thank you for asking as the patchnotes could not provide enough detail and context for this change and are not designed for that purpose.
The average amount of silver the players generate in game has increased significantly from the time the original prices were designed. In order to preserve the progression blancing we intend RF4 to have, these prices needed to be updated.
This increase is bound to the level of the items, as high level players earn exponencially more silver than low to mid level players.
So the intention behind a decision like this is to preserve the ingame economy that plays a big part in RF4.
If the intention was to just produce more income, there would surely be smarter and more effective ways to do it.
We also decreased the gold prices for items as them beeing too high was a prominent feedback from the community.
Service games that keep developing alongside the community playing it, need to try to strike a balance between unpopular decisions that are nescessary to preserve the vision of the game, while also trying to incorporate as many wishes by the playerbase as possible.
This is not easy because these things often clash.
There will most defenetely be more unpopular but nesceccary rebalancings in the future. We will try our best to explain our decisions as transparent and open as possible.