[Rejected]Villager trade tweaks (enchanted books)

Discussion in 'Survival Server Suggestions' started by ezeiger92, Apr 8, 2017.

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  1. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    So I've mentioned my problems with book trades plenty of times in game, but now that I have a way to modify them, I figure it's time for a discussion thread.

    For clarity in this post, "cost" refers to the trade price in emeralds. "Value" refers to player perception of how good an enchant is.

    Source for trade costs

    Motivation
    The cost of a book is based entirely on its enchantment level. This leads to enchants like infinity (min cost 5) being less costly than less valuable enchants like efficiency 3 (min cost 11). Also, while each enchantment level is at least twice as valuable as the previous level, the cost only grows by a minimum of 3.
    I believe that changing enchantment costs to match their value will create a better experience when trading with villagers and setting up shops.​

    Goals
    The value of max level enchantments will be determined by player input (in a poll, in game, or using shop prices if need be). Because this is relative, the values will be scaled to a reasonable number of emeralds.
    The value of lower levels will be halved, rounding down, capped at 1. For instance, if sharp 5 was valued at 16, sharp 4 would be valued at 8.​


    So that's my idea. This thread is for deciding if it's something we want to do on ShadeCrest, or if I need to tweak it in some way. If it gets enough support, I'll make some kind of poll to determine enchantment values and post it here.
     
  2. Mietm

    Mietm Member VIP

    I feel like this has been carefully thought out and once you explained the idea, I wholeheartedly support this change.

    • Dumb question: What is a "treasure enchant?"
    • Is there an easy way to rank highest value enchant to lowest value (not cost) enchant? When evaluating the value of an enchant I'm looking at:
      • usefulness of an enchant
      • how many items can it be put on
      • ease of obtaining
    With this in mind, I think the three highest value enchants are, in this order:
    1. mending
    2. unbreaking III
    3. protection IV
    4. efficiency V
    and then everything else is totally negotiable.​
     
  3. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    Treasure enchants are ones you can't get from normal enchanting. Currently that is mending, frost walker, curse of binding, and curse of vanishing.
    Unless I'm getting player feedback, all of those things just help guess the value. I don't mind that, some people would just not like it very much.

    Thanks for the feedback!
     
  4. Taylor_Dawn94

    Taylor_Dawn94 Member

    At first I wasn't for this at all. But, after reading this it makes a lot more sense to me and I have changed my mind. Go for it.

    My top 3 favorite enchantments are (in this order):
    1. Mending
    2. Efficiency.
    3. Unbreaking.
     
  5. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    Thought about it more, and I can't use a survey to determine value without a TON of data. I will need to make some metric to judge values.
     
    Taylor_Dawn94 likes this.
  6. Anthony Evans

    Anthony Evans New Member

    I know whats really happening here
     
  7. Mietm

    Mietm Member VIP

    While I partially agree because the population that uses the forums is even smaller than the population that plays - what kinds of ideas do you have for the metric?
     
  8. SirStefan13

    SirStefan13 New Member

    For my own part, I haven't really looked at ALL of the enchantments to determine any inequities which no doubt exist. If they could use a little realignment to make them more balanced, I think they should be. I don't know what kind of a coding nightmare that could become, but if necessary, perhaps it could be done in stages, working from most popular/adjustable and so on. This is kind of a generic opinion, but I'll do a little research and come up with a better suggestion shortly.
     
  9. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    Finished the plugin, it will be on the server on the next restart.

    The base cost is 32 emeralds. Each level below max cuts that cost in half.
    Treasure enchants (mending, frost walker) have a base cost of 64, curses have a base cost of 4.

    The base cost can be modified by config.
    All enchantments can be individually modified by config.
    The plugin itself can be enabled/disabled by config.
    The config can be reloaded at any time to apply changes.
    No villager is permanently modified. If the plugin is removed, all trades return to default.

    I'd say that's a success. If the values seem unfair, we'll just change them on the fly until we get something that works.
     
    Taylor_Dawn94 likes this.
  10. Taylor_Dawn94

    Taylor_Dawn94 Member

    I appreciate all the hard work you put into the server! Even if I am sad about the enchants going up lol.
     
  11. Hazbo_56

    Hazbo_56 New Member VIP

    Regarding the specific trades of certain enchanted books, I do believe that default 'max level' enchanted books, ones that only have a max level of 1 (other than Mending) should be lowered slightly, suggestions are as follows:

    Aqua Affinity: 60 => 45
    Flame: 60 => 45
    Silk Touch: 60 => 45
    Infinity: 60 => 45

    Other than that, everything seems to be looking great!
     
    Taylor_Dawn94 likes this.
  12. Mietm

    Mietm Member VIP

    Now that all the confusion is sorted out and the plugin is doing what it's supposed to...
    Thanks for pulling this off!
     
  13. Taylor_Dawn94

    Taylor_Dawn94 Member

    I agree with Hazbo_56.
     
  14. ezeiger92

    ezeiger92 Well-Known Member Lead Admin Survival Admin

    I posted what I set costs to, they were at 60 due to a bug.
     
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