It is still an alpha stage and we are just discussing here any game mechanics which strike us as inefficient, unbalanced or just odd and are making suggestions. Everyone is entitled to his/her opinion and preferences.
Which is understandable. I'm just pointing out that by adding things such as reagents will restrict the choices one can make. Who cares if Joe Gamer uses his most powerful skill on a level one mob? Does his game affect anyone else's? No. I'm offering suggestions like any other person. Mine just happen to be implement your own restrictions in your own game if you don't think they are hard enough.
There is a shitload of consequences for killing people, both in Orignal Sin and Ultima VII. See above if you don't get what I'm talking about.
Again, if you want to play a brainless roaming game with stats instead of a full fledged RPG I can give you a few names.
This isn't Ultima as I've stated before so that argument is null and void. But yes you may lose some quest xp or you might turn in the quest then kill the quest giver getting both quest xp and xp for killing him. But if you want harsher consequences for skill use why not also suggest upping the consequences in other areas. Why not add permadeath? I'm being sarcastic with that suggestion btw. But my point is the choice is up to Larian and so far they seem ok with it. I pledged for this game same as you and I like the way it plays currently (minus a few bugs and quirks). So why should I have to play a game changed from what it originally was? It then wouldn't be the game I pledged for. You may like the idea of reagents and such but everyone else may not. You have to be open to their opinions as well. And to tell someone to go play another game because they disagree with you is a tad childish. We all pledged for this game and all have the right to say whether we like or dislike something. I dislike the suggestion of reagents and have given possible solutions to those that want longer cool downs that don't impact everyone's game and the enjoyment thereof.
1) Originally the game had mana. Now it hasn't. Did you know that when you pledged it? In the fist alpha build there was no spell preparation. Now we are going to have it. That's the purpose of an Alpha: improving the game quality through iteration. The only null argument here is: "I like the game how it is (totally unbalanced, for the record), so nobody has to change it".
2) Again, don't take it personally, but: "You should impose yourself all the limits you want and leave other players free to enjoy the game as they want" is the wrongest idea I've ever heard about game design. Games DO have rules. Designers are paid to conceive these rules, and players are supposed to play according these rules. That's why we are having a debate about what rule would make this game better.
3) Being able to finish the game killing everybody is 100% about choices and consequences. Developers basically are saying: "you want to be a moron? Be my guest! We don't give you a game over. We give you the full consequences of your moronic actions".
This IS an old-school-RPG inspired by one of the best RPGs ever made.
This IS therefore a game with choices and consequences and complex systems.
If you want a consequence-free game, you've pledged the wrong game...