99% lower reagent cost cap please
Mage spells have required reagents since the dawn of uo. Just as warriors require bandages to heal and archers aswell as bandages require arrows to shoot.
people used to play mages with 0 LRC and would still PvM and PvP.
This easy mode uo has gone on for far too long, people have been requesting a cap on lower reagent cost since it was first introduced. I have suggested the amount of 99% as I’m aware of how some players suffer some kind of fit when you change anything in game they are used to. Lower mana cost is capped at 40/55, how can we have no cap on LRC?
people used to play mages with 0 LRC and would still PvM and PvP.
This easy mode uo has gone on for far too long, people have been requesting a cap on lower reagent cost since it was first introduced. I have suggested the amount of 99% as I’m aware of how some players suffer some kind of fit when you change anything in game they are used to. Lower mana cost is capped at 40/55, how can we have no cap on LRC?
I tell you the truth, tis better to do 10 damage on the right target than 100 damage on the wrong target.
Breaking in the young since 2002
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Oh my god. I agree with Mervyn. There is a strange disturbance in the force.
1. Follow the name of the property, it is Lower Reagent Cost, not Remove Reagent Cost.
2. Do the reagent check to see if the spell can be cast prior to checking LRC. If you don't have the reagents in your pack, you can't cast to begin with. Even if you only carry 1 of each, make it so you have to at least have the freaking reagents on you. Remember when you could have your reagents stolen and it prevented you from casting. Yes, that was actually a fun mechanic and required you to pay a lot of attention (as in, and engaging game mechanic), or carry multiple stacks of reagents. It brought something to the game.
3. Make LRC Magery specific. Don't allow LRC to affect skills other than Magery. Use LRC as an additional balancer for Magery vs. other skills.
i.e.
Magery has more methods to interact with the game world, but does not have as powerful summons (nor does it have Word of Death).
Magery has far more spells, but has LRC to offset reagent use.
Necro/Chiv/Mystic have fewer and more powerful interactions, but require reagents.
Wasn't it Leurocian that said LRC was the one thing he regretted implementing. (Can't remember the dev that said it - but I know they said it!)
I think the game would be better off if you actually used the items in it. 50% LRC is reasonable. 100% is absurd. Ive said it so many times AoS has twisted the gameplay of UO dramatically for the worse.
By creating resource use and the need for reagents in the game. Also would work as a gold sink if paladins had to spend some of that gold they make! Probably a lot more of a gold sink than the 5k a pop for hunting permits.
Really. I guess I can use all the regs I found and stored for the last 16 years. Prob take 16 years to use them. You just want to annoy people with this kind of BS idea.
Getting rid of LRC now would not have a positive impact on UO. Fifteen years have passed since it was introduced.
Reagent resource management isn't a fun mini-game and would be a negligible gold sink.
You post daily some odd stuff and it almost feels flamebaitish half the time.
I mean yeah, lets stop dead people talking in the game unless they have SS. Or one of your other odd requests.
I have a character with 98% LRC. Her failure rate when casting due to a lack of reagents is mindbendingly high. That missing 2% shouldn't be as significant as it is.
Find another windmill to tilt at.
You know, if someone had 99% Lower reagent cost, it would not actually mean you HAD to carry reagents/arcane jewelry, it would mainly affect PvP where you can't afford to have a spell fail, in pvm or recalling somewhere, you just cast it again..
LRC isn't a 1:1 ratio just based on a straight percentage, it takes into account how many reagents are required for the spell. The more reagents required, the higher the fail rate - even with an LRC in the 90's. The demonstrable streakiness of the RNG tends to exacerbate fail rates.
I disagree with you on the first part Dot. Just because something has been someway for a long time, doesn't mean it can't or shouldn't be changed. I mean reagent use and the gold it caused to cycle through the economy was part of the game for five years before it was radically altered. I agree that per person the gold sink would in fact be negligible, but cumulatively I think it would be substantial.
(Tangentially, and a bit tongue in cheek here..., one could make the argument that reagent use is part of the Classic Experience of UO, kinda like the classic client, or the classic rehued art. It's part of what made UO, UO, and it's removal has been a part of the problem with inflation in the economy ever since. I don't personally buy this argument, but it's out there.)
More seriously, bringing in reagent use, and tying it to a system like gardening or making Gardening/Farming an actual skill so players could grow their own reagents, that might be a nice addition to the game. While a mini-game for growing the resource might be fun, you are right, the mini-game of managing the resource for use was not.
To me, you've just described the real problem with LRC. LRC is not consistently lowering the cost by a scale, it is creating a use/no-use binary.
In other words, you're not using 68% less reagents with LRC 68%, you're getting a 68% chance to use no reagents at all. It's very hit or miss (as you point out, a substantially high amount of the time - miss).
The system could be changed so that spells used more reagents, but LRC reduced cost consistently. Let's say a level 8 spell took 8 reagents, but LRC of 50% always removed 50% of the cost. With 50% LRC the level 8 spell would always only consume 4 reagents. At 100% it would never consume reagents.
Then we're back to the first argument, should there be an LRC% cap so a caster is required to use a resource? And to your point, managing that resource for use was not fun.
Casters say no cap. Resource harvesters say hell yes put in a cap and require our resource. Give us a game to play! Especially if harvesters got a whole new skill to play with (like bumping gardening to farming - let us turn our custom houses into farms - need split rail fencing, and plows, that hook to horses, ooh the possibilities).
Just depends on what an individual considers the "game".
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At this point in UO, I don't want a return of camping the NPC mages so you can buy out their stock of X reagent before anyone else can. That was never fun. Mysticism reagents still aren't stocked in high enough quantities for such an NPC market to be truly useful/viable, especially as a gold sink. (UO's modern economic inflation can be traced back to one person, but she shall remain nameless here as it is not relevant.)
While I'm in favor of expansions to gardening, I'm not sure how many people would jump at the chance to grow reagents en mass (in sufficient quantities to support a medium shard's mage population). Though I know people would love to get their mitts on the raw-reagent-plant-form graphics.
LRC isn't a binary yes/no equation. It's based on the number of reagents a spell requires:
Required to Cast the Spell
So 90% LRC is only binary if a spell only requires one reagent. The more reagents required, the greater the chance for failure. A scenario that isn't desireable regardless of whether one is PvPing or PvEing.
What resource harvesters? Miners? Lumberjacks? Scripters? Who really "harvests" reagents from mobs or the environment? I mean, sure, I'll collect the ones that are harder to come by or are "rare" (fertile dirt, executioner's cap, etc.) but I typically don't bother to collect stacks of regular reagents from mobs or chests (nor does anyone else I know). And yes, I have multiple scribes.
The only people to really benefit from dramatic changes to LRC would be scripters as they could stalk the NPCs 23.75/7 and instantly buy them out, strangling any hope of meaningful economic movement.
99% lower reagent cost cap please NO NO NO NO NO NO NO
The horrors of the pre-LRC days are being way overblown. Was it perfect? No. But managing reagents wasn't nearly as bad. If LRC were to be capped at 50%-60% and the devs created quiver-equivalent reagent pouches, we'd have the best of both worlds, and we can open the doors to new gameplay.
The question that should be answered is this: why should spells cost reagents?
You and I are basically in the same boat here. I wouldn't want to see the system changed just to change it, but if it was worked into an expansion of gardening (or some other resource generating skill) then I could get behind it. Especially if it reworked all of the reagent process, from growth to harvest/refinement, to use.
Mining, lumberjacking, and fishing are all already mass resource production skills. If gardening (or whatever) got built out as a resource harvesting skill at that scale, I'm sure people would play gardener as well. Hey, you'd have a built in market if you reworked LRC!
However, I also remember the days of recalling from shop to shop looking for regs. Still have a couple Mages Shops rune books actually. What a pain. No desire to return to that. You'd need some way for players to harvest and sell in huge quantity (like mining ingot quantities) and for NPC's to carry substantial quantities. None of the "this shop only stocks 10 of those" nonsense.
By binary I just meant that with LRC you either use all your reagents, or none. You don't just use some. There is another way to build it where you could just use some, but it'd be a pretty big rework.
I guess I should have said "potential" reagent resource harvesters. Those harvesters who would show up if you built a whole new skill for them to play with. I don't know of anyone who harvests reagents from the environment at this point (maybe that one person on Stratics who says they still pick them up off the ground.)
I would love to see LRC reworked. But I'd like to see it done with the whole reagent system in mind. Gathering of the resource, crafting with the resource, use of the resource, and how a player would store it or access it at each stage.
Actually I'd like to see the dev team do that with...well the entire game.
But with regs you will either have to get to your body or restock elsewhere. Even bandages are with you if you carry a couple insured robes and scissors to cut them up with.
I'm not really sure where this would help gameplay or the economy considering we've looooong moved past a resource based gameplay in favor of item based. There really is no going back.
That being said my vote is no.
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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.
Magic requires both mana (ammo) and reagents (obviated with LRC). Magic users ability to fight is limited in their mana pool (while archers can carry multiple quivers and healers can carry multiple insured bandage summoning talismans). Magic users also can't reach the same damage levels most melee characters enjoy on a regular basis* (only book slayers apply, no EoO bonus, poor distribution of elemental spells amongst the spell schools (i.e. magery's cold spells SUCK)).**
The idea of a reagent pouch was floated long ago, but the devs never seemed that interested in the idea. We got LRC instead. Again, the idea that 15 years later, people have decided to complain, is laughable.
* While WoD can do upwards of 800 damage, its usefulness is limited and brief.
** The disparity between the ridiculous ease of maxing melee DI compared to achieving the highest SDI (which tends to cripple the mage in some manner - unless you run the best gear) should also be mentioned.