When NPCs get a new trade offer, they get a particle effect.
When they lose a trade offer they get...the same particle effect.
And, of course, if you hit them with a potion, they get the same particle effect...in a different colour.
So, let me ask the obvious question. Isn't that confusing? First of all, using the same effect for both adding and removing offers means you have no idea what's going on. Secondly, what do little purple swirls have to do with trading? Do animals get pink swirls to indicate breeding? No, they get hearts. Why? Because love is not a potion...and neither is trading. So, why should we have a potion effect to indicate changing trade offers?
My answer...we shouldn't.
I say, make the effect match what's happening. When a new offer is added, put some particle Emeralds over the villager's head. They have money on their mind, and the icon should reflect that. When they lose an offer? Still emeralds, but this time darkened to black and dark grey. This way, it is immediately, visibly apparent to the player that the villager has lost interest in an offer. These might not seem like important changes, but they would make trading more intuitive, and seem more "finished" as a feature.
Yes. It's so confusing when they get a trade. And infinite regeneration could be put on one in a custom map, completely hiding the effect.
I'm sure that was sarcasm, but let me point out that it is slightly confusing that both gaining and losing a trade use exactly the same effect. However, my main point isn't so much about confusion, as that it makes no sense for it to be the way it is. This isn't meant to be some terribly useful feature, but more of one of those things that just looks nicer in the game. Wheat and Nether Wart don't need to go through several stages of "Nope, still not ready to harvest" before being fully grown (trees don't do that), but they do. It's a nice little reminder, which is what this would be.
I support. The particle effect confused the hell out of me at first. I thought that trading with them gave them health regeneration or something.
This brings up a point I hadn't considered (now that I actually see it). To a player who has not read up on things, the current behaviour does not make it clear that things are functioning correctly. Leaving aside the initial confusion at the effect, assume a player knows that it indicates a new trade, based only on their observations. Naturally, they will expect this to continue to be true, leading to wasting people's time with "error" reports when the game "bugs out" and removes a trade instead of adding one.
Having an effect that's relevant to what's going on confirms to the player: "Yes. This feature is functioning as intended."
When they lose a trade offer they get...the same particle effect.
And, of course, if you hit them with a potion, they get the same particle effect...in a different colour.
So, let me ask the obvious question. Isn't that confusing? First of all, using the same effect for both adding and removing offers means you have no idea what's going on. Secondly, what do little purple swirls have to do with trading? Do animals get pink swirls to indicate breeding? No, they get hearts. Why? Because love is not a potion...and neither is trading. So, why should we have a potion effect to indicate changing trade offers?
My answer...we shouldn't.
I say, make the effect match what's happening. When a new offer is added, put some particle Emeralds over the villager's head. They have money on their mind, and the icon should reflect that. When they lose an offer? Still emeralds, but this time darkened to black and dark grey. This way, it is immediately, visibly apparent to the player that the villager has lost interest in an offer. These might not seem like important changes, but they would make trading more intuitive, and seem more "finished" as a feature.
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In addition to particle effects you could also have different sound effects(not sure what they might be).
I'm sure that was sarcasm, but let me point out that it is slightly confusing that both gaining and losing a trade use exactly the same effect. However, my main point isn't so much about confusion, as that it makes no sense for it to be the way it is. This isn't meant to be some terribly useful feature, but more of one of those things that just looks nicer in the game. Wheat and Nether Wart don't need to go through several stages of "Nope, still not ready to harvest" before being fully grown (trees don't do that), but they do. It's a nice little reminder, which is what this would be.
This brings up a point I hadn't considered (now that I actually see it). To a player who has not read up on things, the current behaviour does not make it clear that things are functioning correctly. Leaving aside the initial confusion at the effect, assume a player knows that it indicates a new trade, based only on their observations. Naturally, they will expect this to continue to be true, leading to wasting people's time with "error" reports when the game "bugs out" and removes a trade instead of adding one.
Having an effect that's relevant to what's going on confirms to the player: "Yes. This feature is functioning as intended."