Maverick1980
Master
I fail to see how making an everyday use resource cheaper for a single guild at any given time helps the server in any way shape or form..
I'm already losing sales, "militia changes" cited specifically as the reason. For every person who tells me there will be 20 who quietly nope their way out of the vending house.
i think the reagent cost are perfect with militias. it is almost free money, you might just be doing it wrongLower reg prices from militia capture point? If I understood correctly from a guild chat.
Please eliminate this. It's hard already to make a living as a crafter merchant.
1. It creates action for a starving PvP population. (who make up a large part of veteren uo players).I fail to see how making an everyday use resource cheaper for a single guild at any given time helps the server in any way shape or form..
It's about the trickle effect. Personally, I'm not assuming that most PvPers also craft and have keg vendors.. because they mostly don't. However, having access to lower reg prices allows militia members to very easily stockpile massive amounts of regs, draining the NPC vendors of their stock, essentially swaying the reg market down 1gp per reg globally. It's simple economics at play... as the supply diminishes, demand increases, and only the few militia members who have access to the cheaper regs can control the reg market.The main critics of the Reg Cap Point seem to think that this somehow affects their crafting business. I'm pretty damn sure that not a single reg bought at discount has ended up in a keg on anyone's vendor. The only people I've seen taking these cap points are just normal pvpers. You guys are making a huge deal out of something that isen't even a factor. Maybe it has the potential to disrupt your markets. But I seriously doubt any group that crafts heavily is going to go out of their way to create a "zerg" squad to dominate the cap point. Mainly for the reason that you yourselves don't even consider capping the thing to help your own business. Because people who mainly craft don't generally pvp.
TL;DR -- IMO the problem with this will begin to exist once the global NPC mages are consistently at 0 inventory for regs because militia members buy them out at a <1gp reduction. Non-militia crafters will have a harder time finding regs at NPC prices, but instead of raising keg prices to reflect this difficulty, they will actually have to *lower* them to a point of potentially losing money.
The fact that Miltia members have to go out and actually play the game against aggressive competition to obtain said discount, kind of gives them the moral high ground in my eyes.
hes right i can make 100 refresh kegs while i sleepThose are all pretty good points. But like you said, time will have to tell whether or not this will actually cause a noticeable drain on the availability of reagents. My only rebuttal to your post would be this; the majority of keg crafters utilize UOSteam and other client macros to almost completely automate the process of buying regs, crafting kegs, dying kegs, filling kegs and maybe even filling their vendors. They make a consistent profit at little to no effort of their own. The fact that Miltia members have to go out and actually play the game against aggressive competition to obtain said discount, kind of gives them the moral high ground in my eyes.
This is bad for merchants, to what degree is a matter of opinion. There are better ways to make the server look busy just in time for the rush to sell dono.
So i guess now you have to sit at a stone for 10min before you can run your vendor recall macro, cleaning out all npc with the press of a button, instead of having to do no work at all.