Board Thread:The List of Doom/@comment-25672535-20150513223013

Prevent Taking Advantage of Traders Buying Items

Traders can be taken advantage of by making a ton of a really easy to get item, which sells for a bit of money, ex., a stone hoe sold to a Hobbit Farmer. One could make an inventory full of stone hoes, then sell them for a ton of money. The item should be un-sellable after a few sells, and decrease in profit for the player after the first. Same with buying, except the object becomes more expensive as you continue to buy it, and eventually the trader will run out of stock, and, depending on the object, run out of stock slowly or more quickly.

Poisoning Food/Drink

The suggestion is as follows. One should be able to click on a plate of food or a mug (placed) with a bottle of poison. Then that edible item would be toxic, and would give you poison for some time. The poison would be very hard to notice from the food sitting on it’s plate, but if you picked it up, it would say “Poisoned” so that you would have a way to tell. Same with drinks, including water.

Enchanting Dunlending Tridents

This suggestion states that you should be able to enchant dunlending tridents with fishing enchantments. It would work in the same way.

Hunger For Fast Travelling

This one is fairly straightforward. Hunger should be depleted upon fast travel.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Road Stuff

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Actually Travelling Travelling Merchants

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Ok, I know we already have travelling merchants, but these would actually be... well, travelling. They would be the same NPCs, including the escorts, but instead of teleporting near you, they actually wander the roads of Middle-Earth.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Adventurers

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">These are simply NPC's from various factions roaming the roads, searching for adventure. They will come in groups of 3-12, with randomized races. Some races would be more common than others. For instance, it would be more common to find a dwarf, an elf, and a ranger than it would be to find a Hobbit, as they aren't too fond of adventures.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Wanderers

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Wanderers and Travelers - Not all those who wander are lost. These people travel across the lands to reach their destinations by horse and foot. They come in many and few (1-5), from all factions and they are all ways on the move (what i mean is they will be walking on the road to a destination thats what i mean, also this would be very hard to code probably, but just an idea). They are easy prey for Bandits and you may run into a traveler who is in need of assitance (reward of alignment for fending off the Bandits).

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Caravans

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">An improvement in detail on already brought suggestions.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">I can think of two ways to do this: One, (the harder way), they could be actual vehicles that trading NPCs can ride, with a system similar to a chested donkey to keep goods in. Two, they could be generated structures that spawn on the road. There would be two variants. One, a normal caravan with 1 trader and some chests in the back, and 2, a raided caravan with empty chests and a few enemies.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Caravans - These carts filled with foods, prisoners, ores, and possibly riches travel all across Middle Earths roads, supplying and giving Villages and towns necessary items to keep them going. They can be found from every faction guarded by 5-10 units, traveling across the roads of Middle Earth. Also they would spawn rarely and would be constantly moving on the road until something disrupts them.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Increased Bandit Raids and Invasions

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">If you were being hunted by, say a group of uruk hai, they would be more likely to look for you on the road than anywhere else. Same with bandits. I think that the spawn rate of bandits and invasions should increase near roads, and decrease everywhere else.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Bandit cave - Filled with treasures, prisoners, Bandits, Weapons, and food, these caves are the dwellings of the criminals across the lands, who terrorize the folks on the roads. Pay them and they will leave, don't and you will die or be taken captive. Their underground halls are filled with the plunder of their prey. The bands of these scoundrels, usually consist of any race and contain up to 10 men.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Concerning the Red Book

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">If you flip past the mini-quest pages in the book, there should be blank pages afterwards. You would be able to type on them and write down what you did that day on your adventures. When you finish a page, the date (Shire Reckoning) would appear at the top so you would know when you wrote it. You could then keep track of your adventures and discoveries and look back on them in the future.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">You may ask: <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">But what if I lose my Red Book?

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:11pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Well, the answer is simple. If you lose the red book and craft another one, all of the pages would still be there, because it would be tied to the player.

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:11pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">There has also been the question of dying while writing. No solutions though. Make something up for that.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Arrows

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">As according to the thread author, bolts from crossbows should be able to hit two mobs, one in front and one directly behind. This could also be extended to arrows. Possibly only from a certain number of blocks away could the projectile go through. Then they would do the normal.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Spawn Rates

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Can you add so biomes like rohan, Gondor, Uruk Plains and Near Harad, Far Harad (when added) have a less npc spawn rate, at the moment whenever you go into one of these biomes there is npc nearly everywhere,(and I think in middle earth not every single place had patrols).

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Can you reduce the spawn rate but still have some npc now and then, which should be bigger groups than normal. Also I think the structures should have double the amount of troops in them at the moment, this (I think) will make its more fun when you have a huge army and fight huge patrols or defeat huge forts than just running into heaps of troops everywhere.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">The new biomes may not be a good idea, but the differing spawn rates in different places is a good idea.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Maggoty Bread

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">The author of the suggestion essentially wanted there to be a way to turn maggoty bread into ordinary bread.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Speech Suggestions:

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Trader Quotes: <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> While on the Trader UI, there should be (just below the trader name) a small square and some space. In the square, you see the face of the trader. In the space, you see quotes from the trader. For example, you buy a shovel, and the space would show a quote like 'Enjoy.' 'Quite a bargain, that was.' 'Much more expensive if you buy it elsewhere.'. If you sell stuff, he would say things like 'Hm. I could resell this.' 'Fine goods. I would pay a bit for these.' 'Could always use more.' <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Vocal Quotes: <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> These would drastically improve depth to the game. It wouldn't have to be one for every quote, it could just be in a WoW-style format; upon interaction, it has a chance to say one. Something simple and generic, and could vary with reputation. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Less Specific Quotes: <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> This could fix the whole 'people want race selection/Mevans says no' thing. Change the speech lines so they do not so often mention that someone is not one of them. Perhaps just more talking about themselves, and less of you. Such as, instead of the Dwarves saying 'Stature you may have, but a beard you do not!' they could say 'While Men and Elves may have stature, they may never have beards as grand as ours!'

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Placing Rings

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">The thread author basically wants there to be an aesthetic purpose for rings. What comes to mind is when the One Ring was placed on the pillar in Rivendell.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Placable Bowls

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Basically the author would like placeable bowl, exactly like plates. You could eat out of them, and have them spawn in places that have stews just like plates. More soups and mechanics for those are coming soon.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">LOTR Menu Tabs

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Instead of buttons on the side, to flip through, just have a bunch of tabs at the top, with the different menus names on them, so that you can just click on the one you want instead of cycling through.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Better Horn Sounds

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Basically the thread author wants more horn sounds for different factions, which could have a different horn for each faction, or a sound played depending on which alignment bar you have up.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Fishing

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">I think the ability to fish in the Dead Marshes should be removed. At least, keep the random-artifact gathering, but no edible fish should come out of the marshes. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Also, maybe another new variant of fish or two, like Anduin trout or Gondorian bass or something else "juicy sweet" would be cool.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Comments

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">I would like some new fishing methods like nets that would be laid on the sea floor which could catch up to ten fish at once and harpoons you throw it in the water and have a small chance of catching a fish. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Concerning Seasons

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">I didn't know weather or not this was good enough but I thought it might be worth bringing to your attention.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Mobs <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-In winter less animals (such as rabbits, birds, sheep etc.) could spawn and in the spring, more baby animals could spawn. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Plants <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-In spring, there could be less flowers (or only early-flowering ones) and summer should be the same as it is now. In autumn, trees could turn orange/brown and more fallen leaves of the same colour could occur. Also, berries, apples and pears would only be available in Autumn and cherries in summer. Leaves could be replaced by branches in winter and no flowers would grow. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Weather <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Obviously, in winter snow would be more frequent in temperate and mountainous regions (and rain in warmer regions) and rivers/ponds (not mapped rivers though as they are too enormous) would be more prone to freezing over. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Roads

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">I recently started playing on Build 22, and I love the new features. The Half-Trolls, Horn of Conquest, bigger coin sizes, and most importantly, roads. Ah roads! They're so useful and handy, making traveling much easier. They're the biggest feature of the new update, and though I enjoy them and think they're really handy, I just find them to be ugly. Like REALLY ugly. Don't take me wrong, the roads are great, but the bland look to them just looks awful. In some areas it's just plain Cobble, in others it's also just plain paths of the brick of that certain faction, and in Mordor, (the worst) it's dirt. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">This makes for some really ugly strips of plain rock or cobble. I suggest that the current cobble be changed to gravel, and the plain faction brick roads be changed into a mixture of cracked, mossy, and regular brick of that faction in that faction area to indicate a sense of wear and age. (I don't know if this would be hard to code.) I know that they're still in their early stages, and don't know if they're gonna be changed or not, but that's just my two cents ;3

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Locked Chests

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Chests should become lockable, with a key. One can lock a chest, and only players who have the key, or a copy of that key would be able to open the chest. NPC chests would not be locked. It would be possible to break into a chest, using a club or other weapon, by repeatedly clicking on it. However, one would get very hungry very quickly. Lockpicks could also be used. Right Clicking the chest with a lockpick would allow you to open it after a few tries. Right Clicking with the key would open the chest instantly. Only chests bound to a key are locked.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Night time noises

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">When your travel through the night, its pretty quiet, except for the crickets and owls. That brings me to think their should be owls that hoot and cricket chirps to make the forests more eerie.The owl could spawn at night and early morning and the cricket can chirp all day, but be most heard at night. Also when an owl flies, it could have wing flaps to sort of make you cautious of something.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Disease <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">1. First in cold biomes, with snow and the like or even when weather is added, you would need to dress up warm otherwise you could get a cold. I liked the idea that there could be clothes, if this is added it would make since to be sure to bundle up warm in the winter and in cold places. Catching a cold would make you slower, hungry and you would need to sleep it of. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">2. Serious viruses can be caught by eating rotten flesh or maggots bread, also it can be caught by swimming in polluted water like in mordor. To get rid of this infliction you would need to drink elven drinks or maybe Atheolas. It would cause you to slow down and slowly die. They would be very hard to catch. <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;"> <span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">3. Cures would be like elven drink, Atheolas, dwarves tonic or special drinks like that. Also npc could get sick except for elves dwarves and maybe some kinds of orcs of course. Also if you were aligned highly with the elves, dwarves, or Mordor  you wouldn't get sick either.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Night Eyes

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">I was reading the two towers and I was interested in a conversation the Uruk-Hais's had before they were killed by th Riders of Rohan, Ukluk said that the Rider's had better "Night Eyes" than most men, I thought about this for a while, and thought that maybe certain NPC's could have better agro range depending on the time, for example, Orcs could see farther at night and less during the day, and Men could see farther during the day and shorter at night. Elves would also have a night time buff.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Getting drunk

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">If you started drinking a bar would show up above your hunger showing how drunk you are and if you're playing in multiplayer it would mess up your comments depending on how drunk you are.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Keep a safe camp at night…

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Mevans is planning a longer day/night cycle, and that is great! But at night(or during the day if you're aligned with evil) I want it to maybe be more dangerous! So that it would be worth keeping "A safe camp at night". So lets say the sun is setting in Eriador, what you may do now is shrug and just keep traveling not worrying about any orcs(or rangers if you are an evil player), but i think it might be more fun(at least for some people) to have a reason to keep a safe camp. An example might be to make it so by default it's much darker than normal minecraft, like -0.35 gamma(brightness) and maybe in the night theirs maybe "Bands" of naturally spawning orcs (not like an invasion) ,like 8 to 12, that might spawn on roads and out in the open, because lets face it, its not extremely dangerous encountering 3 or 4 random spawning orcs, especially if you're equipped with at least iron. So maybe ways to be safe is deployable tents or in places like Bree-land there are inns and farm that would offer some protection. I don't have an extremely good idea of how it would work, so it might not be that great.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Players with like +100 alignment for the evil faction for the current biome should receive a night vision perk, as well as people with like +200 alignment with an elven faction.

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;">Messenger birds

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">This is a suggestion for hiring units without a captain. You can tame a bird of a specific variety to be "in contact" with a certain faction. When you right click the tamed bird(with or without paper depending on bird) it will have a GUI pop up similar to a captain's GUI but everything is more expensive, after selecting the troops(you have a limit of ten) and paying you have to wait for 2 minutes, and then you're troops would spawn. The bird flies away and teleports back in the 2 minutes. The use has a cooldown of 5 minutes between sending.

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">The different birds for faction are:

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Owls for rangers and mirkwood elves

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Ravens and thrushes for dwarven factions.

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Doves for elves

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Pigeons for hobbits

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Crebians for Dundeling and uruk.

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Bats for morgul(mordor/angmar/dol guludur) and gundabad

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Falcons for the near haradim.

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Hawks for gondor/rohan.

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">-Eagles(when added) require a butterfly, but with more alignment.

<p dir="ltr" style="line-height:1.4142857142857144;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">I may have left out a few factions because I cannot think of a bird, or that they don't seem like they'd use birds.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:bold;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Organized units (Not formation)

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'Courier New';color:#000000;font-weight:normal;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;">Organized Units NOT formations - When ever i have units they are disfunctional and staring at me and all clumped to together in a disorderly mess! My idea is to make the Npcs a bit smarter and Organized this may be really hard to code but its an idea and i'm gonna share it. So they would follow you at different paces each so they won’t be crammed together also cavalry would be more spread out, if there is only one enemy 3 to 5 Npcs of your company will attack the enemy the rest will stay behind and when facing big groups of enemies each Npc will select another Npc to attack also they would automatically be designated to a selected opponent when attacked if that makes sense, the Npcs could be much more individual and feel like they are actually partially smart also they won't stare at you and their eyes would wander more, second to last better combat and longer battles where Npcs if implemented could use their shields for blocking and they would actually seem to want to live and not throw their life away but the Evil faction units will be more savage in attacks like they will keep attacking until they are about to die then there would be a small chance of them fleeing when their health is lowered, and lastly like the idea i have presented before in another post about Battalions i present again because they would go perfectly with this so battalions groups of 10-20 Npcs who are in a close or loose order and have a small chance of a troll in their small host (if an evil faction) who would spawn in all biomes for each faction making you need units when you travel, especially when in Mordor. <ac_metadata title="Mechanics LoD"> </ac_metadata>