View Full Version : Spell Component Bag
bigtheuf
07-08-2010, 11:42 AM
We want, spell component bags. plz!:D
AbsynthMinded
07-08-2010, 11:43 AM
Been requested a bazillion times now, thanks for your input to the pile.
Xaearth
07-08-2010, 12:16 PM
I dunno why the devs are having so much trouble implementing them.
Worst case scenario, make a spell component bag for each casting class that will have as many slots as that class has components. Each slot, like several existing containers (Abbot Sigil comes to mind), will only carry a specific component. That should reduce the difficulty in spells "looking" through bags for the components dramatically, because the spell could be pointed directly where to look.
Memnir
07-08-2010, 12:24 PM
The last time we heard anything about this (literally years ago now), the Devs said there was a problem in getting the spell engine to play nice with the components in the bag. In short, the engine would not recognize you having the spell component if it was in the bag and the spell would not cast. The component needed to be removed to be used, which defeated the purpose.
Quivers and Arrows work the same way. Quivers store the ammo, but you don't use the ammo that is in the quiver. It has to go into the ammo slot to be used.
So, they'd need to create separate ready-slots for spell components in order for a bag to be of any use at all. Which, probably would have involved too much programing/coding time and money - so they just left the idea in limbo. So, even though I'd applaud seeing component bags added to the game... I in no way expect to see them on this side of forever.
AbsynthMinded
07-08-2010, 12:26 PM
Because they can not develop the code which allows the game to properly pull a particular item form the bag. With quivers, it's a system of use whatever is at the top of the list and only that. With a Spell Component Bag the game would have to know how to search the bag to see if you had the right component then pull and use it.
As a side note, such a feature for tabletop casters required a very valuable magic item. Where you would reach in and it always put the component you had in mind into your grasping fingers without looking. Otherwise, a caster had to organize very carefully and know exactly where their components were. Which is pretty much how it is now in DDO.
Asketes
07-08-2010, 12:30 PM
I guess i've just never had an issue with this.
half a page for components
half a page for support pots (curse/poison/restore/cure/repair, etc)
half a page to a page of scrolls, bags, and static stuff (ie: sigil, keys, and such)
leaving up to three pages for gear.
but I know other people who aren't quite the minimalist I've become, they have trouble keeping it all together.
could be nice, but not a necessity for me personally.
I would not object to it, if it worked properly
Xaearth
07-08-2010, 12:34 PM
Because they can not develop the code which allows the game to properly pull a particular item form the bag. With quivers, it's a system of use whatever is at the top of the list and only that. With a Spell Component Bag the game would have to know how to search the bag to see if you had the right component then pull and use it.
Except there doesn't need to be a search in the component bag. You point the spell to look in the slot in the bag that corresponds to its spell level, and, if the value in that slot is >0, reduce the value in that slot by 1.
In other words, 4 easy steps:
1) Is there a spell component bag matching class (can be broken down to arcane, divine, bard, pally, ranger) in inventory, if yes:
2) Is there a component in slot #spell level, if yes:
3) Reduce component in slot #spell level by 1
4) Cast spell
As a CS Major, it boggles my mind that this is that difficult.
The spell casting system must take the scenic route to have so many roadblocks for this. :eek:
donfilibuster
07-08-2010, 12:39 PM
Not finding the component while in the bag may defeat its main purpose yes, but not for storage purposes.
There's all those components you loot off chests that you don't need or can't use but can share with your other class toons.
MrkGrismer
07-08-2010, 12:42 PM
Especially when one considers that the collectors seem to have no problem finding the appropriate collectable in the collectables bag.
Rumbaar
07-08-2010, 06:32 PM
It's strange everything else can pull an item from the bag. Event coins, ingredient traders. The only one is the quest/trader in Sands for the Antique things.
But it's strange the game code/engine can do it from some and not others.
RG_Arlyn
07-08-2010, 06:36 PM
well, they have issues with discount guild reagents, so i'm sure they would have issues with the component bags.
DO NOT BUY LARGE QUANTITIES OF DISCOUNT GUILD REAGENTS UNTIL YOU TEST IF ALL SPELLS WORK WITH THEM....IE...CASTERS SHOULDN'T BUY BAT GUANO AND SULFUR RIGHT NOWR
donfilibuster
07-08-2010, 06:39 PM
The NPC's that check for an item need them off bag, and thus the sands vendor counts as quest giver.
For example the NPC in the vale that advance your quest once you have the five stones also need them out of the bag.
That of course is related to quest items and not to containers.
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