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  1. #1
    Community Member Docgem's Avatar
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    Default Spell components bags

    Ok, this seems like an obvious item to have available either in-game or in the DDO store. So why has one not been created?

    Anyone with thoughts on this?

  2. #2
    Community Member Visty's Avatar
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    cause its hard to code

    at least thats what the devs said last time
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  3. #3
    Community Member Docgem's Avatar
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    Quote Originally Posted by Visty View Post
    cause its hard to code

    at least thats what the devs said last time

    It seems it would be no harder then a colectables bag, actualy easier as there are less components then collectables.

  4. #4
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    Quote Originally Posted by Docgem View Post
    It seems it would be no harder then a colectables bag, actualy easier as there are less components then collectables.
    yeah, do you need to take the collectibles/ingredients out of the bags before handing in/crafting? think about it
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  5. #5
    Community Member MartinusWyllt's Avatar
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    Quote Originally Posted by Docgem View Post
    It seems it would be no harder then a colectables bag, actualy easier as there are less components then collectables.
    From what I remember reading it wasn't storage that would be the issue, it would be the retrieval from the bag that represents the difficult part. Your collectible bag is only checked when you're talking to the collector NPCs. Your quiver is only checked when your arrow slot is empty and it occupies an inventory slot. Your spell component bag would need checking every time you cast a spell that involves a material component and that might generate lag. (Not that I'm presuming to know what the engine looks like...just that doing an attack check for the offhand weapon apparently was a significant lag source.)

    Now if you could add a box for a component bag that doesn't have to have components "on deck" that might be nice. Heck, a potion bandoleer with boxes on the inventory sheet like those for weapon combos would be nice, too...as well as sheaths, but I don't expect any of those things.

  6. #6
    Community Member Lorien_the_First_One's Avatar
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    There is a better solution, follow the bloody 3.5 rules for material components:

    From the SRD: http://www.d20srd.org/srd/magicOverv...scriptions.htm
    Material (M)
    A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

    Note the section I've highlighted... We aren't supposed to need to actually buy and track routine spell component materials. In DDO terms, that should mean we need to buy and track ingredients for things like stoneskin and trap the soul, but not firewall.

    Turbine should recode so that all spells that use "standard" spell componants no longer need a spell componant - the reality is that is supposed to be flavor text only. Only when there is a "rare/expensive" ingredient should it actually make us buy and track it. This would eliminated the 9 basic spell compants for each class and only make us inventory the handful of special items, which is quite workable.

  7. #7
    Community Member Onorus's Avatar
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    Not hard to code for holding the components, but apparently hard to code for teaching spells how to look inside a bag for the component when you try to cast it. As I understand, the problem was that if you try to cast Stoneskin, for example, and the component is inside a bag instead of in your main inventory slots, the spell can't currently find it to eat it.

    Edit: Nevermind, once again I type too slowly.
    Last edited by Onorus; 10-08-2010 at 10:41 AM. Reason: Meh. :(

  8. #8
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    Quote Originally Posted by Onorus View Post
    Not hard to code for holding the components, but apparently hard to code for teaching spells how to look inside a bag for the component when you try to cast it. As I understand, the problem was that if you try to cast Stoneskin, for example, and the component is inside a bag instead of in your main inventory slots, the spell can't currently find it to eat it.

    Edit: Nevermind, once again I type too slowly.
    yes, same with npc's to dumb to get the boot ingredients out of your ingredients bags...
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  9. #9
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    Quote Originally Posted by Lorien_the_First_One View Post
    There is a better solution, follow the bloody 3.5 rules for material components:

    From the SRD: http://www.d20srd.org/srd/magicOverv...scriptions.htm
    Material (M)
    A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

    Note the section I've highlighted... We aren't supposed to need to actually buy and track routine spell component materials. In DDO terms, that should mean we need to buy and track ingredients for things like stoneskin and trap the soul, but not firewall.

    Turbine should recode so that all spells that use "standard" spell componants no longer need a spell componant - the reality is that is supposed to be flavor text only. Only when there is a "rare/expensive" ingredient should it actually make us buy and track it. This would eliminated the 9 basic spell compants for each class and only make us inventory the handful of special items, which is quite workable.
    I think they just wanted casters to have an extra money sink because they don't have to repair weapons/armor as often.

    But yes, spell component bags, please. People will buy them. It has to be worth the time investment...

  10. #10
    Community Member Vellrad's Avatar
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    As it was said in 100000 threads before, devs won't add this because:

    1. All they care about, and boosts lately are meeles,
    2. They said, they think its to difficult for them to do,
    3. They probably got a big list of things-to-do-in-next-couple-of updates.
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    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  11. #11
    Community Member ThatLukeGuy's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    There is a better solution, follow the bloody 3.5 rules for material components:

    From the SRD: http://www.d20srd.org/srd/magicOverv...scriptions.htm
    Material (M)
    A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

    Note the section I've highlighted... We aren't supposed to need to actually buy and track routine spell component materials. In DDO terms, that should mean we need to buy and track ingredients for things like stoneskin and trap the soul, but not firewall.

    Turbine should recode so that all spells that use "standard" spell componants no longer need a spell componant - the reality is that is supposed to be flavor text only. Only when there is a "rare/expensive" ingredient should it actually make us buy and track it. This would eliminated the 9 basic spell compants for each class and only make us inventory the handful of special items, which is quite workable.
    This would be the perfect solution. Make us buy one item (Arcane Materials Pouch, Divine Materials Pouch, etc) and as long as that item is in our backpack we can cast spells that use simple components. That shouldn't be as hard to code it seems, since it's much simpler a concept.

  12. 10-08-2010, 11:10 AM


  13. #12
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Pugsley View Post
    I think they just wanted casters to have an extra money sink because they don't have to repair weapons/armor as often....
    The componants aren't worth enough to be a money sink, and were put in when all the componants were dirt cheap. Someone just read the book where it said "material componant" and didn't read the rest of the DMG.

    For what its worth, theives tools are supposed to work the same way. Buy/find a set, congrats you have a set of tools.

  14. #13
    Hero Aashrym's Avatar
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    Quote Originally Posted by Pugsley View Post
    I think they just wanted casters to have an extra money sink because they don't have to repair weapons/armor as often.

    But yes, spell component bags, please. People will buy them. It has to be worth the time investment...
    Wouldn't casting the spells and having it cost equivalent coin value work just as well, even if the monetary cost was significant?

  15. #14
    Community Member kilagan800's Avatar
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    Quote Originally Posted by MartinusWyllt View Post
    From what I remember reading it wasn't storage that would be the issue, it would be the retrieval from the bag that represents the difficult part. Your collectible bag is only checked when you're talking to the collector NPCs. Your quiver is only checked when your arrow slot is empty and it occupies an inventory slot. Your spell component bag would need checking every time you cast a spell that involves a material component and that might generate lag. (Not that I'm presuming to know what the engine looks like...just that doing an attack check for the offhand weapon apparently was a significant lag source.)

    Now if you could add a box for a component bag that doesn't have to have components "on deck" that might be nice. Heck, a potion bandoleer with boxes on the inventory sheet like those for weapon combos would be nice, too...as well as sheaths, but I don't expect any of those things.
    This would be easy to work around, just do this:

    Instead of taking the component out of your bag every time you cast a spell, once the component is in your bag, your bag turns into that or those componets, thus cutting out the middleman, per se.

    So the bag would be used like an item, rather than a bag holding multiple items.

  16. #15
    Community Member MartinusWyllt's Avatar
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    Default If I had a vote

    I would vote for the single arcane/divine materials bag item, that's a great idea. Already implemented for spell inscription materials...there's no running out for special inks and papers as there was (optionally) in the wayback AD&D days. (Which could really bite if your glass phials or whatnot failed their save after you'd filled them with wyvern's blood or such)

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