A temporary price reduction is bad for a merchant, StrawberryInYourFace. I don't care if it is 2/4 or 3/5. Just fix a price and keep it. The player who bought 2/4 regs looks at my goods and says "too high."
Please elaborate how this is about greed. This discussion is not about the removal of faction reg prices, we all liked that. It's about ONE small pvp community having access to cheap regs. Allowing them to craft with huge profits while undercutting default crafting costs, meaning it makes every other crafter on this shard obsolete.Holly molly. Greedy crafters surprised me. Already missing faction reg vendor prices.
Wow... It would be something to fight for? Just like it used to be in factions. I've always bought my regs using faction reg vendors. Did it ruin the market before? Keep in mind that this isn't something new. I thought they added militias to get more players involved.Please elaborate how this is about greed. This discussion is not about the removal of faction reg prices, we all liked that. It's about ONE small pvp community having access to cheap regs. Allowing them to craft with huge profits while undercutting default crafting costs, meaning it makes every other crafter on this shard obsolete.
I don't think you truly understood how factions, or the Militias worked Baby Blue..
Factions:
Faction conquers town - set's tax rate - all players gain the benefit of reduced resource costs from NPC's. Faction can add vendors, so that their faction has access to even more regs, but still everyone could already access the reduced resource costs from NPC's.
Militias: (and this was removed already i believe)
1 capture stone for lower reagents, resets every 30 minutes - the 1 guild who holds it at any one time, get's reduced resource costs from NPC's... 1 guild, that's it!! If the same guild (read as zerg guild, on all times of day) were to hold it, and hold a monopoly, it would extremely erode crafter pricing.
What should have happened:
There are ways to roll it out, so that all guilds had an equal chance to enjoy the lower regs, so it wouldn't ruin the economy:
- Allow militias to capture towns and set a tax rate, for all to enjoy the same price in that town, while the guild who captures and holds the stone gets bonus bounty points for dollars spent. This would also allow them to over tax, and raise prices if they wanted.
- Add it as a perk, much like the taming debacle. An up front cost, for a guild to enjoy lower reg costs for a week, one that has to be worked towards by capturing bounty points.. (only works with more options to collect bounty points so they can't be monopolized)