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?
Also, I wanted to add that since Minecraft exists, building farms and exploiting mechanics has been a core part. A mob dropper was one of the first things I’ve built, basically giving me vast amounts of XP, bone meal and arrows. Automating resource generation is part of Minecraft.
Im a bit late, but there is a neat modpack that is designed to rebalance the game around the early to midgame. It nerfs villagers, changes how mending works, disables iron farms, buffs minecarts, and has several other rebalances. Musketeer Modpack
oh, that is awesome! I am definitely going to try that, thanks!
oh, that is awesome! I am definitely going to try that, thanks!
ooooh, that is very nice! I’m definitely going to try that! Thank you!
oh, that is awesome! I am definitely going to try that, thanks!
The changes I want for villagers are
- No healing (or healing gives a temporary status similar to Hero of the village. No permanent price reduction)
- No diamond tools
- Nerf iron deals
- For librarians, remove some enchantments from their loot table and put them in structures (Mending in End cities, Protection IV in Ancient Cities, Unbreaking in Bastions)
I will always oppose removing optional mechanisms from the game. It is overpowered, but I like to play in the endgame and it removes a lot of barriers that would just be grinding at this point.
In general, I try to be very conscious against saying “I wish other people were blocked from utilizing a mechanism I am not forced to use.” That means you draw a line and expect everyone to respect it…the problem is everyone can draw arbitrary lines. “Strip mining is cheating, all tunnels should have bedrock 1 block outside the walls.” “Farming is duping, the only mechanism to get materials should be exploration and collection of items generated with the world.” It never ends. Ultimately, this is a game with a mechanism for end game players, the ability to reset for early game players, and everything in between. That diversity of styles is the magic.