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the problem it seems from Tolero's comment is that they cannot be used while in the bag, meaning you could put them in there, but they would not be usable until you put them into the main backpack. My guess is the subsystem that deducts arrows and ingredients upon use has not been modified to look into sub bags. However once this is done I would imagine that quivers for arrows would be a snap as well.
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Just adding them to the bag is easy. Making the spells be able to find them there is another story.
Probably the same reason we haven't seen quivers; Containers are currently just set up for out-of-combat items. Having them hold potions, spell components, or ammo is not a trivial amount of work.
There was a girl warforged named Cleaver.
Every man that she loved would soon leave her.
They all left so fast / as they couldn't get past
the fact that she has a Brass Beaver
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Yep, the real problem is that we're in real time.
In D&D you get an attack every six seconds (i.e. one round) and as your BAB goes up you get more swings with each (full) attack action. You have the option of making one swing at your full BAB in this six seconds or making up to 4 swings at a decreasing attack bonus also during this six seconds.
In DDO, you don't have to wait between attack actions, and swinging once takes less time than swinging 4+ times. So, if the attack bonus went down, no one would ever take their full attack since you could attack faster at a higher bonus by only making single attacks.
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I imagine a different system is used in combat than at the vendor, one that is looking at ingredients and ammunition specifically to cut down on searches. I am sure it is doable, it just needs to get done, having the bags was the first hurdle, now it is simply getting items out in the right order etc.
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I didn't wake up this morning wanting to be a jack@$$. But that doesn't mean I'm not ready to be. -Bill Engvall
Seriously though. If you could answer a question about bags. Straight and to the point is the best way to go if possible. Why is the Dev team not prepaired to release the two most requested bags (Ammunition and Spell Componants) for Mod 6? I'm sure we'll want or need these new bags we're getting and that's fine. Would it really, seriously, have been so difficult to adjust some minor coding to change gem or collectable bags into ammunition and spell componant bags? There is NO downside to creating them. I know you will probably put them in eventually but for something so minor I just can't fathom why it wasn't done for Mod 6.
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Olen Anteres
I think the whole problem with quivers is going to come down to the fact that there are so many different types of ammunition that can be held in it, and how does it know which order to pull it out in.
Spell ingredients are easy as each spell has a specific ingredient so it will always grab the right one regardless of order.
Do you only allow arrows and bolts, or do you include throwing knives, shuriken, throwing axes and throwing hammers as well.
Quivers have to have their own little ruleset attached to them, unless you take the following approach, make them like gem bags, and if you want to use them move them to your main bag. It owuld allow you to keep many more arrows, but you would have to manage them manually
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