1) My argument is not that LRC neuters the game. My argument is that 100% LRC neuters the game. It appears that your opening statement already misunderstands (and misrepresents) the entire premise. This isn't looking hopeful.
2) I'll describe it in a different way than "neuter". A simplification or bypass of a rule in a game that reduces the challenge and complexity of that game in a detrimental way. In other words, I see the possibilities lost due to 100% LRC as detrimental to the integrity of the game. Maybe you disagree with that conclusion but given my meaning you can at least see why I would say "neuter" or "simplification" or some other similar phrases I tend to use such as "water down" and "easy button".
1) 100% LRC doesn't neuter the game. I point you towards the last 15 years as evidence against this argument.
2) The minutia of reagents (resource allocation) never made for a fun gaming experience. Layers of complexity don't add fun, they add tedium.
UO doesn't need any more tedium, or in this case, a return to it. If
you wish to have fun keeping reagents on your mages for casting and devote the property weight to something else, by all means, go have fun. But don't force it on the rest of us.
It also wouldn't "open the doors to new gameplay,"
Objectively false. At the very minimum requiring reagents would increase the demand for reagents on the market, which by itself creates new opportunities for players to make money and interact with the in-game economy and with each other. There have been other ideas floated in this thread, such as gardening/fishing for reagent production. It is extremely easy to let the imagination wander for a brief moment and come up with other ways that the cost of reagents can be used.
*eye roll*
Actually, it's not. You said "new gameplay," requiring reagents would be
old gameplay. Two can play the semantic game.
Reagents are still needed for scribing, thus a "market" still exists, at least in theory. However, arguing for the potential economic impact of reagents is just plain silly. Nobody is going to make a fortune in modern UO selling, or rather reselling, reagents. They will be crushed by the scripter/RMT market before LRC changes could go live.
Unless said market is mitigated by aggressive dev intervention, this line of argument is moot.
nobody wants more crap in their pack to keep track of
1) Speak for yourself please. Arguments that begin with "nobody wants..." hold no weight with me.
2) Tracking reagents was never difficult. And it's not difficult now. UOAssist can track reagents in the title bar. EC can track them in a hot bar.
More semantic games.
Run a poll. Find out how many players want to be required to dink around with reagents again, regardless if the game or UOA did the tracking. Tracking isn't the point and you know it.
The argument that reagents still being a requirement and the existence of LRC being paradoxical is just a strawman.
Who's position am I misrepresenting exactly? You're going to have to explain to me how that is a strawman. Consider the question at the end of my post. Why should spells cost reagents? Is there a reason? And if there is a reason, then how could it make sense that the rule would be negated? If the rule can be negated, why have the rule at all?
ETA: Reading this again, it occurs to me that you suggesting that "the existence of LRC" and reagent cost being paradoxical is a strawman is itself a strawman of my argument, which is that 100% LRC, not the existence of LRC, and reagent cost is a contradiction in game mechanics. As far as I have seen nobody here appears to be arguing against the "existence of LRC" (although I haven't read every single post so I may have missed it).
You talk about game mechanics, yet LRC (100% or not)
is a game mechanic
introduced by the developers. I'm fairly certain that leaving in the requirement for reagents when they added LRC was a far easier task than entirely reworking the way spells were cast. So the answer as to why they coexist is fairly simple: expedience (or laziness, depending on your generosity)
This line of argument is also fairly moot when one realizes how many contradictions UO contains. If you want a lore reason for LRC, that's simple: "Magic advanced."
Comparing reagents to ammo isn't a 1:1 comparison. Quivers reduce weight
and consumption (granted, it could be increased), plus they can also be
insured/blessed. Ammo is the only consumables for archery, barring
special move costs.
That is why I am suggesting an equivalent container for mages that would hold reagents, and can be insured/blessed. Reducing their weight is also a fantastic idea. Nevertheless, hunting comes with a resource cost. If in a different timeline the devs for one reason or another allowed LAC to reach 100%, and I was here on this forum saying this shouldn't be possible, would you be going on about anal retentiveness and nobody wants to have to deal with counting arrows and the horse is out of the barn and all this other stuff that has nothing to do with the integrity of the game mechanics?
Integrity of game mechanics? Really? LRC doesn't break game mechanics. Breaks in game mechanics are bugs, not (usually) things added by the devs.
If you're going to bring up counting again, I'd like to point out that archers have
two resources to worry about compared to a magic user's potential
seventeen. But it's not about the counting, it's about the not wanting to engage in that level of detail for a game that already has too many other tidly little things to keep track of.
I find your comparison of mana to ammo bizarre. Archers require mana to use specials. Mages require mana to cast spells. Mana regenerates for both archers and mages. Archers require finite arrows to shoot. Mages require nothing. When archers run out of arrows, they are finished. Mages cannot run out of reagents because they do not need them in the first place.
You'll find no disagreement from me that mages suck at damage, but I don't wish to provide a response on what I think about that issue because it has the potential of completely derailing the discussion. That being said, magery's poor performance in PvM as a reason for why 100% LRC should exist is a weak reason at best, a rationalization at worst. Fix both.
Let's ignore specials since magic users really don't have anything equivalent
Mana is a mage's ammo, lore-wise. Reagents are more of a focus for the energies (a crutch for our minds).
An archer can carry over a thousand arrows. (all my archers carry at least 1k arrows at all times) A mage, even with 30% weight reduction, would be hard-pressed to keep up - unless they cast only one offensive spell over and over.
The parts about magic user damage was more a tangential rant than a reason for LRC.
(I appear to have reached a post length where the editor becomes somewhat unstable...whee! So I'll skip ahead without quoting)
I still don't buy the economic argument in favor of requiring reagents. I think that ship has not only sailed, but it was promptly attacked by pirates and gleefully sunk. Resource gathering is mainly the domain of the scripter at this point. (see above) I have little faith that this will improve before EA pulls the plug.
Spells costing reagents: Ultima VI: The False Prophet started the reagent trend. Ultima VI, P2: The Serpent Isle brought the first "LRC" item, the Ring of Shal. Ultima VIII: Pagan had reagents required to make the foci for spells, but not the casting. Ultima IX: Ascension only required reagents to bind a spell into your spellbook.
UO was heavily based on Ultima VII, P1; hence spells requiring reagents. You'd have to ask Garriott why they went that route instead of Ultima IX's method.
But, seriously, 15 years have passed. UO has bigger fish to fry besides Mervyn's doomed crusade du jour. *points at pet autostabling not going anywhere*