Board Thread:Suggestions forum/@comment-29497994-20160807020657

Hi darlxx here!

ive posted this on the facebook page a while ago, but in a lesser form so id like to redo my suggestion and properly post it on the suggestions forum.

i think this has not been suggested before......if it has, only in a lesser and less complex form.

i was looking the hobbit book in the part where they get lost in mirkwood (and yes i know mirkwood is getting revamped in beta 29, but that doesnt stop me from suggesting stuff about it) and ive been thinking that mirkwood is wayyyy too easy to travel, so lets get to bussiness! also (idkitip) means (i dont know if this is possible) for suggestions that may not be possible to make.

1.ungoliant webs: these should give you blindness and spawn spiders near (but not right besides) you, this helps to introdice the feeling that you must not touch the webs or spiders will attack. (normal webs could also get this ability but maybe not the blindness) players with ´+100 dol guldur alignment should not be affected by this or the slow down, also elven blades should cut them in half the time, while other blades in twice also pieces of armor or items could fly out of your inventory and get stuck in the webs or when hacking them your sword could have a chance to get stuck (idkitip).

2.Webs in general: webs should be found in big patches on mirkwood corrupted and also hanging from trees or totally covering them, this enhances the feeling of dread and lets good players know this is not their home, abandoned elven tower should be way more covered in them and spiders should get the ability to climb trough the web blocks (idkitip).

3.spiders: spiders should have a vision radius of 20 or so and be able to spawn on top of trees also like zombies when you kill a spider theres a 10% chance another will spawn nearby, also they could get an ability to blind or slow down players and mobs and because of this they sould be rarer so they dont become ultra mobs.

4.small spiders: little spiders (or all spiders in general) should flee the player or mob when damaged a lot, but then come from behind and keep attacking.

5.mother spiders: these could be a rare variant of the spider but be bigger and from time to time spawn a bunch of little spiders, also they could lay webs and drop loot like swords and armour, encouraging players to target them, they can spawn more commonly at night (or only at night).

6.spider holes: these could be medium sized cave entrances covered in webs and vines, that lead to a room with some chests and skulls guarded by a mother spider or a bunch of spiders.

7.vegetation of the forest:                                                                                                              7.1.fake berry bushes: there could be berry bushes with sickly purple berries around the forest, these are named "mysterious berry" and they can have multiple outcomes, they poison you, they blind you, they give you nausea, they give you hunger, or the act as a normal berry giving you hunger points, players allied with any orc faction with +50 alignment could be inmune to the bad effects and ones with +100 could get extra hunger, while players aligned with any elven faction could get extended effects. extras: you could make a pie made from these berries(made exactly like a normal berry pie just with "mysterious berries") it would be named "berry pie" only that the filling would be all purple and it would give the same effects as the berries but extended and excluding the hunger point one (evil players would also be affected as this is a trap item). 7.2.thorny bushes: these could act like the ones on mordor but look like a block of leaves and there could also be a visible variation that looks like a darker green cactus and grows slithering trough the ground or completely embracing trees, also could pourposely obstruct roads, they could spawn in a source block and grow 5-10 blocks in random directions but only in places which are adjecent to another block so they dont just levitate (idkitip). 7.3.poisonous mushrooms: the name says it all, can be purple or whiteish and can be used to make poison bottles. 7.4.tree mushrooms:these grow out of the trunks of certain trees and can be used to make poison. 7.5.torny vines: act like torns look like vines. 7.6.moss: this is like the tree mushrooms, it grows on trees and spreads with time, it can be used to make green dye. extra: it can be used to make an item called "remedy" which is a consumable which acts like milk and regenates 3 hearts this is to counter all of the poisonous stuff (can actually be implemented in all forest heavy biomes) it also only grows facing north (just for the sake of reality)(idkitip). 7.7.morgoths blade: this is a special type of mushroom, its pitch black and when stepped on causes wither for 5 secs (again dosent affect orc allied players with alignment +50). 7.8.mushy log: a log that spawns in the ground (like a rotten log) but when broken gives you mushrooms and firewood (see 8.firewood), can be applied to all forests aswell. 7.9.mossy log:same deal as mushy log but gives moss.

8.firewood: (this isnt exclusive to mirkwood and its more of a general suggestion) it can be used as a fuel and lasts twice as long as coal. rotten logs,mushy logs and mossy logs can drop it.

9.spider nest sub-biome: these are rare biomes in mirkwood corrupted and the are like the normal mirkwood but totally covered in webs and normal spiders get a doubled spawn rate, while mother spiders get a tripled spawn rate, a new block "web covered in bones" spawn semi-commonly here (also very rarely in corrupted mirkwood) skulls spawn on the ground along with waste blocks, trees here might be bit taller and have bigger branches like in deep mirkwood (see 12.deep mirkwood sub-biome) spider holes and spider hideouts also spawn commonly here.

10.mushy mirkwood sub-biome:(this might seem wierd and non-cannon to some but its a cool idea so i just put it in) this is like mirkwood but its has tripled spawn rates of all mushrooms, spanws giant mushrooms and has an effect called "spore fog" which is like the bedrock fog but pale white, also mushy logs are way more common too and spider and web spawn are cut by half.

11.thorny mirkwood sub-biome: same as mushy mirkwood but with thorns and no fog.

12.deep mirkwood sub-biome:here trees are twice as tall and spider spawns are doubled, spawns way more podzol and less special vegetation (mushrooms,thorns,moss), trees are also wider.

13.abandoned cabins: these are cabins built by the woodmen before the forest became dark, they are overrun by thorns,webs and can spawn chests and crafting tables inside, add a pile of bricks to represent a chimney for more flavour, even some skulls.

14.spider hideouts: these are big bundles of webs between some trees, were some spiders spawn.

15.elven hunting parties: rarely a group of elves will spawn in the middle of mirkwood, they will have strength 2 for 3 mins so they can defend themselves, after those 3 mins they will depart like a trader (better if they spawn near players with possitive wood-elven alingment).

16.stay in the road!: now we get into the tecnical and interesting stuff!,some of you may say this is imposible but i think it is, you see since beta 22.1 roads now are like a biome  (this was implemented to flatten the land around them) so if we make the road that goes trough mirkwood its own biome it can be done, so its like this: ( for players not aligned with dol guldur +50) when you go out of a 10 block radius of the road (this is the road biome radius) you get blindness for 10 secs and get teleported from the spot into a random place in mirkwood corrupted, if you keep walking each 300 blocks will give you blindness and teleport you until it has happened 3 times so you will have to walk 900 blocks then it will spew you into a random spot in the road (or out of mirkwood corrupted if that is not possible) if you die the same will happen, if you have +50 alignment with the woodland realm you will get teleported there, all of this goes linked with number 17, ok this one is all just a suggestion people so dont burn me at the stake, i dont know if its possible but i thought its a good way to account for that aspect of mirkwood.

17.the sickness of the forest!: now it gets hot! when walking on mirkwood corrupted your map will be disabled an your compass will spin ramdomly you wont be able to tp out of there by fast travel, your hunger will deplete at a doubled rate, and light sources wont give as much light (like utumno), and you will drop items randomly, all coupled by a sickly purple fog, when hitted you have a chance to recieve the debuff "panic" and wont be able to hit enemies (all of this dosent affect the road) getting flared by the sun clears the blindness and panic and allows you to see the map but not fast travel (idkitip). i know this suggestions will also cause riots and i repeat i know this may not be possible but im just trowing it out there, all of the mentioned before dosent affect any orc faction allied players with alingment +50.

18.elven blessing: to counter all of the bad effects of the forest you can use a special item called "elven gem" its a green stone like jade and it can be bought of a wood elven blacksmith, it negates all of the forest effects and when you get out of the road it dosent teleport you, it costs 500 coins (fair prize for its uses) and orc faction allied players cant use it.

well! thats all if i forgot something it doset matter cause i already wrote quite a lot, remeber these are just suggestions and they dont have to be all implemented at once or at all, and they are all just to make corrupted mirkwood a better more interesting biome. hope you liked em'! leave any suggestions or changes i should make below.

darlxx-  