Like I said, it is my personal opinion, but: Villager trading mechanics and iron farms are too strong. They make a large part of the game unnecessary to play and thus should be nerfed.

Without villagers I will have to combine different gameplay mechanics to get my resources (mining for diamonds, iron, redstone, lapis; animals, crops, exploration to get some resources like ender pearls, I need to find XP to get enchantments, etcetera). With villagers you can replace the start- and mid-game with setting up your trading hall, which is not fun at all (everyone hates villager pathfinding and all the little ways they can lose their assigned workstation) and after that you can go directly to beating the dragon and finishing the game.

I have only been playing a couple of years, trading was already there when I started. How was the reception of the villagers trading mechanics? Why did people think this was a good idea?

  • @CodyCannoli
    link
    English
    2
    edit-2
    1 year ago

    I understand that trading is broken, but its almost necessary to get maxed out gear. I personally think the problem lies with the anvil. Having a cap on how many levels I need to repair/enchant an item makes me paranoid that I’ll get close to the end and find the last crucial enchantment is locked behind the “Too Expensive!.” So I just enchant my gear once and eventually I’ll upgrade it when I have librarians. I too am a relatively new player and recognize the brokenness of villagers but in a multiplayer context they sometimes make sense. They provide a renewable source for many items that quickly become depleted on a large multiplayer server like quartz. Also I play with my two younger siblings and having renewable gear gives them the peace of mind that if they screw up and loose everything its not the end of the world.