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This came up in The Farm Game.
Can we get a Utility Pouch (kind of like a Spell Component Pouch, but in a different slot) that can hold Consumables and automatically apply them when appropriate?
Those of us who really don't like the idea of micro-managing our Consumables can just put the ones we like in our Utility Pouch and know they'll be active when needed... at least until we run out.
Those who enjoy micromanaging it can still do that, if they choose.

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This came up in The Farm Game.
Can we get a Utility Pouch (kind of like a Spell Component Pouch, but in a different slot) that can hold Consumables and automatically apply them when appropriate?
Those of us who really don't like the idea of micro-managing our Consumables can just put the ones we like in our Utility Pouch and know they'll be active when needed... at least until we run out.
Those who enjoy micromanaging it can still do that, if they choose.
I approve this message, especially if they can be looted. Sometimes after a long day if banditry, we could use a snack to hold us over until we return to our hideout.
I'm really quite serious.

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Nihimon wrote:I approve this message, especially if they can be looted.This came up in The Farm Game.
Can we get a Utility Pouch (kind of like a Spell Component Pouch, but in a different slot) that can hold Consumables and automatically apply them when appropriate?
Those of us who really don't like the idea of micro-managing our Consumables can just put the ones we like in our Utility Pouch and know they'll be active when needed... at least until we run out.
Those who enjoy micromanaging it can still do that, if they choose.
I think the request is more for an option of organizational convenience than literally a new item. For example, give consumables little checkboxes in your inventory so you can just select a few of them to use automatically. There doesn't need to be an actual "utility pouch" that can be equipped, lost, destroyed, or stolen to satisfy the intent of the request. And I think it would be counter to the whole concept if the use of such a feature required one to forego some other useful item.

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I see this being very useful, and not just for food.
Reagent Pouch (for casters, has a 'charge' to it that allows the Caster in question to replenish their spell reagents on the fly, but will need to be refilled in town, or with a high enough gathering skill of the correct type, out in the wilds)
Maintenance Pouch (for non-casters, again has a charge, allows minor repairs to be made to their gear away from dedicated repair stations, allowing longer stretches away from home base and can help slow down item decay)
Bags of Holding (Pretty much helps deal with encumbrance and hauling around massive amounts of loot out of the Dungeon/Ruin/Bandit Camp/Sacked Settlement)
Potion Pouch (universal) allows the wearer to drink a potion more quickly than normal, at the risk of having the potions 'exposed' and thus vulnerable to being pick-pocketed more easily, or destroyed if the wearer/owner is exposed to a 'crushing' attack (over half their hitpoints or an otherwise massive AOE attack).
Food Satchel (universal) allows the wearer/owner to eat without needing to manually activate the food resources. Suitable for trail-rations, bottles of water and other 'fast' forms of food, not for more complex food resources that might require preparation to reach their full usefulness.

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I think that having to press a button every thirty minutes to eat is a bad design decision, but so is always automatically applying another oil of magic weapon whenever one runs out.
A way to control which consumables are automatically consumed and which ones must be selected is a nice idea, but it depends most on what the cost/value of consumables is. I suspect that one will typically carry a few things which cannot (or make no sense to) be used at the same time because they provide different benefits and drawbacks.

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There is that. Assuming the 'Pouches/Satchels' have limited 'slots', that means that only a small number of items might be put into them for 'automated' use, and the rest has to be micro-managed.
For example, the beginning Reagent Pouch might only have 5 slots, which means that the caster has five spell components that are 'retrieved' faster and thus the spell is cast faster than one that relies upon a component that might be tucked away in his backpack, under the socks, the succubi 'manual' and the crumbly apple pie he bought 2 weeks ago.
Now, that would only apply to spells that have a physical component to their casting, naturally, but I can't see higher level spells being just a push of a button and a dip in your mana/spell slots without some form of cost to them, especially given how higher level (5th, 6th and possibly even 7th!) level spells in Pathfinder Online will pretty much be the highest castable, and capable of changing the landscape, summoning small forces of elementals or even disintegrating things whole.
The Potion Pouch might have a similar slot limit to it, meaning that obvious choices such as a Healing Potion or Poisons might be equipped for quick use, while items like Potions of Barkskin or Oils of Blessing might be kept in the backpack to be used just before a major fight, when everyone is discussing how they'll tackle what's in the next chamber.

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I think that having to press a button every thirty minutes to eat is a bad design decision, but so is always automatically applying another oil of magic weapon whenever one runs out.
I agree.
It seems the big question is whether it is intended to take time to apply the "oil of magic weapon", so that I'm expected to manually click it before I get into a situation where I might need it. If instead it's an instant click effect, then I would think applying it automatically whenever I'm in combat and it's not active would be appropriate.
There doesn't need to be an actual "utility pouch" that can be equipped...
You're probably right, but it may be simpler if it's a separate container.
One of the benefits of a separate container is that I can keep a reserve stash of those consumables in my general inventory so that when I run out of the auto-consumed stuff, I'm not completely out of it. Having to restock the pouch from my general inventory makes me conscious of how much I have left so I know if I need to restock the next time I'm in town.
Another benefit of a separate pouch is that it may be simpler to query. If there are only 6 different consumables stored in the special pouch, the game should be able to search through those more quickly than if it has to search through everything in general inventory to see whether or not it's checked. They could create a separate data structure that only contained the checked items, but a special pouch in essence serves that purpose in a more direct way.
And I think it would be counter to the whole concept if the use of such a feature required one to forego some other useful item.
Absolutely! I seriously hope there would be no opportunity cost whatsoever for using it.

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I would assume if there were such a "consumable" pouch, it would function like the spell component pouch outlined in the "I Put A Spell On You" blog.
To use spells that require components, you'll have to dedicate your belt slot to a spell component pouch. Only components in the pouch will be accessed by your spells (which should also keep you from accidentally casting a fireball with the haul you were taking to the alchemist). This will appear as a special section of your inventory that you can drag components into when not in combat, and which will have a limited spaced based on the Quality of the bag.
Though I suspect it would be more likely to take up one of your two wonderous item slots, like a bag of holding does, than your belt (since that would effectively exclude component casters from using it).

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Another container benefit is in tailoring the consumable(s) one intends to use. Imagine having different qualities in your backpack, combined with auto-consume *and* no separate consumable pouch.
Much better to have a non-manual solution to consumption and no worries about using up something you're holding for market.

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Sorry, Nihimon, I don't think you'll get a free lunch. =P
TANSTAAFL
However, given Ryan's previous statements that PFO shouldn't be about wrestling with the UI, I think it's reasonable to think they might support this. I don't see how a Utility Pouch that auto-consumes consumables is an advantage that needs to be balanced.

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I would assume if there were such a "consumable" pouch, it would function like the spell component pouch outlined in the "I Put A Spell On You" blog.
Spell component pouches serve another, far more important, purpose besides convenience - they impose an opportunity cost on having the ability to cast spells with components, being that you have to equip a component pouch in your belt slot. (I'm assuming that you can't get a "spell component pouch of frost giant strength" or similar which duplicates the function of another belt-slot item in addition to providing component pouch functions.)
Everyone can use consumables, so the only benefit of a consumables pouch is convenience. There's no need to balance convenience of use by having an opportunity cost in terms of other equippable gear.

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From "A Three Headed Hydra"
Consumable Slots
F3 and F4 are for consumable items like potions and scrolls.
I'm guessing things like ammo(spell components) will have an auto-reload toggle, as EvE has, and the ability to right click>>select from available ammo in bag.
I haven't seen anything to lead me to believe there will be long term consumable buffs, but if there are, I think it is up to the player to keep those rolling, they should be aware of how long these buffs last, and realize that they shouldn't enter a 5 minute fight with 3 minutes left on the buff and either wait the 5 minutes, or re-buff early.
If it's just busy work stuff, like consuming food because the game says you need to make your character eat, I think a repeat button voids the purpose, and they should just put a money sink elsewhere.

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Nihimon wrote:Sorry, Nihimon, I don't think you'll get a free lunch. =PTANSTAAFL
However, given Ryan's previous statements that PFO shouldn't be about wrestling with the UI, I think it's reasonable to think they might support this. I don't see how a Utility Pouch that auto-consumes consumables is an advantage that needs to be balanced.
I don't see that it does either. But, I also don't see that the "Utility Pouch" would need to be a separate, physical item.
Let us say we have a 30 slot back pack. This inventory storage needs to have two main functions: Auto Stack and Auto Sort
Now that everything is stacked and sorted, you identify your common consumables (Food, water).
You use Shift + Left Click to select these items as a group. Then you Right click the group and drop down the following menu:
1. Use / Equip Now
2. Consume When Needed (Auto Use based on item timer / duration)
3. Trade Selected Items (auto transfers to trade window)
4. Repair Selected Items
5. Drop / Destroy
If it were done this way, you can "set it and forget it". It does not take up an additional item slot. It is a part of your existing inventory. It does not require being on your HUD
Just my suggestion, I believe this is what you are writing about?

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I haven't seen anything to lead me to believe there will be long term consumable buffs, but if there are, I think it is up to the player to keep those rolling, they should be aware of how long these buffs last, and realize that they shouldn't enter a 5 minute fight with 3 minutes left on the buff and either wait the 5 minutes, or re-buff early.
The crafting blogs/threads have mentioned consumables will be a large part of crafter income, and that includes stuff like temporary item enchantments.
You can have the restriction you're looking for by not allowing long-term consumable buffs to be used during combat (kind of hard to take a break while fighting to sharpen your sword, for example).