I listened to a LOT of your feedback and feedback from throughout the Minecraft community on Mojang's Villager Trading Experiment. I saw that people were dissatisfied with the current trading system but also disliked the Experimental Trading systems even more. So I set out to come up with a better system. The primary criticisms I heard about the Experimental Trading changes were that: 1) Max enchantments weren't available 2) Many enchantments were just straight up removed (like all Crossbow, Trident, and Fishing enchantments) 3) Swamp and Jungle villagers weren't naturally in the game (and yet still had some of the best enchantments making it pivotal for new players to somehow discover them on their own) 4) Moving villagers to biomes was WAY too hard. I spent a long time thinking about it and I am finally at a point where I am confident that my villager trading idea addresses all the major concerns that players had with the trading experiment while improving upon the current system. Please let me know your thoughts and consider sharing this video if you enjoyed.
@Lowkey-Loki16 күн бұрын
Cub, your hero of the village idea breaks down a bit on multiplayer servers. If you get HOTV and then go to someone else's villagers, you have all of the benefit and none of the work. Not sure how this can be overcome.
@TheAmazingSilvaDagger16 күн бұрын
Personally I think a good addition to the game would be other tasks for the villagers to perform, like a weaponsmith sharpening a sword or a mason creating block variants that can't be obtain otherwise. Adding these villager specific jobs would show that they have dedicated their life to their craft and have mastered it beyond the player.
@Mul_Tu116 күн бұрын
@@Lowkey-Loki i feel like there are just some things you cant control on a server with multiple players. that would just have to come down to the rules set in place for the server
@calebbartz719316 күн бұрын
I like these ideas; I feel that it would help improve things, especially the Hero of the Village/curing changes. The Librarian trading change reminds me of the Fletchers' tipped arrow trades, which are very rng reliant. I feel like the rng with villager trades should be addressed, since it can be a great point of frustration for the player. I remember in HC 7 that Iskall went through 100+ Fletchers before getting the weakness tip arrow trade. Perhaps villagers could prioritize offering trades that other villagers in their vicinity don't offer - just a thought. Otherwise, I feel like these changes are in a good direction for balancing villagers.
@RevSmoker16 күн бұрын
I love the tier system for book trading, but what if rather than trading books the villager was just able to copy them? (I.e. upgrading the level of the villager would open up slots that allow you to give them the book they can then trade. Which could still be done using your proposed tier system) That way you have to find ALL of your books out in the wild. This encourages exploring, and breathes new life into old loot tables. It forces use of the enchanting table early game and fixes all of the issues you mentioned with broken trading.
@MQZON16 күн бұрын
To encourage more diverse playstyles (specifically exploration), one change I would add to this is to replace some of the bookshelves in the librarian house village structure with chiseled ones which contain randomized books from a weighted loot table. That way, players who don't want to grind have another option for finding rare books, non-renewably.
@leodekalb238015 күн бұрын
+
@colleenlavigne219615 күн бұрын
Love this
@skztr14 күн бұрын
I think an important goal that Mojang has which you omitted was: wanting to avoid villager death camps. If you've spent a long time trading with villagers, unlocked their master trade, and it turns out that their 'best' trade is worthless after all, there needs to be some use for them other than killing them. Some benefit to keeping them around. Examples could include: - Villagers of the same profession 'collaborate' somehow, so that their prices are lowered - When a villager unlocks a trade, it is less-likely to be a trade that already exists in the same village (so keeping the bad trades around is still a good thing) - Allow them to change professions somehow, and a villager which changes professions after being a master of another profession will have better trades or faster unlocks of any profession they didn't previously have. Or maybe switching back-and-forth between professions will allow them to unlock new trades of any level they got to in a previous profession, with some bonus applied (eg: a once-journeyman-fletcher is more likely to get fire aspect in the journeyman slot; a once-master fletcher is more likely to get infinity in the master slot; a librarian who sold sharpness is more likely to become a blacksmith who can trade sharpness swords) tl;dr: the main point is that Mojang needs to give *some* benefit to keeping around fully unlocked villagers whose trades you don't want. Make it so that it's worthwhile and useful to have villagers who don't serve exactly the purpose you were hoping for. That's the main thing they were trying to avoid with the currently-awful method of resetting trades, and that's what needs to be addressed in any new system
@drsch9 күн бұрын
At that point, just do away with trading all together. Maybe set up a "research library" where, if supplied with books or paper, quill and ink villagers "farm" enchanted books and put them on the book shelves passively. You're required to keep them stocked with emeralds as payment for their services or they don't randomly generate books. That way you don't need to have the "death camps" but you just wait passively for the book you want.
@SemiHypercube16 күн бұрын
Regardless of any changes to villager trading, Minecraft's durability/enchanting issue wouldn't really be solved without removing that anvil work penalty, or at least significantly nerfing the penalty
@mechanical_squid404716 күн бұрын
That's not the only issue, but it is definetly a start and it should be an easy change. The other issue is that enchanting is pure rng, and this makes it a grind.
@iamsushi105616 күн бұрын
They tried to band-aid this with the grindstone,but that gives an xp penalty
@k0pstl93916 күн бұрын
Or even just remove the exp limit
@vilukisu16 күн бұрын
Similarly, "Too expensive!" should never appear when combining enchantments and applying them. It realistically only punishes players for not looking up a guide for the order in which to do their enchantments. Additional change to buff enchanting table compared to other options is to allow splitting enchanted books with multiple enchantments. Say, an enchanted book and a regular book in an anvil plus a small experience cost. Incompatible enchantments in the same book will now both be usable.
@HonestAuntyElle15 күн бұрын
@@vilukisuthat should be made more transparent to the user, but overall forcing choice of enchantment makes for more interesting gameplay then creating "god items". God Items should only be possible via random chance, creating true valuables. It'd be cool to see a system where crafting could create specialised items better then what you could find, but had significant deficits in another area, but the only way to get "jack of all trades" items was exploration/luck. Would result in an economy of good tools being available, but treasure feeling like treasure.
@Clem2TheClemening16 күн бұрын
The anvil work penalty needs to be removed from levelling up enchantments too. Currently, if you combine lower level enchants to get higher level ones, you reduce the amount of enchants you can put on one item, which is the biggest reason why players refuse to settle for buying low level books from villagers.
@NamesAreHard303716 күн бұрын
To word this another way, the work penalty discourages gradually upgrading your gear and instead encourages players to save up to put ALL the enchantments on an item at the same time.
@bungercolumbus16 күн бұрын
He literally said this at minute 11:45. That or I am delusional.
@PaulZielke16 күн бұрын
@@bungercolumbus You are. Cub only talks about repairing, not combining enchantments.
@Azyrod15 күн бұрын
Not really If you combine books, the resulting book will have a bigger work penalty, yes. But when you fuse that book to an item, the work penalty of the book is not taken in account : it is lost. The item increase its work penalty by 1, but it is the same if the book was directly a Power 5, or if you fused a bunch of Power 1 books to make the Power 5 book. It has the same impact on the Item work penalty The book work penalty does increase the XP cost tho, so you risk getting close to the XP limit, but as long as you fuse that book on your item before it has too many enchants on it, it shouldn't change the number of enchantements you can get. What matters the most is the order of enchants, and it sucks cause most people don't learn it / dont use tools to find it. I hope Mojang is gonna change all that
@AnonymousNoNayme13 күн бұрын
@@Azyrod AntVenom's "Perfect Enchants" video is 8 years old now. Wow. I remember when i found that getting so hype and calling an all hands server meeting so i could teach all my friends how to combine books to make god gear. They were like "WTF?! Why does it work like that? How come nobody knows?" I of course took credit saying i figured it out by mistake, (i was the hero of the server, good times). That was so frustrating before we knew that, none of us has ever thought to test combining books smh. So counterintuitive...
@Timmzy2716 күн бұрын
The problem with villager rebalance experiment is that (so far) it has only focused on Librarians, which yes do need to change but when was the last time you remember trading with a Butcher, Shepherd etc? They need to look at these trades too and make it so they’re kinda worth having and trading with, getting precisely ONE chicken means you have a farm and no longer need to trade with a butcher, bad profession needs something more like the ability to do their job perhaps? Give a butcher an axe, they now have the ability to slaughter a pig/cow etc until that axe dies, not before attempting to breed 2 pigs (with carrots given to them from farmers), once 3 or more adult pigs are within 16 blocks then that’s when they attempt to slaughter. Give a Shepherd some shears and they roam the village sheep pen shearing to their hearts content. Give a fisherman a rod and let them catch fish (no treasure or junk, player only for these). If Mojang are gonna do villagers again, then rebalance ALL types , give more than just farmers their jobs to do and make the village feel alive instead of just existing for the player to exploit
@Baloo265016 күн бұрын
Love this idea! Similar to how you can use farmer villagers currently. 👍
@Yrouel8616 күн бұрын
I agree, also it would be nice to have more professions for example with the introduction of the Crafter it would be cool to have the Engineer villager that trades redstone stuff. The smithing table could also have an associated profession related to cosmetic stuff like the trims or sherds perhaps
@kazzymandias16 күн бұрын
Yes! I would love if villagers had more to do beyond farming or occupying a 1x1x2 space for eternity. Piggybacking on this---I'd love for this to be the reason for including emerald-type tools and accessories in some way, too. Giving certain villagers an emerald tool or accessory for their respective profession and they will either perform it more efficiently or it unlocks more abilities or villager archetypes (e.g. emerald bow turns Fletchers into Bowmen that sleep during the day and patrol villages at night, or something). Your examples of shepherds, fishermen, butchers all make sense, too!
@CrazyCorranH16 күн бұрын
I agree, in my villager trading hall I have ~30 librarians (1 for each enchantment, and I am on a modded server that had a few more enchants than vanilla), 2 of each smith and fletchers, 6 farmers, and a few cartographers. I plan to add some clerics and stonemasons, and possibly some shepherds and fishermen. I have no plan to add butchers or leatherworkers.
@vilukisu16 күн бұрын
Shepherd villagers gathering wool from sheep is also far more appealing than current automatic wool farms. Perhaps we wouldn't trap our sheeps to a one block machine anymore. Finding fishing jarring, I do also dream of fisher villagers with access to water for fishing selling me a changing selection of fishing loot selected randomly. Expanding on this idea, all the villager professions are carbon copies of each other, with the notable exception of farmers. Do all villagers necessarily need the same tier based trading system? Do all even have to be about trading items? I think limiting the (intended, iron farms and the like not counting) uses of villagers to trading items is not a given.
@miolaika16 күн бұрын
they need to just move the "too expensive" part of anvils it prevents items from being constantly repaired and its the reason people only want the max level book, because if you combine lower level enchants than you can likely run into the too expensive and not be able to add anything else to your tools
@skztr14 күн бұрын
exactly this. Making it so that "too expensive" didn't happen until the integer overflow of levels would solve so many issues on its own. Or just make it so that no repair / combination ever costs more than 100 levels, because what's the point after that? If you're willing to spend 100 levels, you have an XP farm.
@pathagenic164816 күн бұрын
I hope someone from Mojang is watching this list series, seriously. There's been a steady uproar about how bad villager trading is, but this is the first workable, common-sense solution I've seen anyone come up with!
@Sterlingwolf314 күн бұрын
Be careful though, the last rebalancing got so much pushback. Some players just want to start a new world get the books and tools to play the game. Everyone plays differently some just want to build in survival. I think mahjong learned you change the game to much and make the grind to hard people will simply stop playing it. No one forces you to use villagers and not everyone wants to spend hours grinding just to play a game and this idea of making the grind harder has killed many games.
@AnonymousNoNayme13 күн бұрын
@@Sterlingwolf3 Agreed. They need to have an "old villager trading" toggle on world creation if they don't implement a way to target farm them. Cub's solution is fantastic but if you just wanna grind out a trading hall and be goated in the sauce before you actually start playing like me and all my friends then that would still be a horrible nerf without some way to target farm specific books to drastically up the chances of acquiring the ones you need. Even a "Book of knowledge" that comes in the three proposed book tiers you could single use on a villager to then pick a book and guarantee it rolls when you trade him up to the required level wouldn't be bad. You could get them from trial chambers or archeology or something. Plus it would give us another good reason to do those annoying grinds.
@drsch9 күн бұрын
If by workable you mean the exact same result as the current system but with more grind and effort involved.
@andrewschnatter433816 күн бұрын
My critique of a lot of your changes on your list series is the vast majority of us don't have the time to play the game 8 hours a day as our job and don't want our creativity and experience locked behind a time sink. There needs to be balance not just adding additional steps and time because it does the opposite of what you're intending it'll keep people from wanting to play for an hour or 2 and instead play something else where u feel like you're accomplishing something and not just chipping away at a menial task.
@suede__15 күн бұрын
This is also my critique. Most of the changes, and this one especially, is just a massive increase in time both from building it up, but also re-gearing when you die. I don't have time for that and would probably end up not playing.
@Squallismyhero15 күн бұрын
@@suede__ and in general further alienates console players haha
@drsch9 күн бұрын
This exactly. This villager change does nothing but add more of a time and material sink for the exact same result of the current system. Why not just allow trade cycling for the cost of emeralds instead of all this time wasted leveling them up just to kill them and start over when you don't get what you want. Exact same result as the current way it's done.
@rekrap216 күн бұрын
If there was a petition to sign for these changes I’d totally sign it. Love the thoughts of this series
@hilike650716 күн бұрын
You should also make a vid about it if you can
@abj13615 күн бұрын
There is a petition. Mojang has a feedback site where people can propose changes and vote them.
@johnhalberg653615 күн бұрын
Rek+Cub collab someday? Imagine they started a chill survival world for an hour or two and just talk about the game design
@bobosaurus33115 күн бұрын
@@johnhalberg6536That would be insane, I found rek through one of his hermitcraft videos so seeing a collab many years later would be really cool!
@MrPeepa13 күн бұрын
When next 10 million melon video?
@bungercolumbus16 күн бұрын
One thing I can 100% agree with is the work penalty from the anvil. This will make people depend way less on mending. Mending would just be something you need in order to not deprive yourself of resources as fast. Mending would be something you need when you have late game gear you want to repair easily.
@vilukisu16 күн бұрын
I might have gotten attached to an idea I just had about repairs: allow tools to run out of durability without breaking, but require repairing before they can be used. This could make an enchantment that competes with mending while being incompatible with it, especially if it also improves efficiency of repairs. This gives players a choice between expending time and work (experience) or resources to maintain tools.
@HonestAuntyElle15 күн бұрын
@@vilukisuand also mean that using datapacks like durability ping would be a thing of the past. I'd appreciate it if that enchant wasn't treasure like mending is too, would mean that it'd be way more common in the early game, when it's sorely needed.
@drakellich910816 күн бұрын
This was an insanely in-depth episode, and I honestly can't agree more with your points, especially the bit with Hero of the Village. I hope some peeps at mojang would actually consider these ideas.
@Zinoba_16 күн бұрын
I think villager trading exposes the huge rift between the part of the community that builds farms vs that doesn't. I have watched minecraft content for over a decade and occasionally play. I know what crazy farms are possible and how they roughly work, yet I don't have a big desire to build them. I'm also not very skilled at the game lol I know that I'm making my own life harder here, but I think there's a lot of (younger) players who play this way? I once tried to make a villager trading hall, mainly to try it out and get some of the books. Here are some roadblocks that made this take a long time and great effort, that you might have not considered bc of your different playstyle: 1. getting emeralds - resources such as carrots, pumpkins etc take time to get - basic farms also sometimes require resources like slimeballs that are hard to get - levelling up a villager takes a pretty long time and many resources this way - no raid farms - this continues to be relevant throughout the whole playthrough I've found 2. Curing - might be a skill issue but this is also not that easy to set up - golden apples are not that free in large quantities 3. Other stuff - XP. HUUUGE one. Enchanting and anviling is a thing you have to grind for for a long time. Even Mending isn't even that OP without a mob grinder! - I remember specifically grinding for books/lecterns longer than I expected Now, could all of this be a skill issue? Sure. But I think it warrants a discussion of WHO Mojang is developing this game for. We've seen the stats on how many players don't even reach shulker boxes/elytra. Those players will also be unlikely to deeply engage with villagers. I don't expect them to cater the game around me, a very casual player that doesn't play often. For top level players such as yourself the villager issues are obvious and your solution makes sense. For new casual players, a lot of this could put them off engaging with villagers at all. I think Mojang really can't win here.
@puck269416 күн бұрын
How would it discourage the casual players? They would be less likely to be the ones that would sit there and break lecturns for 15m to get mending.
@abj13615 күн бұрын
@@puck2694 Yes. I play pretty casual and I have no difficulty getting a villager to expert level. It just takes a few hours time. I like the proposed changes.
@tayloreshelman299215 күн бұрын
The first thing I do in a new world is claim a town, set up a perimeter, then make an iron farm and then a mob farm. If I find a chicken, I'll set up a small farm-auto-cooker so I never have to hunt again. Maybe I'll put some hoppers under the local carrot farms so the villager efforts to harvest the carrots doesn't go to waste. It's almost like playing the game as a RTS, where I set up automation for basic needs, and only then explore and expand. These "automation mechanics" are so integral to the game that it's weird when developers intentionally try to destroy them by making artificial time sinks, as if to punish the "engine builders" and optimizers. ...and then on the other hand, make it so without farms and some automation, it's quite onerous to even do simple things like repair iron armor repeatedly. Sometimes this really is a schizophrenic game.
@Squallismyhero15 күн бұрын
@@puck2694 It destroys replay value and by extension ruins the profitability/likelihood for expansion. Casuals are less likely to have the equipment to run this game smoothly enough to even experience it from beginning to end. Just a market thing.
@Squallismyhero15 күн бұрын
@@tayloreshelman2992 Thank you for that! Farming is so centric to the game for any sort of meaningful progression- ESPECIALLY- when you are on your own in the world. It's almost formulaic in how you HAVE to play the game.
@venomslayer532516 күн бұрын
Please keep this series going. The way in which you break down and justify the balancing that you propose is always very clear and makes sense from various viewpoints, and yes, not a lot of people would enjoy having to grind more for the best enchantments, but this would definitely help to make the game more balanced and reinstall a sense of progress without breaking trading as a whole
@Frostyflytrap16 күн бұрын
What I really appreciate about your ideas in the list (especially here) is that you don't overly rely on adding entirely new features and instead of swap around things that already exist while still making a huge impact on its effects. Very interesting changes you've proposed here, I hope someone creates a mod or datapack do we can test what it feels like in practice. And speaking of which, my only personal wish for Mojang to add to the list is to let us be able to customize almost absolutely everything only using datapacks. The latest snapshots have all been great steps in the right direction and I wish for them to continue with their technical efforts despite how they often go unnoticed due to how un-flashy they are.
@RhaegarsGhost16 күн бұрын
i would like to see rare spawns of villager vocation centers, for example a monastery for clerics or a grand library for librarians, a big mountain forge, a large ranch etc
@michaelo447616 күн бұрын
one cool idea i saw was a datapack that makes it so villagers will only trade the book that you place on the lecturn, as if they were making copies. so you still have to go and find a mending book in a structure or enchant your way to an efficiency 5 book, but once you've done the work then you can have an easy supply. i like this because it would probably be too much effort to do this for all books, so players would prioritise which enchants they want the most. it also links the two systems of enchanting and villagers together, making you use both rather than just one or the other
@puck269415 күн бұрын
I dont think you need a villager to make that happen. Add the functionality and an interface much like the smithing template one. Where you put a blank book, the source book, and say an item (like say, an experience potion for mending) to make a copy of it. Or, with the villager, have an expert level be the copy trade where you give him a book, item, and an emerald and he copies.
@jeffreyhorncastle16 күн бұрын
I’d like to see some of the randomness taken out of the enchanting table. Players could use the bookshelf to store books and place them around the enchanting table. When they roll for new enchantments the chance of getting good enchantments increases with the level of books that are surrounding the table.
@puck269415 күн бұрын
My hope is that is what adding the chiseled bookshelves was a first step towards this goal. I wonder if there is just a technical limitation for that at this point.
@XerolOplan16 күн бұрын
I would just add one thing to the weighting, and that's making it less likely to roll a book that another villager in the same village already offers. Reduce it by 50% (multiplicative) for each villager that offers the same book. In addition to the anvil changes already mentioned, I'd also make it cheaper to tier up books in the anvil (only for identical books, not for tiering up enchantments on items). The three levels you spent to get an unbreaking III book from two unbreaking IIs is the same as you'd spend rolling for a level 30 enchant on a tool directly, which of course doesn't give you unbreaking III all the time but it happens quite a lot. Not to mention the stacking combination penalty - it's going to be more expensive to put that combined unbreaking III onto a tool than to put a 'natural' unbreaking III book on it. I think if you wanted to make the single smallest possible change to help balance the current system, remove bookshelf trades. Being able to get infinite free books just as easily as you can get emeralds is part of the problem, and making emeralds harder to obtain isn't going to happen. If you'd have to get your own paper and leather for every book (or find some bookshelves naturally spawned in the world, which isn't a lot) then that takes some of the edge off an infinite number of books being obtainable. It wouldn't slow anyone down in the late game, but adds an extra step to getting lots of early game enchanted books.
@XerolOplan16 күн бұрын
And here's my completely off-the-wall idea: remove bottles of enchanting from trades and instead make them craftable. You would do this in an enchanting table, using empty bottles and minerals (similar choices to beacon payment), getting 1 bottle per level. Then, instead of (or perhaps in addition to) emeralds, require these crafted bottles to purchase enchanted books. This solves the problems with emeralds being too easy to get; instead you would need to earn enough XP to get enough bottles, plus the mineral and glass cost of making the bottles. You would probably need to scale the numbers down from the current emerald costs to make it work, something like 1-3 bottles for the lowest tier, 3-6 for the second, and 6-10 for the third, and separating treasure tier into a fourth tier costing 10-15. This is effectively making librarian villagers work similar to the enchanting table without the randomness.
@llamadrama109016 күн бұрын
@XerolOplan you make it so you can choose between the 3 tiers of enchantments to get 3 different bottles (small, medium and large), which would dictate the level of the enchantment (which would require capping enchantments to level 3 or requiring multiple bottles)
@MarshmellowTC16 күн бұрын
i think your idea of reducing the chances of getting the same book trade as another villager in the same village is the best idea i've seen in these comments so far
@MrBrineplays_16 күн бұрын
The contrast between players with farms and players without farms is insane. While players with farms can just get a resource easily because of how much they have, players without farms struggle because of how hard it is to get. Making villager trading just makes farms (or just abused mechanics and exploits) even more necessary. Increasing emeralds for example just makes raid farms more favorable. In my years of playing, I always felt it was too grindy to get emeralds. I would have to spend hours just to get the right enchantments from villagers. And even before that, I have to set up a villager trading hall. I just give up making that halfway in and just use the enchanting table instead since it's much easier to set up + better enchantments than villagers. The only villager I need is the mending villager. I propose making mending more accessible through fishing. Mending should also be in woodland mansions, at least 1 or 2 mending books there. Mending should also have 2 levels, one that is much easier to get, and one that is harder to get. Level 1 will be worse than our current mending, and level 2 is gonna be our current mending. This makes mending worth getting since even a level 1 mending is enough to get players started. Mending 2 is only needed if you use your armor and tools so much. Maybe you're digging a mountain or something.
@BinaryWhale9 күн бұрын
Yes, good books need to be vastly more findable. I have never gotten a good book via exploration in vanilla. I might have gotten some decent ones via fishing, I don't recall.
@hencethebeetroot16 күн бұрын
The big problem is that low-level books are entirely unviable if your goal is a max-level tool. Combining two Unbrk IIs for a Unbrk III makes that book actively damaging to apply to your tool, because you’re then risking hitting Too Expensive before it’s done. Nerfing villager trading isn’t solving the problem, it’s patching up a symptom - right now, optimized trading halls are the only way to consistently obtain max-level books. The solution is to reduce reliance on max-level books. I suggest that “prior work” and “too expensive” are outright removed, and any anvil operation is dependent only on the number of enchantments on the final tool / book. For example, adding a mundane level 1 enchant to a tool costs two or three levels, while adding a level 5 or Mending to a tool that already holds numerous enchantments could cost upwards of 40 - a good exp farm can easily keep up with these rates. This makes it so that more powerful tools are more difficult to add to, but never impossible. This also makes it so that things like renaming and repairing unenchanted tools are completely free - and I see no problem with this. However, repairing an enchanted tool may still be expensive on the exp front, encouraging - but never forcing - mending. An exception should probably be made to make renaming only cost one level regardless of the item’s enchantments.
@BinaryWhale9 күн бұрын
I couldn't fathom trying to play minecraft without farms. Even when I knew nothing about the game and was playing it by ear, I gravitated towards making farms. Eventually I learned the game's secrets via KZbin, but still enjoy the challenge of building the farms.Yes, a lot of people willing and able to farm think it's super easy to get a villager trading hall set up, but it's really not, for all the reasons you explain. I believe the current system of work vs reward is acceptable. You have to explore to find a village, know things (what's a good trade vs not), gather things, farm things, and build things to take advantage of it, plus breed and move villagers, which can be very difficult for some people, as you can see KZbinrs often struggle with. And they're professionals. An entry level villager trading setup is mid game, and a max one is late game, so it makes sense for it to be powerful.
@eatham.16 күн бұрын
I think they should add structure that shows that bookshelves increase enchants in enchanting table. I know they are looking for ways to show how to do things in-game that doesn't require players having internet knowledge. I don't think it's shown or told anywhere in the game that you can use bookshelves to get higher level enchants on enchanting table.
@crampton1616 күн бұрын
the stronghold library would be perfect for that
@bwjclego16 күн бұрын
I think that finding Mending books needs a major buff if we are going to lock it begind master librarians along with many other possible trades. Mending quite frankly isn't optional, especially once you get netherite, and since you cant get it on the enchanting table, it *needs* other sources that are not a huge gamble. Grian showed how fishing isnt a good option. This proposed change would make villagers a bad option. So the only good option would be ancient cities? Well those are single use and a pretty major undertaking. Maybe trial chamber spawners in ominous mode could have a reasonably high chance of giving the best treasure books. Maybe wandering traders could sell mending books sometimes. Maybe enchanted books could be 'recycled' to make a chance for a rare high end book, including mending, in some new block.
@cubfan16 күн бұрын
I think that the proposed changes to Anvils in this video would make a viable alternative to Mending via mineral repair. The idea is that instead of repairing getting more expensive, instead it would have a fixed cost. So let's say that cost to repair a pickaxe is 1 Diamond and 3xp levels. That is to repair your whole diamond pick. That makes it so mending isn't strictly necessary. It would still be preferred because 1 Diamond is still a cost, but it is far less than the 4 Diamonds + exponentially increasing xp levels required now. More importantly though, repair this way could happen indefinitely which isn't currently possible because of the anvil xp limit which you hit after just a few repairs. I'll share more context in the Director's Cut of the List and further Mending ideas will be seen in future episodes of this series.
@maxdbz16 күн бұрын
Cub said the trades would have more chance to have the common enchants like on enchanting table, I would think the chance to get mending would be scale up to be not that far from them, but still rarer like as an infinity book.
@RyanEglitis16 күн бұрын
@@cubfan mineral repair of netherite requires more netherite, which would be pretty feelsbad. Plenty of people stick with diamond gear already; this would be another mechanic discouraging netherite.
@puck269415 күн бұрын
@@RyanEglitisnetherite should have a higher cost and be rare tbh. It could be one of those things where its a cost to upgrade to get the benefits like fireproofing the equip. Also it makes lesser tools worth keeping around... there might be a reason to keep stone pickaxes, because they are so cheap to repair. Same with leather armor and iron armor. Currently there isnt much reason to have the other lower level equipment
@cubfan15 күн бұрын
@RyanEglitis if only there were some sort of netherite scrap that could be used in place of an ingot for repair...
@Corvinwhite16 күн бұрын
In the anvil when it says too expensive that should be removed nothing should be too expensive
@Zolden_15 күн бұрын
I feel it would be really cool if the villagers had a “supply demand” system for the village. Supply - Let’s say you have a village with a villager with mending, if you add a second villager it would take a long time to get a mending trade (which would be a duplicate), instead it would show trades that lack supply/aren’t in the village yet. Demand - If you have a trade that is often sold a lot there would be a higher chance of another village having that trade. If a village has each trade then it will repeat with duplicates. This would influence the player to build a bit of a village instead of villagers in a hole. Also it would remove or at least heavily reduce the trade rolling (mentioned at 5:30). I’m not sure how hard all of it would be to code but I feel it could even expand to other professions as well. 10:50 or maybe a villager is an unbreaking villager but the low level is level 1 and you upgrade the villager and at its max level you will get level 3 (encourages the player to level up the villagers instead of leaving them a lvl 1 for just that trade) TLDR Villager supply & demand Villagers will trade specific books if no other villager sells it and/or if the player buys a specific book often. Also helps reduce or remove rolling for trades. Maybe for other professions.
@derisis1316 күн бұрын
Since you mentioned villagers last week, I was thinking about how to balance trading. My idea was similar to the one presented in the video, I also theorized a tier list, but instead of a random roll, you would provide a villager an enchanted book from the tier, which the villager copies for you for a set of emeralds. That trade of the villager is then locked to that book, and only copies the exact level of the exact enchantment it had copied previously. This mechanic would encourage the use of the anvil and even more the enchanting table, as you first have to get your hands on a book to unlock unlimited amount of it - similarly to smithing templates. This would delay obtaining mending even further, as you either have to fish it, or find it in a loot chest. The remaining grind of the video method would be thus replaced with a different task, that may be less monotonous - finding all the enchantment you want to have. On the other hand this would introduce a completely new mechanic (the flexible/locking villager trades) that may not fit the game that well.
@jayfish631815 күн бұрын
How would your method deal with books that have multiple enchantments? Or should it only work for single enchantment books?
@verstamech16 күн бұрын
I can't remember who said it, but I remember hearing someone suggest something similar to this, and on paper I think it is a fantastic necessary change to how Librarians in particular work. I think the absolute best way to nerf them while still making their trades valuable is to have them duplicate previously-attained enchanted books, like how you duplicate armor trims. That way, you still have to get lucky enough to find the particular enchanted book you want, but once you do, you can pay a Librarian emeralds and the book to get a copy of it. It fixes the repetitive annoying grind of replacing a lectern 50,000 times to get your desired trade by just simply giving you what you already know you'll get, but it still keeps the rarity of some enchantments like Mending. As for enchantments like Frost Walker that are Villager-exclusive, then, well, maybe that would just require finding a village with a librarian house in it, and the book would be in a chest, who knows. I haven't given much thought as to how viable gameplay-wise this is, but I think that it is, on paper, a good concept that may do well with some exploring and tweaking.
@philldaniel748516 күн бұрын
Cub I luv all you ideas from the list however the one thing I would Change for the villagers is if the book trade at apprentice level is let's say protection 1 then I would have the journeyman book be protection 2 or 3 then the master book be protection 3 or 4 this way u still have to level your villager up atleast one level to find out if it's the trade u want so u can't just use lectern brake replace till u get what u want but u don't have to grind each villager to master class to find out it's not what u want
@ezdispenser14 күн бұрын
i think that's a good idea, although not every enchantment can work that way... silk touch, infinity, and mending don't have tiers (although to me, it would be cool if mending did, and lower tiers took more xp to mend tools than higher tiers did, but it's not currently in the game)
@notagoat28116 күн бұрын
I think the cost penalty for using minerals to repair tools and armor is an out dated relic from pre-Mending days. Back then, it was intended that no tool would last forever, and you'd eventually have to replace it. Then Mending was added to be a super rare thing you could find if you got lucky and use to make exactly _one_ item last indefinitely. But when they made Mending infinitely renewable by sticking it in villager trades, that whole system became obsolete. Now _all_ your tools and armor can last forever, so there's no point in the repair penalty because you could just use mending and bypass it completely with relatively little effort. Edit: likewise, requiring more diamonds to repair than to craft a new one is probably also a relic from back then, because using up that extra diamond might just be worth preserving your super amazing and rare enchantments for a little bit longer.
@christopher585516 күн бұрын
I’d like to see another method. One that encourages exploration and uses the enchantment table to target your enchantment. So for something like feather falling tier 1 -4 you’d put your book into the slot and in place of lapis you put a quantity of feathers. The enchantment table displays the bottom 3 tiers of feather falling based on your level and normal. You apply the enchantment to the book. If you want the feather falling IV you have to combine the books in the anvil as is currently the case. Something swift sneak 1 and 2 could be earned with a skulk catalyst where as the max level could still be chest loot only. The enchantment table wouldn’t allow you to get the max level without combining the books. The random chance mechanic could still be in place just by using lapis instead of a specific item. No new items would have to be created and this would allow another method to get enchants that requires time investment but not so much that creating a villager trading hall first day is significantly easier especially if they implement your proposed changes.
@KaysKreationsMC16 күн бұрын
I think one thing that really needs to be looked at is honestly what use any of the lower level enchantments are and what player "really" utilizes them...Which leads to an even bigger question. Why are there even differing levels of the enchantments? This is something that I think Mojang really need to consider even though it would demand a rework of the entire XP and Enchanting systems. In the end I think doing away with some things like enchantment levels themselves, anvil "too expensive" etc are things that would lead to the system making more sense and be far more intuitive to the player.
@llamadrama109016 күн бұрын
Levels only work if there is an easy way to up them, but as the system is rn there really isn't, but that's not a fault of the level system. There should be an incentive to get weaker enchantments and upgrade them as you progress through your world
@KaysKreationsMC16 күн бұрын
@@llamadrama1090 I don't see it as a matter of incentive as much as that lower levels don't provide any usefulness...a level one enchant is barely better than the base item it is on.
@llamadrama109016 күн бұрын
@@KaysKreationsMC they should be better, but they are a stepping stone to much better enchants later on (if they fix the level up system)
@StefanH16 күн бұрын
On top of this we also need viable alternatives to villager trading for getting enchantments. Enchants are not high level rewards that only expert players need. They're an essential part of the game. The issue is that there's no way to get mending (and other enchants but i'm just going to say mending for now) apart from using villagers. Fishing and the end cities don't count. They're nice rewards for engaging with these mechanics but not a reliable way to get mending. Villagers also act as a floodgate. Once you unlocked mending, you can get infinite cheap books. But we don't need infinite books, we need one, two or ten. So let's give players the option to spend time gathering resources to get the books they want. I suggest allowijg players to use different resources in the enchanting table. Rare resources will provide strong enchantments and the enchants are themed to the resource. Lapis could still act as a "wildcard" resource, offering all enchantments that currently exist. But to have more control over the output you can use different items. Some ideas: Netherite ingot or netherite scrap has a 100% chance for mending Heart of the sea or nautilus shells give water themed enchants like Aqua affinity and respiration Gold ore blocks give mining related enchants like fortune and silk touch Diaminds give damage related enchants like sharpness and power Iron ore blocks for defensive enchantments like protection, fire protection etc Other fun resources couod be cactus for thorns and spider eye for bane of arthropods This system is more similar to mods like tinker's construct but could be a successful way to let players seek out specific enchantments. Lapis is still there as a fallback wildcard, working exactly like it does. But if i really just need a single book of silk touch, i can go out if my way to find gold ore to make it. Or i can gamble with lapis. This system can also help to give uses to underused items and is more similar to how potion brewing already works. I used the iron and gold ore blocks in my example to show this.
@ezdispenser14 күн бұрын
i think that's interesting, although maybe a bit difficult to explain to new players... good thing lapis is still there
@vtgirl7616 күн бұрын
The problem I have with this idea is that I don't kill villagers or treat them inhumanely in any way, so I'm going to end up with an unmanageable number of villagers if I want a certain book.
@RyanEglitis16 күн бұрын
Enjoy the lag I guess. The current system is better than his proposal.
@RyanEglitis16 күн бұрын
I played a lot in 1.11.2, and the result of not letting you see the librarian book trade and cycle it is just a WHOLE lot of villagers getting dumped in lava. I don't like the 1.14 system much more, but it is better.
@MrPeepa14 күн бұрын
Hey Cub great series, I think villagers should have more to do with other than just trading and curing. Villagers can have some sort of fetch quest like the librarian can give "get 2 swift sneek books" as a quest and once the player gets the swift sneek books from the bastion they can give it to the villager by dropping it in front of them or using the ui, thus completing the quest. Successfull completion of the quest would influence the discounted prices. The quests can be job specific so farmers can give "get *food item*" quests, librarians "get *book type*" quests etc. I think this would give the player an incentive to traverse the world more, something that mojang tried and failed with the sherds. And it would be more rewarding to the player as they can look forward to better villager reputation. Unlike sherds which is basically a decorative item without any real improvement gameplay wise.
@amaryllis016 күн бұрын
I think a primary reason people trade for books is to get mending, and they want mending because they hate replacing their tools, and they hate that because mining isn't fun. So some of it just boils down to Mojang's refusal to improve core game aspects in favour of status quo opiates Haste potions, mining charges, unbreaking V, ore seeking potions/prospector pick, new hostile mobs, infested stone gen, vein mine enchant, mining momentum enchant, more underground biomes, a hostile mob you could utilize that rolls towards you in a straight line breaking blocks in a 3x3 There are so many possible ideas they could do that would make the fundamental gameplay more palettable than just making an enchant that skips it
@ezdispenser14 күн бұрын
oh, that's a good point. especially with deepslate taking so long to mine even with max enchants
@claytonsteckel16 күн бұрын
I would absolutely hate to grind a villager to master only to get another fortune III when I'm trying to get mending. I think it's enough of a grind as it is now.
@RyanEglitis16 күн бұрын
One more to add to the lava pit...
@joaopedrolauand481316 күн бұрын
The problem of locking some enchantments on specific biomes is the pain in the ass that is transporting villagers. I would love if you could put a villager on a camel. It would also give this amazing mob more uses during the gameplay
@ro5alia16 күн бұрын
yeah thats a good idea, though when I have been playing with the new trading on, it just makes me set up outposts at a village in each biome, theyre never super far and before in sungleplayer I never really had a nether hub before and I do really enjoy that aspect. I understand why people want a single villager trading hall tho. But think it has grown out of the fact that before your villagers would all be in the same place and why move them and now it is just expected that you want them all in the same place.
@ro5alia16 күн бұрын
though I do think that they should add villages to the biomes that dont have them even if super small, because that part is a pain.
@joaopedrolauand481316 күн бұрын
@@ro5alia yep. I do like to make multiple trading halls scattered through my world, but the requirement of doing a village on both savana and swamp just to get the best enchantments really suck
@Fragath116 күн бұрын
With boats and leads? Transporting villagers become even to easy
@joaopedrolauand481316 күн бұрын
@ that helped but by the time players get elytra’s and a sustainable source of rockets the already have tradings halls, or at least all their gear max enchanted, so while it welcoming, it’s a redundant solution
@ion005716 күн бұрын
when it comes to enchants and villager trades i have my own list. to sum it up: 1 i have always had issue with enchanting books since their implementation. instead, i would have jewel crafting where you cut gems you find while mining into stat enhancing items which you can socket into armor and gear. yes this would replace the enchanting table and librarians. this idea revolves around returning the game back to MINEcraft. it also feeds the desire for more shiny rocks. plus, removes the annoying nature of enchantment randomization from the enchanting table. randomization is just glorp which hinders gameplay. 2 remove the randomization of villagers. instead of randomly rolled trades, you would have a talent tree of options you can select from, gaining 2 talent points per tier of a profession so that you can select two of any of the trade options available for that tier and below. the idea revolves around you communicating with the villager what you want, and they work to make that trade happen so that you both win. it is very strange to me that you want something from a villager, and they just present you with something completely not what you want. randomization highlights a lack of communication between your character and villagers.
@discotechgaming15 күн бұрын
While all of these are excellent points, I think it would be helpful to address the Mending issue from other perspectives as well. While restricting Mending to the highest trading level might be a much needed balancing tool, it also punishes players who don't enjoy the trading aspect of the game. This would be fine if it were something which not every player felt they had to engage with, but Mending is often seen as being universally required for all types of players thanks to how the durability system works. Your example of incentivizing the use of anvils to repair items is a good starting point for fixing this, but we should also consider expanding on other ways players can obtain "high tier" enchantments like Mending. The two other existing methods are through looting certain structures and fishing. You've already addressed the former with the example of ancient city loot, so I'll focus on other types of structures. I think the biggest way to expand on this area would be availability and creativity. Like with trading, not everyone enjoys traveling thousands of blocks so they can mine through the wall of a jungle temple and *maybe* get the enchantment they're looking for. So let's give players wider access to structures featuring high tier enchantments, but also make them *work* for them. That could be through puzzles--preferably ones they can't simply mine through--skill-based challenges, a good old-fashioned brawl, etc. Something more engaging than "sneak in, loot chest, leave." Fishing could also use a rework, as a certain waffle-haired Hermit can attest to, but this comment is already getting long and tacking a completely reworked fishing system onto it is something I lack both the creativity and time to do. Likewise, I could list a dozen examples of new ways people have come up with to make enchantments available to other types of players, but I'll leave it to the experts to come up with the specifics. Long story short, if we're going to make one method of obtaining Mending more difficult, making it available in ways that compliment other playstyles as well would be worth considering.
@ezdispenser14 күн бұрын
yeah, i agree
@maximeloon16 күн бұрын
I really like the changes you have proposed, but one big issue I have with the current system that wasn't really addressed is the fact that you can just round villagers up into a breeding chamber and for their entire lives be confined to a 2x1 space where they're still somehow perfectly okay with selling you items at the normal price. I think the player should be motivated to help the village prosper instead of basically enslaving them, so my idea is that villagers have an invisible "happiness" level which is lowered by a lack of access to open air, a lack of free movement and a lack of interaction with other villagers. As their happiness lowers, they will raise prices and eventually just refuse to trade with you. That way, trading halls are discouraged and the player is rewarded for respecting the villagers way of life.
@krishacz16 күн бұрын
frankly, everything related to enchantments should be redesigned from the ground up. Even a big change like this would only make it a good version of a terrible system. this is one of the reasons why i've been thinking about making a video on what a Minecraft 2 could look like.
@graysketches371116 күн бұрын
I know this is an unpopular opinion but I like biome affected trading, because it guarantees the outcome instead of relying on chance. Although I think you could make a compromise by using the weighted system he mentioned for enchanting but it would be influenced by the biome instead.
@johnhalberg653615 күн бұрын
I'm with you, biome based trading is great! And all the complaints about moving villagers making swamps/jungles too difficult were made BEFORE the boats on leads change, which makes it way easier.
@SeverityAsured9 күн бұрын
@@johnhalberg6536 I will forever complain that we can't put villagers on horses, it just makes way more sense to move them and would actually give a reason to build up a stable.
@johnhalberg65365 күн бұрын
@@SeverityAsured YOU ARE A GENIUS OF GAME DESIGN MOJANG HIRE THIS MAN NOW
@Ray-sm5ub16 күн бұрын
I wonder if Skizz's enchanted boat idea is in the list
@octobsession306115 күн бұрын
mojang someday in the future: "i forgot what to add, hmm where's my list" **opens playlist: The List"**
@pseudopod15 күн бұрын
I just thought of a fix to librarians that I think introduces way less tedium than other option I've seen so far. The master level trade is an enchanted book the players assigns to the villager by giving them a copy of that book. This encourages using the enchanting table, it encourages exploration, the player has far less reason to reroll trades or kill villages on mass.
@cubfan15 күн бұрын
That is a really good idea.
@noahstalcup15516 күн бұрын
This idea should be made into a mod so that the community could test it and see how it plays out in-game
@puck269415 күн бұрын
The problem with someone making it a mod is that mojang says they tend to shy away from adding things into the game that someone already added via a mod.
@Kventura11716 күн бұрын
I think a lot of the recommendations in this video are good, but would result in different exploits. Raid farms for example would become mandatory to keep a constant state of hero of the village. Plus I'm not a huge fan of adding more RNG to villager trading halls. I recommend the following approach: 1. Make villagers higher maintenance requiring food, bed, and shelter to operate. 2. Eliminate emerald trading entirely (emeralds are too easy to farm). Instead, villagers can be set up to produce an item at a certain time interval depending on the rarity of the item. 3. Villagers can only produce an item that the player provides to them (Depends on the workstation and with limitations. Netherite and other rare items would be excluded. Some hard to find, more decorative items like sherds would be fair game). This approach would increase effort to maintain a villager hall, time limit villagers to avoid excessive output of goods, make villagers more useful and allow duplication of certain items at low rates, and most importantly reward exploration as you will have to have found a rare book or crafted a diamond tool in order to get more of them.
@Spectrum.Io_oI16 күн бұрын
8:40 villagers are useless at this point.. I would rather try my luck on an enchanting table and sit by a mob farm. I think being the grindy boy cub is, he got a little too carried away. You are increasing the prices fine.. but the book unlocks will be extremely difficult this far up.. not worth it, also the chances won't be 1/32 as he said about the priority system similar to enchanting table..
@mightyhulk148316 күн бұрын
I think the power level of those books mentioned match the amount of grind you out into unlocking them, which currently is not even close. As in I can currently start a new Minecraft world and have a full trading village by the end of an hour, but there was almost no sense of progress. I think cubs method was very clearly thought out and aims to utilize some existing mechanics. Also, it’s actually a good thing that since it’s grindy you would rather use an enchanting table, that actually gives it more purpose than it currently has
@mightyhulk148316 күн бұрын
I think the ideal balance is to have players enchanting with both enchantment table and trading for enchantments to get the best gear. For example, maybe the only enchantments that would be grinded out would be mending un breaking, while everything else is manually enchanted
@caulifloodle16 күн бұрын
@@mightyhulk1483 "I can currently start a new Minecraft world and have a full trading village by the end of an hour" but most players can't do that. Newer players definitely can't do that. I've played heavily for years and maybe I could do that in theory but it would be challenging and highly abnormal with my pretty conventional play pattern. I just don't think it's good to build game mechanics like this strictly around the highest level players. Trading needs to be something more casual players can meaningfully interact with, and I think some of these changes would only add additional grind and frustration for newer or simply less intense players trying to figure things out.
@Spectrum.Io_oI15 күн бұрын
@@mightyhulk1483 I would rather suggest giving fair tier books at novice level. Because it's just level 1-2 stuff none would care.. good tier books at apprentice and great tier books at journeyman because according to the chart great tier books still consist of max -1 level books. Eg efficiency 4.. or another way is to just move down the great tier books from master to expert.
@mightyhulk148315 күн бұрын
@@Spectrum.Io_oI yeah that would be great, I’m not saying cubs version is the perfected one, because there is such a thing as too grindy (potions for example) where it just isn’t worth. He is in the right direction though
@BzBuck16 күн бұрын
I feel like the hero of the village 1 emerald buff is still a bit to overpowered. Getting mass books is already reasonable at the minimum cost drop. I think the hero of the village effect is better off being used to do something else. It could drop the prices to that minumum cost but there should also be some other unique addition like expanding their item selling pool or increased productivity like larger stock before needing to wait for restock
@hugogomez922816 күн бұрын
Breaking and placing the lecturn is time consuming enough. Continuously trading for a book you dont even want will just make the process more tedious
@RyanEglitis16 күн бұрын
This was the pre-1.14 system, and in addition to being even grindier, it also leads to a lot of murder
@ArtyAI-VTuber16 күн бұрын
Here's my take... When it comes to villagers, the only thing thats ever discussed is the enchantment trades. Or at least 90% of the conversation is that. Ergo, it seems enchantments in general need an overhaul, not fundamentally changing how villagers work. I agree they can be a bit busted, but that's what makes it fun is earning that, or getting lucky. I think the trades across all professions need a rework, not just enchants.
@puck269415 күн бұрын
No, they really need to revamp villagers more so ppl stop making them basically slaves.
@ArtyAI-VTuber15 күн бұрын
@@puck2694 entirely missing the point, but you do you.
@Fragath116 күн бұрын
I prefer official villagers rebalance regarding to biome approach (i do not like a reduction quality of the books tho). It is more fun to transport villagers with boats to different biomes ( and with recent changes to boats and leads, it even too easy). And what is the most important it is not random. I did multiple trading halls, and it is not a problem to reroll villagers at the start (when you need multiple books to unlock), but the moment when you are missing one or two, and you have to re-roll for half an hour to get final one. You approach is just more grind, but nothing changes - instead re roll villager you get new one - and if it do not have trade which you need, you start from over. But still sit in single place over long period of time. While in Mojang approach - you travel, bread villagers, transport them back - and you more or less know ETA when it will be done. You can be creative and try to optimize this process. Also it's embrace creativity - You can create a traditional trading hall, but you can create multiple (custom) villages, and travel to them to get a book stockpile. Maybe lite bit randomness in experimental datapack(i.e instead of fortune II on last level, you unlock random fortune level, with 50% chance for level 1, 33% for level 2, and 17% for level 3) You just propose more grind, so people has to waste more time to set up villagers., while Mojang proposes new gameplay. And remember that getting BIS gear with a good exp source (like enderman farm) do not take a lot of time, is just more expensive as you have diamonds to craft multiple instances of the item to merge- and you still need mending and other treasure enchantments)
@gabrysur16 күн бұрын
I like the idea of enchantments been biome dependant, I had to re role a librarian maybe 400 times to get depth strider, imagine if I had to trade with the villager to get it to expert every time does 400 times, if enchantments are biome dependant it would make it easier to target a specific enchantment and at the same encourage exploration and marking villages in maps.
@vitasomething15 күн бұрын
anvils should not steal any exp in ANY situation in the first place. they are a workstation block like looms or smithing tables. how do we act like its normal for it to eat any of our levels, cuz omg we would NOT act like things are normal if they made it so smithing tables now charge exp to be used and also will randomly break if they feel like it. and yet i see nobody ever rlly suggest that maybe using a workstation block should not eat up ur levels for no reason and maybe it shouldnt have a mechanic were it just randomly breaks despite being one of the most expensive workstations of all of them. instead ppl all try to somehow fix the anvil level eating and make it more fair, instead of removing it cuz its existance is fundementally stupid and unfair!!
@catboygremlin13 күн бұрын
it drives me insane how FAST anvils break. like "Oh I'm sorry did you want to do more than 5 things using all that iron? nahhh"
@OchreOctopus16 күн бұрын
If they were to implement this, I think it would have to be implemented along with the removal of such intense anvil xo cost.
@NotaroName16 күн бұрын
While I agree with literally every other change you suggest here, I'm not sure the change to librarian books moving the trade up to higher levels will have the desired effect. I think people would continue to grind for perfect book villagers just accepting it will take longer. I'd suggest tweaking your idea so "great books" is cut to just Unbreaking 3, Silk Touch, Sharpness 5, Looting 3, Fortune 3, Protection 4, Feather Falling 4, Infinity and Mending. The 'Good' list will be similarly reduced to have one of each type, not level 2 & 3 and cutting some of the worst enchants like bane of arthropods and lure. That would massively reduce the randomness of villagers and make it much more predictable what you will get at each level, reducing the grind. We could keep the available trades the same but modify the probabilities based on the biome of the villager but I think we need to make it a little more intuitive, giving swamp villagers greater chance of offering fishing and trident enchants is logical, Desert could be flame and fire protection, other biomes could have thematic common times, as intuitive as possible. We could provide the player with visual hints at the kinds of trades they are likely to find with loot and decor that matches, swords where sweeping edge and looting are common for example. If we give the plains the most used trades like unbreaking and mending players will only have to move villagers for edge cases rather than by default.
@stlbuddhist14 күн бұрын
Day one for somebody like speed runners and veterans in Java, it took me a year before I had enough emeralds and villagers to get the books I wanted in Bedrock. I do love the idea that the repair cost need to be changed.
@WoodlandDrake16 күн бұрын
They should change it so that villagers only give enchanted books at the Master level of their profession and make the enchantment relevant to the villager's profession. They should also make it so that every villager cycles their trades daily so it is always worth checking them and not setting up a battery of locked in villager trades, and the same with villager profession reassignment; if they are unemployed they will immediately seek out an unclaimed station, but if the station gets removed they keep the profession until trade reset the next day in which case they become unemployed again. The trades on offer should be less restricted so a Journeyman could wind up with all Journeyman trades one day or mostly apprentice trades the next, and yes, they should be able to have duplicate trades; just one day the armorer wants to buy more diamonds and the next they want to buy more coal. There should still be a way to lock in trades, and I'm not sure if it should be a new treasure item you have to find or just an emerald block you give a Trader, but a Trader would have the option to have 1 "Specialty" trade, which is always available when trades cycle each day. If it is an emerald block, make changing a Specialty trade something you can do multiple times, but it costs a block each time, and if it is a specialty treasure item maybe have it something you can change on cooldown. I also suggest a different method of levelling up traders, but I am not married to the idea, instead of gaining experience through trades, they level up by having specific blocks and/or items displayed nearby the workstations, so if you want to get a master-level trader you need to furnish their workplace with things you might not normally craft or collect; and it works more like a checklist than a cumulative boost so a Mason with a pot, flowerpot, and clay block is not the same level as a mason with 3 clay blocks. The purpose of this is to give players more control over the level of trades being cycled through without accidentally leveling up the trader and diluting the trader's potential trades. I know I am suggesting more of a total rework than a slight balance, but the biggest problem, I think, with villagers as they are now, is that they aren't NPCs so much as annoying item converters; and I don't think that they need changes that make them less annoying just more dynamic to make them more like living parts of the game.
@KRO-22215 күн бұрын
Man these are all great ideas, but I especially love the Hero of the Village one! It makes those one-emerald trades still available, but only temporarily and at a high level of gameplay. Great stuff as always, Cub!
@GreenJab14 күн бұрын
Hey Cubfan, I have been watching your List series, and I must say there is a lot of overlap between what you are doing and what I am doing. Although we have our slight differences in execution, even for something like villagers we have come to very similar solutions on how to improve them from the current base game. Although I started off by just making videos similar to this, for the past few months I have been working on making a mod that actually implements all the changes in my own 'list'. It does focus more on actual gameplay elements like villagers, enchanting, maps, horses and so on as opposed to things like vertical slabs and what not, but it is very much nearing completion and would love to show you/talk about other ideas with you and what not.
@wugsessed15 күн бұрын
the anvil issues are SOOO painfully bad and so dead simple to fix, thanks for mentioning them. it’s insane to me that 3 diamonds won’t repair a pickaxe but another pickaxe will…as if those two sticks matter that much.
@victzegopterix216 күн бұрын
I hoped that there would be a Grian interrupting the vid to insanely shout about how books should be more common when fishing, especially rare ones like mending with luck of the sea. Sadly not the case.
@drsch16 күн бұрын
Zombie curing taking things down to 1 emerald is one of the best features in the game. Once you've gone to all the trouble to set up a trading hall, gathered the villagers, cycled to the trade you want, collected the zombie, set up a farm for collecting emeralds, etc. the last thing you need is some artificial grind limitation forcing you to continue doing nothing of value but grinding just to replace your gear after falling into lava. It's really irritating that the "crafting" and "mining" parts of the game are gated behind a silly enchanting system that does nothing but drag out the game. I mean, your strategy for removing the "bad" and "boring" book cycling is to introduce a system where now you have to level up a villager before killing it and cycling because you got a useless trade. You've done nothing but add another pointless level of grind to an already pointless grind system. Why on earth would anyone want to go through all the trouble of leveling up a villager just to not get the book they want? It's exactly the same thing as trade cycling but instead of being able to instantly cycle, now you have to go through 30 minutes of leveling up a villager before you kill it and cycle. So, you're adding the requirement to breed more villagers, use more resources, wait more time to get the exact same result. Your chart at the end is a perfect example of this. In every case, your system just adds more work and grind to a game already too grindy.
@Subjecttochannel15 күн бұрын
And thata on top of nerfing curing which requires: Going to the nether to get wart, 'taming' a zombie, spending gunpowder, blaze rods, brown mushrooms, and GOLDEN apples all per potion And replacing it with walking over to the 60,000/hr afk sugar cane farm to craft up 10x the paper. Because that's somehow more 'balanced' than playing far more aspects of the game and being rewarded for actual effort
@Lea_D.14 күн бұрын
I think I'd be pretty happy with all the changes you suggest. I can see people not liking the idea of having to level a villager all the way up to get a great book, which might turn out to be one you already have, so you'd go through it with multiple villagers to get the one you want. For this problem I have another idea: For treasure enchantments and maybe a few other top-level books like Prot 4, if you can get one of them (via fishing, loot, etc), you can then give it to any Master Librarian and they will replace their master level book with that book and sell them for 10 emeralds or whatever. Maybe you would also have to give them something else along with it. This would help mitigate having more than one master librarian with the same trade. Of course books that you find may have multiple enchants on them so I don't know how you'd tell it which one you want it to sell--maybe it would depend on the additional item you'd give or amount you'd pay or something.
@Bunstonious13 күн бұрын
Personally I think that the durability and tool part of minecraft is actually the most under developed part, it's also the reason I prefer to play modded minecraft as they normally fix these problems. 1) Since mending exists, I think that tools and armour should be able to be 'mended' manually using a repair table. This would be a good way for people to not lose their high quality stuff and make it more approachable for people that want a fun game. 2) If the above isn't desirable, then make it way more efficient to infinitely repair a tool with resources (like you suggested) while also not using XP. It's dumb you need to use both, one or the other please. 3) Items shouldn't be lost with durability, make them get unequipped at 0 durability and be repaired. Honestly I just think survival having to constantly recraft items with high value resources without the relatively hard to come by mending is just silly and they need better options for those that want to just relax and play a game. I almost never use anything iron+ because it's so annoying to repair or replace and instead just choose to play modded so I can actually have fun.
@catboygremlin13 күн бұрын
there was a multi-mod exploit in 1.16 where starbuncles from ars nouveau who were set to collect items could "duplicate" enchanted books via them not differentiating between items with the same id but different nbt. in that version as well, forbidden and arcanus unbreakable was an enchant. so I made one copy, took it off the thing using corail tombstone, then used one of the more worthless enchant books as fodder while making sure that the starby picked up the unbreakable book first. we all were a lot happier with not having to fuss with the repair system *or* mending for the rest of the server.
@Bunstonious13 күн бұрын
@@catboygremlin yeah, and if they think the options are "too op" they could just have a server option to disable it. Personally I think QoL can't be overstated.
@18idlesuggest15 күн бұрын
Im personally against mending these days as i think anvils could be better. my problem is netherite gear is a bit ridiculous if you want to repair them. using an ingot is a no go since it only repairs an item partly, which is consistent but dumb. obviously, you can upgrade a diamond item and then anvil it with your item, but considering how difficult it is to get netherite, this this not an easy option. all im saying is, there needs to be a mending alternative, and removing the xp bug solves part of it. but its so discouraging if you want to use netherite
@BinaryWhale9 күн бұрын
You hit the nail on the head: the problems are the durability and repair system, and villager trading is largely a solution to that. I think your proposed system is better than the Mojang one, but I don't see a need to change villager trading negatively (ie stick) first. The anvil and enchanting table needs positive reinforcement (carrot) first. Your idea to remove the cost for mineral repairs is good. I like the ideas put forth in the mods "Easy Anvils" and "Easy magic" by Fuzs (Modrinth and Curseforge). He allows tweaking of many things, repairing the anvil, and implemented a a reroll ability in the enchanting table. Another similar mod adds advanced enchanting tables with greater material costs and more control over enchanting, including one with full control of all available enchantments. Since Mojang wants to increase exploration, finding good or higher level books should be more commonplace. Right now, all the loot in every structure is mid even for early game. Once you get a few farms set up, the loot is usually junk tier. This could be easily changed to have better loot, including books, which would affect villager trading. In fact, it's one of the things I do on my server/modpack to encourage exploration.
@colleenlavigne219615 күн бұрын
This is the most reasonable villager rebalance video I’ve ever seen. I love this Cub, great video.
@annielin754415 күн бұрын
Love that Cub's solutions encourage devs and players to engage in less used, existing features. I'm listening intently and had to agree with the Hero of the Village suggestion. It just makes more sense! The List might be my favourite Minecraft mini series right now. Offering more balanced solutions that makes the game more fun to play.
@theSeerofThought11 күн бұрын
I put this on the last The List video and I'll repeat it here but I think in addition to this villager change, I think making the enchanting table more viable would lessen our dependency on villagers and make them feel lest busted, so I think this idea should be added in addition to your proposed villagers changes. The Enchanting table buff is one simple tweak, Let it enchant already enchanted items! This would randomly upgrade preexisting enchants and add compatible ones, It's downsides would be that it can still add curses or enchants you don't want and you would never get mending from it. But using it to say, upgrade an enchanted sword you found or an almost perfect former enchant would be a perfect side-grade to the villager system, meaning you could grind out a mending villager and then never have to deal with them again, just using a enchanting table and grindstone to get perfect tools. I think it matches the theming of The List, One simple fix for a almost forgotten mechanic!
@FerociousCookie15 күн бұрын
Hearing the map idea at the end makes me think “imagine if they had an (untouched) map that doesn’t render blocks placed by the player on it.” You could put it in a cartography table with a map and a brush in the extra spot and have it thematically be like you’re brushing your structures off the map.
@Elderberry419913 күн бұрын
I agree with basically everything you said, especially: * Stop penalizing players for using minerals to repair their tools (similar sentiment goes for phantom membranes and elytras). * Make the villager mastery level actually matter. * Also I deeply hated that Mojang has been considering removing upper level enchantments from villager book trades. Why would they do this? Especially with how anvils currently work where things become "too expensive" so easily, this would be awful. It would be so much more tedious to get maximum enchantments on our gear. The last bullet brings up what everyone else is commenting: Get rid of "Too expensive!" altogether. It's not hard to get higher levels. However, I'm not sure I follow you on removing the re-rolling mechanic altogether. Yes it sucks, but I think that by limiting what you can roll for each level of mastery, you're kind of already helping with this issue. However, I still will never want a villager with Bane of Anthropods V (even though it's an "upper level" according to your list). What's the alternative? If the villager doesn't have a book we like, do we just kill it? I think we should allow for re-rolls and also make the upper level books visible.
@TheComander123415 күн бұрын
Really good ideas, that seems like they have been thought through a few times to get to this point. I will support this chance to villigers. very well done Cub!!!👍👍👍👍👍
@Greesher16 күн бұрын
This might be the most important video of the List that you’ve covered. Honestly, I have hated the way mending is just something absolutely necessary because of the “too expensive” crap. Mending was awesome to come in to the game but it seriously SERIOUSLY needs a rework!!! I would not mind grinding harder than usual for such an amazing book!
@OnYourMarx15 күн бұрын
These are all great fixes, though tbh I reckon the best aspect of the Experimental Villager changes is that each Village was actually different depending on the biome. It really helps prop up that exploration pillar imo. I'd love to see another way to keep that distinction - maybe a bespoke special block for each Village, or moving biome-specific trades from the librarian to some of the other professions.
@jordanpendleton968616 күн бұрын
I'll be honest cub. Your a great minecraft player, and I feel people like myself who kinda suck at the game would be greatly hindered by some of these changes. I can understand the desire to make the game more challenging, but I feel like many of these suggestions are focused on pve/pvp. Now again, I am not by any means good at the game, so honestly I usually start in peaceful mode and work my way up before turning mobs on. One example of overcomplicating things is that mending is now special. Before, I would just have to set up a villager hall and swap trades for like 3 hours to get mending. Now I have to find a swamp, which almost never has naturally spawned villages(I've found one once leaked into a swamp from another biome), bring a villager to the swamp, and then trade swap for like 3 hours to get the mending trade. And I suck, so try doing that with mobs all around. And now, take this new idea, you've just done all of that, and now have to breed a bunch of villagers to do many trades with ALL of them until you luck out and find the meding trade. This is one extreme example, but my point is that some if the game mechanics changing could mess with many people's playstyles. I'd rather see another difficulty setting, or just diversify the mobs a bit. I mean, why dont we have skeletons with sword and shield, or zombies with armor and bows. The mobs we have In the game right now could use a lot of love, and I think could add many new challenges without changing many of the core ways most people play the game. Forget about the 100 day challenges and let's get back to some beautiful world building and map longevity.
@MarshmellowTC16 күн бұрын
very much enjoying this series, lots of good ideas here, but also some stuff i disagree with first, the things i agree with: -swapping the curing and hero of the village discounts. this just seems right to me. -removing the anvil repair penalty. i suspect this was originally intended to incentivize the player to regularly discard their old tools and make new ones, both as a sink for certain resources (like diamonds) and to encourage players to try new loadouts. however, the existence of mending pretty much rendered the system obsolete, and the fact that we can trade for diamond tools now means it's not even a good way to use up excess diamonds anymore. it might be worth it to reevaluate this system if there were some actual variety in tool loadouts, but as it is it really should just go at this point. -new villager level up trade table. ranking a villager up to max in order to obtain the best books just makes sense. second, what i disagree with: eliminating trade rerolling. to be clear, rerolling is terrible and needs to be addressed, but i don't think these tweaks really do a good job of addressing the issue. the problem with rerolling isn't that it's easy, or doesn't require much of a material investment, it's that it's boring and tedious. but players do it anyway because it offers something very important: a guaranteed method of getting these enchantments. rerolling has a very low chance of giving you the book you want, but each attempt is basically instant; so what we have is a low-effort, low-reward situation. the system proposed here fails to address these problems with villager trading, but instead makes the process of acquiring a villager that trades the book you want more tedious and boring; essentially turning it into a medium-effort, low-reward situation. mojang's experiment attempted to replace the tedious process of rerolling with exploration instead - but what they failed to account for is that moving villagers around is even less of an enjoyable prospect than sitting in a hole breaking and replacing a lectern for an hour. high-reward, in that the chances of a particular book are much higher, but also higher effort than is perhaps warranted. i suspect mojang was expecting players to travel from village to village whenever they needed enchantments, and that's a fun prospect to be sure, but the reality is that most players are going to want to have their trading villagers in-base for a variety of reasons that simply can't be addressed with a single solution. personally, i think the big problem is just the sheer number of possible enchantments. there needs to be some way to at least narrow down the pool of possibilities. not even a guarantee of the book you want necessarily, just make it more than a 3% chance. in that sense, biome-specific villager trades was a good idea, just not quite a full solution.
@piscacatalt15 күн бұрын
You know, I’m usually fairly skeptical when it comes to villager trading changes, but I really like this system. This was extremely well explained and thought-out and sounds much more balanced than what we have now for sure!
@noibn16 күн бұрын
I like these ideas. One thing that would have to go hand-in-hand with this is to remove the whole "too expensive" thing from anvils (which is a change that is sorely needed regardless). What I like about your proposal is, as you said, it is at least somewhat intuitive (higher villager rank equals better books). While I sort of appreciate the Mojang experiment with the biome-specific books (on paper), in practice, it would probably be super annoying, and even more importantly, completely unintuitive unless you are reading a wiki. On that note, one thing I think about a lot in regards to Minecraft's game design is that there is so much stuff that would be impossible to figure out without the wiki or reading release notes. They really should be adding more things to the game that serve as clues, instructions or examples of what can be done. The recipe book was an amazing game changing first step on this, and they've done some other nice things since, like ruined portals, but there are still many more obscure game mechanics that aren't explained in any way. Just as one example, who would ever figure out building the specific prismarine structure needed around conduits? I know it's possible to make significant progress with brute force experimentation, paying careful attention, or making correct guesses or assumptions (see About Oliver's initial playthrough on KZbin), but that can only get you so far, especially if you miss some minor detail or make an incorrect assumption about how something works. Anyways, ultimately, this is something I hope they address over time as well.
@Slackbot16 күн бұрын
I agree with a lot of your suggestions. I even agree that rerolling could be nerfed, but if I'm honest I would still hate that change! That said, if they changed the distribution of the books according to villager levels there wouldn't be a need for a rerolling nerf, as you couldn't get Mending on level 1 anyway. I'm primarily a Bedrocker, and I'd like to see some parity with Java's trading system. Let our Hero of the Village be as powerful as Java's, let our villagers give us gifts and shoot off fireworks when we defeat raids, and let us trade several times per day, with the villagers rewarding us by lowering their prices when you do rather than penalizing us by raising them!
@puttanesca62116 күн бұрын
In your system on average it would take 135 fully uplifted villagers to get each great book (163 and 188 for the lower tiers). That is a lot of villager bones to make a library. I guess villager trading could be a user configurable aspect of each world. Maybe a system where librarians can be set a task to discover unknown books would be more fun. Let the villagers grind instead of the player. This could be extended to all villager professions. As a village expands if there are certain requirements met they could progress by expanding their knowledge and offerings rather than randomly repeating. The player could contribute by performing tasks such as improving buildings, protecting the village and trading MacGuffins between villages in different biomes. These tasks could enable the villager self enchantment and increase the rate the villagers progress. edit: If you have librarians in study mode maybe giving them an item with an enchantment they dont know about makes that enchantment the next item to be researched. edit2: Maybe a library is required to enable research mode for librarians (a room with an enchanting table with enough bookshelves maybe). In a village with a library a librarian that rolls a random book that another librarian already has would enter a research mode where they eventually discover a new book. That way players still upgrade villagers through trades but the grind at the end is reduced if the player sets up a library first. Trading MacGuffins between villages from different biomes might make certain books possible or simply speed up the process.
@MeowMek15 күн бұрын
You are the first person I've heard have a solution to villagers, that doesn't nerf them into the ground, or make them unnecessarily more painful. I do have a criticism/idea however. - Although the system of tiered books being tied to profession level is a lot more balanced, the random aspect is still a big roadblock that makes the gamble painful for players. having to build up an entire villager just for the chance to roll Mending is even more tedious and frustrating to the player. With an idea like that, I propose some sort of system should be implemented alongside that, where the player can partially influence the roll on the book. My proposed idea is: if a lower level villager interacts with a higher/max level villager, then the lower level villager will no longer have a chance to roll the enchantments of the higher level villager, meaning, that with enough work you will get the enchants you want, with increasing likelihood the more villagers you raise. This would put more control back into the players hands, while still requiring putting work into the villagers. This would also greatly encourage players to not lock villagers in 1x1 holes, and have them walk around and interact with each other, making them feel more dynamic.
@laineywright26969 күн бұрын
I agree with all these new ideas especially the repairing tools with an anvils with minerals. I never understood that one either. If Mojang thought that this would discourage the hunt for diamonds, etc., they are wrong. Diamonds, will always be in demand as iron. Great video.
@JenInMinecraft16 күн бұрын
Even without the zombie curing, it's still a little OP. Just set up a huge pumpkin/melon farm (manual early game, maybe 6 full sized 9x9s), a condensed reed (sugarcane) farm and go to town. With a villager breeder, I can get geared up (full diamond, almost all enchants) in just a few hours. I do love that 3rd idea. Lectern Swapping - Very annoying when you're trying to get that rare max enchant, only to accidently break the lectern again. I'd like to remove that just for that reason. lol. Enchants - There's so many enchants now, there REALLY needs to be a way to direct the villagers on what to trade. I did like Mojang's experimental feature where different biomes sold different enchants. Level Scaling - Mixed on this, actually. In fact, I thought of this with an alternate to zombie curing, or the raid, but some players might want a level 1 enchant (maybe it's for some server mini-game), and not all enchants go up to level 5. Maybe giving something to the villager (in addition to the trade?) can increase the book level, like, supplying an anvil or something. 12:20 - The anvil needs to be its' own list item entirely for this reason. I feel like the durability system needs to be overhauled somehow. The anvil was great back in Minecraft Alpha (or Beta), but the slow feature creep, and mending basically killed off the anvil. The only viable use now is nametags (and even then, your anvil breaks easily after like 5-8 uses. I haven't used an anvil in so long, I don't even remember anymore). I'm almost thinking durability should be removed all together, or do something like Tinker's Construct where the tool becomes "broken", but you can still repair it somehow.
@FuraCaoLoko16 күн бұрын
Anvil was on release 1.3, not Alpha/Beta and even back then we only used it for enchantment combining and renaming things.
@RyanEglitis16 күн бұрын
Lectern swapping beats the old system, which was just mass murder
@hotdogplant343715 күн бұрын
The outros for the list are so fun each time
@bengoodwin214116 күн бұрын
I do think your plan for villager book trade tiers and unlocking them later would make it a bit too hard to get good enchantments on its own. You could have to raise hundreds of villagers to get even decent enchantments. I think it would be good to combine your idea with the general idea of the biome dependent trades, to reduce the randomness involved (so there are different, partly overlapping pools per biome). Gating things by biomes is fun, because instead of having to gamble your time for ages, you have a definite plan that will work, and progresses gradually. Moving villagers to a new bione really isn't that hard, especially with the boat leading changes. I did it in a recent game, and I enjoy it. Another idea is that it could remain as am option to vastly increase the chances of getting the biome dependent trade, but their other trade slots would use the general pool any librarian can have.
@DaftyBoi41215 күн бұрын
I think there should still be some kind of bonus for curing a zombie villager over trading a regular one. If it was like just 1 or maybe 1-2 or 1-3 diamonds lower than the minimum price a villager would normally offer, this still would work in the same way as you state, but make it also still worth while to cure zombie villagers, rather than just rolling normal villagers in a farm untill you get a good one. Either that or they could offer a hero of the village potion, or effect, from it (in it's current form) instead of the extra discount. I really love the book rearrangment idea in their loot tables though, that's really neat.
@AAshrem15 күн бұрын
This rebalance is WAY better than the experimental trade rebalance from Mojang. Great work Cub! (-;
@m.k.outlaw319815 күн бұрын
i think it all comes down to ... some enchants are basicly essentials to play these days. Let us forget the new player that just makes a little cosy house and fears to go to the nether for a second. You start a world and the first things you think about is, set up a iron farm, make a villager trading hall and make a xp farm. Why? to cut off the timewaste covered under a unballanced gameloop. You do not need enchants to beat the game, i just did that with my son who now killed the dragon in survival the first time. So most people really start enchanting after the dragon, to not get annoyed by mobs, to build faster while sneaking, to take less dmg when we fall and to quik repair the tool we use to grind for the next big build. I do not think we should add anything that makes the grind slower, because this is what mojang is trying. We should like Cub is saying, make the grind more intresting , fun and rewarding instead so it does not feel like a timewasteing grind anymore. And if you ever repaired your pickaxe with a spawner farm instead of a enderman one, you know what i mean
@TemplarianAS13 күн бұрын
I would love to see an almost RPG-like system where the further you get from spawn (however many thousands and thousands of blocks), the higher the "level" of everything is. That would include potential mob type and difficulty, but also villagers would be correspondingly higher level and have much better trades. Ideally, this would do two things -- encourage more exploration, and increase the challenge the further away you are from where you started. This would be in addition to some of the good changes you suggested. Granted, this may also be too big of a change for some people, so perhaps it could be a separate game mode rather than the default.
@Tealnado16 күн бұрын
Mojang needs to hire Cub.
@webjanko302816 күн бұрын
My idea for nerfing villagers and increasing the reliance on enchanting and anvils has always been pretty similar to this but with one difference that allows slightly more player agency and less rng: the idea that you can gift villagers books of the type that you want them to trade. The librarians would be able to pick up books that you drop and that would increase the chances of them offering that book as a trade when they level up their trades. For example, if you found a mending book in an ancient city, you would be able to throw that book to an apprentice librarian and, when they reach master, they are more likely (something like a 50% boost) to trade mending books. Throwing more books of the same type means a higher chance. This would also work with base level books boosting the chances of the same enchantment at a higher level, eg giving the villlager unbreaking 1 books a bunch of times would mean you would be very likely to get an unbreaking 1 trade at journeyman, unbreaking 2 at expert and unbreaking 3 at master. This would mean players are encouraged to start with enchanting and exploring for books before going straight to trading. You could even make it so the villagers have very poor trades (almost no enchanted book trades) without having been given any books to start with.
@common_myth15 күн бұрын
I think another great improvement, particularly if you are preventing re-rolling., would be to prevent duplicate books in trades across a "Village". Varying the chance for enchanted book trades based on the village population and trades of other villagers. So for a very small village (1-5 villagers), the chance of two clerics offering the same enchanted book trade would be 0%; then as the village population grows, you could increase the chances for duplicate enchanted book trades until there was an even chance for each trade for the book at the appropriate level.
@levb25816 күн бұрын
I strongly dislike the idea of forcing players to breed hundreds of villagers for important enchantments like Mending. Waiting for villagers to breed for hours on end isn't gameplay.
@willmontgomery7916 күн бұрын
Use the enchanting table then.
@tommiller85616 күн бұрын
@@willmontgomery79 You can't get mending on the enchantment table.
@RyanEglitis16 күн бұрын
I did this in 1.11, and I ended up creating a massive carrot farm to feed a massive breeder, then shipped them off to my massive trading area where all my farms let me level them all up...before sending a massive number of them to the "lava play room" for not having good trades. 1.14 system is not good, but retuning to pre-1.14 is even worse.
@puck269415 күн бұрын
Thats why i like the idea of making mending less important, but still available.
@alexanderhinojosa721815 күн бұрын
It really doesn't take much time to set a breeder that will automatically make infinite villagers for you to trade with. And with the way he suggests weighting the high level enchants I doubt you would ever need to breed hundreds of villagers. Id argue that getting end game enchants from villagers on day 1 is a much bigger gameplay problem than locking top tier enchants behind a few hours of work.
@potatoesforlife123416 күн бұрын
Firstly, get this man to 1 million subscribers people! He's deserved it for far too long now, Secondly, I hope Mojang implements everything in this video. As someone who makes Scar and Jimmy look like Fruitberries and Feinberg, I can say that this new design would be very easy for the average player to adapt to.
@Nrwn-Qsr16 күн бұрын
I'm really enjoying this series, Cub - always happy to see a new episode drop
@whorlingwisteria15 күн бұрын
I'm impressed at how reasonable these changes are
@AspieGamer1315 күн бұрын
This is a change I have many thoughts on as well (and am very passionate about). Some changes of which I've implemented on my personal server with a mod that pulls villager trades from a datapack (I just need a mod to restore 5 cures). 1: I agree with curing as is is OP, but I disagree with limiting to one and done (make it a gamerule, different story). At one point the Minecraft wiki had the formula listed as Final Price = Base Price - Floor ((5 times major positive reputation + minor positive reputation + trading - minor negative reputation - 5 times major negative reputation) times Price Multiplier (Low: 0.05, High: 0.2). While I can't find evidence of this anymore, the major factor that affects the trades is the Price Multiplier, not major positive reputation (which does still have AN effect, just not as important as Price Multiplier). Note, book trades have the high value, which has a larger impact on the discount. 2: I agree cycling trades is too OP, especially with high level options available. Cycling low level book trades is less impactful, so I came up with a different way to balance librarian trades. Like your method, mine restructures many of the trades in a way that balances them better. All the book trades are divided up into 5 tiers as evenly as possible, but goes a step further and adds all the treasure trades in as well. Some tweaks to this are valid to balance away from the treasure trades being available, but my method does still add them. My tweaks (which apply to ALL professions) mostly balance around tweaking the Price Multiplier. Most trades that are 0.05 are dropped to 0.03 and most that are 0.2 are dropped to 0.07. Some exceptions are Rotten Flesh and Sticks staying 0.05, Flint and Enchanted Bow/Crossbow/Sword only dropping to 0.04, and Enchanted Books being based on the Enchantment Level (tier 1: 0.04, tier 2: 0.05, tier 3: 0.06, tiers 4 & 5: 0.07). I've also tweaked Bookshelves to 0.01, meaning each cure decreases price by 1 (to a min of 4) taking away the broken infinite trade of bookshelves -> books. I've also mitigated the infinite Glass -> Glass Pane trade by reducing the Glass you get from trading to 1 (still viable, but less so). Following your chart, my system is... Books gated by... Emeralds / Time Ave Books/Librarian: 5 (Guaranteed - 1 Book trade per level + 1 non-book trade per level) Rolling for Trades? Yes, but only the most basic (makes viable UHC trading, but pointless otherwise) Curing: higher cost with SLIM chance for 1 Emerald after 5 cures HOTV: Agree with your system - All 1 Emerald Villager Level Important: Yes Missing Enchantments: Only Treasure Enchantments except Mending, Curse of Binding/Vanishing, Frost Walker Level IV & V Books Possible: Yes (Master/Expert ONLY) The way my system balances books is by tweaking the Price Multiplier and putting books trades under exact levels, distributed so any given trade has a 4-5% chance to show up. If you want a specific book at a specific price, it will take time and effort. If your only looking for specific books, it will take less time and effort if you don't care what the price is. Either way, it takes time and effort to get the trades, but the trades are more predictable (which is what the current system suffers from). My changes are also likely easier to implement since things largely follow the existing mechanics of trading and curing. It also restores multiple cures while nerfing them enough to not be as OP (some trades already go to 1 after a single cure, so restoring to 4 or 5 cures won't affect them). I saw your tweet about this before watching the video myself, and, instead of adding another wall of text to share the books for each tier, I'll screenshot and share via Twitter.
@lykun_16 күн бұрын
I've always been a fan of encouraging players to actually use materials to repair their stuff, and i'd love the proposed changes to encourage this be done, especially removing the anvil penalty. I would also like a better material progression system to be honest. Now that we use templates to upgrade Diamond to Netherite, I honestly would love a method for upgrading stone to iron/gold, then to Diamond. maybe just a re-usable template, or a cheap template? (metal casting template) Encourage players to get into the lower enchanting levels by starting with their first stone or iron pick, then go from there. arguably, if both iron and gold tools could upgrade into diamond, there's plenty of times i woulda kept the tools i find in ruined portal loot and whatnot. then if we remove the "too expensive" anvil thing, arguably players might use their FIRST set of gear for significantly longer. Tools = stone→iron/gold→diamond→netherite (i feel like skipping wood tier is fair here) armor = iron/gold→diamond→netherite (i think its necessary to keep the base cost of gold/iron needed to craft them, rather than upgrading them from leather)