Feedback talk:User/Irgendwer/Eliminate Factions merchant discrimination
A point you may not have considered... While in explorable zones the merchant, priest, and guards at the shrines change according to the "border" of each faction's current territory, and this boundary shifts constantly. To "map travel" for a merchant, will cause the zone to reset, and progressing characters will often have issues with that. This is part of the challenge as you progress through the game with a character. Depending upon where the border is, you find yourself fighting for ressurection shrines or bribing the priest, and in some cases bachtracking to a merchant if the border runs through your active zone.
I do agree that this (and the faction tally being account based) becomes quite annoying later on when you are doing Zaishen bounties and such though; more so if you are playing more than one character, as you need 10,000 unspent faction with each during the Jade Sea/Echovald Forest "befriending" quest lines to progress, and it can be difficult to get more than one character through this "bottleneck" because spending faction decreases the saved faction with the opposing group.
The situation has improved slightly with increased faction cap limits...My second character through this area took months to progress before the Kurzick/Luxon title track was added...almost entirely due to the frustration of never having access to NPC's because my first character had acrued too much faction. Clearly there is a problem with faction based NPC's, but eliminating the discrimination entirely will take a vital part from the game progression. Perhaps some type of "post Divine Path" status for characters that have completed the campaign, so that they can interact with both factions would be better. Gwynna Vive 15:17, 20 June 2010 (UTC)
- You're talking about NPCs in explorable areas, correct? I agree that those should stay; my complaint is exclusively with faction-aligned NPCs in outposts. As you mentioned, discrimination outside outposts actually adds depth to the gameplay. Inside outposts, however, it adds nothing. --Irgendwer 15:27, 20 June 2010 (UTC)
Bribes for outpost NPCs[edit]
How about being able to offer a bribe if the wrong faction controls the outpost you are in? As with the explorable area NPCs, after the initial bribe (to the Priest), you can trade with the merchant. In outposts, you might pay 50 to any of a number of NPCs, after which, all NPCs in the area won't care that you have the wrong alignment. — Tennessee Ernie Ford (TEF) 00:01, 14 July 2011 (UTC)
- Bribing the enemy guards to look the other way? I like that idea. Something I neglected to mention in my suggestion is that armor crafters refusing to deal with you is more than a slight inconvenience. While I'd still rather zone to my guild hall than pay to use the merchant, I'd happily pay to use the crafter. --Irgendwer 00:20, 14 July 2011 (UTC)