers need money so obviously they arent going to sell their most valuable items for 1 emerals
@Sopsy_Hallow But in the event a player just wants to ignore Villagers for the most part and just wants to trade every now and then, why should they? It kinda becomes a Babysitting Simulator then.
If a Villager gets Zombifyed by a wild Zombie, we get punished, if we don't hold the Villagers hand, we would still be getting punished.
Honestly I'd rather they introduce trading with The Pillagers in that situation and let us join in on the actual Raid rather than be forced to actually babysit, than be punished.
Wait, 3:25
One emeralf for a bookshelf, 1 book for an emerald?
Thats infinite emeralds!
Infinite money glitch
on bedrock you *have* to cure the villagers multiple times to get the cheapest trade, also by my own experience the price of good enchanted books on bedrock is almost always really high
if I get a book I want with a base price of less than 25 emeralds I consider myself lucky
The discount stacking, especially on librarians, gives you infinite emeralds. If you have 1 emerald -> 1 bookshelf, and 1 book -> 1 emerald, you basically have 1 emerald -> 3 emeralds.
The only setback is time, which can be avoided if you have like 100 of these.
You even had this in one of your showcase villagers at 3:24
Or void trading
@@thwartificer Void trading does not give infinite emeralds, it allows you to trade without needing to wait for the villager to restock. The librarian thing just gives you 3 emeralds for 1 emerald, allowing you to have infinite emeralds from 1 emerald.
Infinite emeralds? Oh no it will ruin the economy, so glad that Mojang is fixing discount stacking.
@@kingacrisius I was talking about an alternative solution to villagers timegating trades, not about an alternative infinite emerald solution
I did this is survival awhile back, it’s not toooo op. Keep in mind breaking the bookshelves takes awhile
One issue I see with this system is that its just prolonging an arbitrary selection of books, because some you can get 1 emerald by curing just once anyway, why are players being punished for putting the effort in to get the enchantment they want, especially since usually higher level books (which you NEED to get to avoid "too expensive") also cost more.
For all people that are looking for a solution, make a giant sugar cane farm and get a lot of librarians, and than trade paper for emeralds, should be the easyest way for getting emeralds, this update will just make it a bit more of a pain in the ass cuz you will have to grind more, but still I think this is the easyest way
Thanks man, I'll try that today!
R a i d f a r m
Alternatively fletchers because they trade emeralds for sticks and bamboo farms can be built really easily.
Honestly, I want mojang to keep this bug since it's such a qol improvement especially for players in a new world. (plus getting golden apples, weakness potions, and the right villager trade takes quite a long time to get in large quantities)
as for someone with a stacking raid farm though... I honestly don't mind. I have too much emeralds that I can use... so even if it's not maxed out discount. I could afford it. (but building that raid farm took a long time as well)
Yea, it was great
2:37
See, I have one big issue with this table
Starting with the fact that it tends to be difficult to change a person's opinion of you (your reputation) when they are in fact _dead._
I love when peenix videos come out!
peenis sc is my favorite youTuber!
omg same!
can we just appreciate the effort that penix sc thrusts into us 😔
Assuming you can still do this ONCE that's still a massive discount you can get, there'd just be a limit on how much you can torment your own villagers. I'd assume you can still stack one of this + one raid victory discount for pretty much minimum prices already and I doubt they have any plans to nerf those farms I know exist.
I think the villager trading value thing should be a game rule which you can change and is defaulted at 100
When I think back on a lot of the Minecraft I've played the past couple years, a lot of it has been dealing with villagers.
I find it very frustrating yet rewarding to be able to control your own loot in a sense and then work towards maxing out trades, armoring up your villagers etc.
I've always played with 2 rules in mind though; 1. I have to make a proper town with walls / defenses for them. No trading halls.
and 2. The villagers have to come from cured zombies at first, no villager breeders.
With these restrictions in place I find it more challenging and rewarding to set up what is essentially "ez diamond armor / tools / books printer."
I rarely ever reinfect and cure my villagers unless the price is something ridiculous. That being said, I can't see a single good reason for removing the ability to do so.
Don't want to get all your trades down to 1 emerald? Just don't engage with the system. It's that simple.
But instead of rewarding those that go the extra mile (often in incredibly longstanding worlds like SMP series and the like), they're punishing people over what, making their lives easier that they don't have to grind as much??
I can definitely agree that villager trading needs some kind of aspect to make things slightly more challenging but this is not a rewarding nor fun change in my opinion.
This comment right here
ong finally someone with sense in the comments
This has been in the game since 2019, it annoys me that after 4 years they are just now fixing it after everyone has used and abused it
well they were busy doing the updates and stuff, and that process really needed some effort to accomplish, so focusing on that wouldn't really make all that sense.
hoiking in Terraria also is a bug. But it was kept in
@@tmbpotatoe5975than dont fix it
@@GewelReal mmh, Since 1.3, Re-Logic officially acknowledged Hoiks as a game "feature,"[1] meaning they are no longer considered an unintended benefit that might be repaired in future versions, and their functionality will remain in the game for the foreseeable future.
so mojang might keep it, or they might not.
@@tmbpotatoe5975what do you mean "busy"😂 there's been people that are solo and make 5x as much in a month than they do in years
Crazy how there's a whole difficulty that literally cannot be beaten and has basic items like string go unobtainable, yet removing endgame benefits is deemed "important".
Peaceful mode has been this way for actual YEARS. FIX IT, MOJANG.
i cant enslave them any more
If you ask me, this is a HORRIBLE feature. I mean, its hard to get a villager with the trade you want in the first place, then you have to find a zombie and lure it to said villager, infect the villager, and hope with your life it doesn't die, because not THAT many people play hard mode, then you have to capture the zombie for a second use, without YOU or the zombie dying, then you have to get 9 gold ingots an apple and a weakness potion, then you have to wait TEN or so minutes for the dumb thing to cure, then you have to repeat the entire thing. this deserves stacking discounts
You're over exaggerating lol. 💀
Turn on hard mode to guarantee zombification
3:00 I always assumed that the villagers are just lowering their score in the hopes that you won't infect them again.
The whole price thing im fine with, but the certain villager trades to certain biomes is what really is grinding my gears
I am very glad they are fixing this. Even with this fix villagers are too OP. Right now all smp servers are basically this: find a village, make trading hall, you have all max enchanted items. This makes the gameplay very linear and repetitive. This is basically the only "right" way to progress. I don't feel like it should be like this. I remember the times where it would be exciting finding an enchanted book in a structure. Right now it's like "oh cool, I have a double chest of this enchantment at home"
A bit bull in my opinion, because it makes sense that they give you more discount because in a not villager exploitation hall scenario, aka a zombie randomly infects a villager multiple times and the player helps it, it's the villager further thanking you for saving them multiple times...
"But it makes the game too easy" - you've obviously never actually tried to deal with villagers large scale before, and plus its a SANDBOX. Nobody ever said that you 100% must create a villager hall in order to play the game.
I think it'll just means that every now and again you'll need to cycle villagers for unreasonably long. If you've got a system to breed and cure villagers, it doesn't really change much
I find it extremely weird that you can mine a enchanting table with a wooden pickaxe.... so therefore you can mine obsidian and diamonds with a wooden pickaxe
You can mine a beacon by hand too. So glass and obsidian can be broken by hand. I think this feature makes sense since player's worked hard to get these two blocks, we should be able to get them however we like.
1) yeah, there is little to no purpose to rezombify a villager, basically all trades go dirt cheap from just one dezombification, the enchanted books are the only ones that don't do that, but you don't need a lot of those to begin with (well, except for mending, unbreaking and maybe eff V, but you won't need many of eff Vs until emeralds become dirt cheap as well)
2) Villager trades are already ridiculously OP and super easy to set up from early game. Even a zombificator can be set up within the first hour of a new world
Villagers now have more freedom 😢
how are some ppl liking this update 😐
Maybe it could be based on difficulty on how easy it would be. Those who want to grind for it can lock their difficulty to the max while those who just want to casually play have it set to easy or normal
Villager curing is already locked behind a difficulty setting. It even disables villager curing on easy mode. Normal mode gives you a 50% chance of the villager dying and hardcore gives the curing process a 100% success rate. Yep, it is reverse difficulty.
@@drnarwhal2888 i think the reason they just straight up die on easy mode is so if one zombie gets to your villagers, the entire village won't be infected. the iron golem can take care of a single zombie, but if that one zombie happens to infect a villager, there's two zombies, then there's four, then there's eight. it's a domino effect. it makes sense to have this domino effect be more likely to happen in harder difficulties.
The thing with villagers is that they’re a high reward for a LOT of effort. I don’t even bother using them in all my worlds because of the grind. If they decide to nerf them, it’ll just make villagers high effort low reward which begs the question, what’s the point in having the trading feature at all if you’re going to grind for hours to get perfect trades, only to have to pay an insane amount for one book. At that point most people would stop at mending and never touch villagers for the most part after that, making them an essentially useless feature besides mending. On top of this, mending is sold by swamp villagers. You’d need to set up a breeding area in a swamp to get ONE swamp villager, only to maybe get an okay trade which you probably wouldn’t be able to significantly lower the cost of if you’re unlucky with the price. This would make villagers even more beginner unfriendly than they already are in terms of breeding. They don’t work like sheep and cows, and a beginner player because of this probably wouldn’t know unless they looked it up that swamp villagers even existed. This would make mending inaccessible very likely until endgame for less experienced players.
[[ hopefully Moyang makes it so that you got to cure a villager 5 times to get the maximum discount, instead of two ]]
[[ villager would still be viable in the late game, it would just cost slightly more resources ]]
Personally, I really want to see an update that makes villagers more of an element of the world to interact with, rather than a resource to be harvested
My opinion is that there should be a fully fleshed out village relationship building feature. One that would allow you to still build trading halls, but maybe one that could make a more casual player be able to take advantage of as well. Maybe make it so you have to gain standing with them and the more standing you have the higher level your village becomes and the better prices you get for trading. Imagine a world where by coming in and adding more to a village, contributing to its economy, housing, food, and security you could have these amazing trades.
Let’s borrow from Terraria a little and make it so villagers need a “proper” house in order to claim a bed, and they need a bed in order to have a job. So each house must be a certain size, with a crafting table and a chest (or something similar) and a door so the villager isn’t just trapped in a 2x1x1 for its existence.
Add in a “mayor” villager that acts as the interface for this leveling system. The mayor could tell you what resources are more vital to the village and give you a good idea of the direction you could go. He could also add in a quest here and there for you to collect some more exotix resources (like frogs for their pests or something)
Lastly, have this act as a new iron farm because you build blacksmiths and they will repay you (when they are up and running) for your investment into their smithy with iron block trades.
They could take the opportunity and slightly rework raids as well, the raids could be a little more organized where the waves are bigger, but much more spread out. So you build the defense of your choices of golems and you gear yourself up to fight a small invasion force that gets bigger as the Illagers realize you’re actively defending this village.
Just a small idea anyways
Do you honestly think mojang will ever add that
@@fulookin6701 no
If it’s just a discount one time and not adding up, I guess that’s fair. Hopefully not you only cue them once and never ever again situation. Then again, in my server I’m in, we have bottomless supplies of sticks and paper, and soon food. Then again we mainly just use villagers for repairs.
Edit: I think this is a good thing because their a serious issue, I’ll use the example we realized, maybe it could have been worse if it was different things.
Books
Spend emeralds, get books
Sell books for bookshelf, thanks to
Bug the shelf cost less than book spent
break down shelfs
Buy even more shelf’s than before
Do it multiple times
Sell for emeralds for crazy profit and enchanted books(we all agreed to not do this as it was quite busted) also may have misremember it, but it’s still the same situation.
Plus this was Brain dead compared to how our iron and wood farm took days to weeks of planning and practicing, and it’s pay off is more farms and more stuff. Took everyone to work on it
Seeing as how long this has been in the game, and how pivotal it is for most megaprojects when it comes to specific resources, I think changing it now is a bad idea. The only "overpowered" trade the Villagers really have is Mending, but Mending is the root cause of so many issues with the games balance that this changes nothing other than make things more annoying.
The thing is that if curing just 2 times makes all trades 1 emerald did no one stop and think about why this may not be intentional
I hope they don't mega nerf this because it is a lot more effort than is often shown to set that stuff up. I don't get why developers so often nerf useful "bugs".
Because it sucks. That's why. The current system is overpowered, anti fun and encourages actions of human trafficking and torture. IMO, all change to this would be very welcome!
@@XMaster340 same, i hate to have my own server set up and within like 2 minecraft days. somebody already has a full on villager trade hall with everything for like 2 emeralds. no real economy
Because it completely destroys immersion when nonsensical exploits are by far the best way to play the game, and players are actively punished for playing immersively. (Seriously Mojang, villages shouldn't automatically get killed off of zombies within a few days if the player doesn't intervene to imprison the villagers.)
@@Stobe-lo2nz Finally seeing someone who thinks game needs to get harder. Minecraft can be the worst survival game with early-mid-end game balance. BECAUSE İT DOESNT HAVE ONE. After being iron set you can be full diamond and have lots of enchantment in a short time
@@Chicky_Lumps What immersion this isn't Skyrim this is a sandbox game with absolutely nothing to actually do in it except three bosses, two of which are boring.
Mojang when asked to not only update the game but do so in a way that isn't going to upset half the player base.
literally
every update they do will upset "half" or, rather, a semi loud minority that seems rather sizeable to you because they're in the same playerbase sphere as you.
thats cuz what people want out of the game rarely is what is actually good for it, and anything they do or do not do will get entitled babies to whine cuz their 30 dollar game didnt cater to them specifically
Mojang when they have to make an update that adds more than 5 blocks and 1 mob
@@Sopsy_Hallow that's quite harsh. It's very logical for people to be upset that a bug of this caliber has been patched, and the playerbase using it is quite large. It's not about catering to them specifically, it's about catering to the community's needs in general. Nobody wanted this patched, and even though it was game-breaking in some ways they could've implemented it in another way.
@@nezzledsad you hace to actually PLAY THE FUCKING GAME now?
If they’re gonna make mending harder to obtain, then make repairing actually viable
Remove the level cap and just make repairing not add to the future costs, you’re literally already using materials to repair as the cost
didn't even mention the worst part that trades for enchanted books will be BIOME DEPENDANT. meaning that you need to build multiple trading outposts in different biomes, with mending villagers only possible if you drag them to a swamp. moving villagers is hands down one of the most miserable parts of minecraft and it will get so much worse if these changes are implemented.
It's like everyone conveniently forgets that zombie villagers spawn naturally at night
By doing all of these changing, they also need to make the villager fun to trade or to have or to protect. If not they would be very tedious
What is fun about destroying and setting work stations for hours
@@s66s46 he didnt say breaking and placing was FUN what op insisting is making the update FUN to justify the update. if its not fun the update was useless and now everything that was working (despite being a tad unfun) no longer works and now the update is also not fun.
Is it just me or do the dying villagers sound like the intro to “Ode of Joy”
I just don’t understand why mojang couldn’t be bothered to fix simple things that are clearly bugs and are unintentional, things 99.9% of players will not be sad to see gone, but will more than gladly “fix” things that no one had a problem with and makes sense the way it is.