the topic of microtransactions has cooled down a bit so I'd like to take the opportunity to discuss and remind people of other issues that we may have forgotten about or not discuss enough. I think this should be good since after the next character releases we have the next campaign to look forward to, and issues we should expect fixed. Disclaimer: this thread isn't to bash the developers but rather just to remember other problems that should be solved in the next dlc.
Loudouts: I am honestly surprised by how little this gets mentioned, which is why I doing it first. This is technically a economy issue, something I didn't want to talk too much about, but different enough I feel to mention it. The issue is that we have to pay mercury points for character's gameplay variety mid mission select. It's not the biggest issue but does make a big difference when you have to select all missions in the hope of decreasing wait time while at the same time wanting to play as a specific character.
An example would be wanting to play as Shae but getting put into a mission she isn't recommended for. Even though she shouldn't be chosen, there are faction/character cards that can help her be reliable in non-favorable situations. If you have a card that shortens the detection radius when someone's bewitched she can be useful in close quarters, but you have to be prepared for that unfavorable outcome and you can't do that if you don't at least a second loadout for it.
In conclusion, don't have us pay for loadouts so we can more gameplay variety, or at least not pay with such an unlucrative currency.
(this is was a bit longer and a tad messier than planned. I'll do better with others)
Antagonist: A issue explored but not fixed. We Now get at least something even though we lose; that's a great start but for a game made specifically 4v1 this game mode doesn't encourage constant play. If this sohuld play out as a 4v1 then the system should keep players, who want to be, in that game mode by providing the rewards that raider receive (gold, MP, weapon blueprints, character/faction points). It should be treated as almost a separate thing.
On the other than, Raiders should get Antagonist rewards or rather something similar (not calling them stigmas). This'll help keep the two modes separated and players not being forced to play something they don't want to, and don't worry about not having enough Antags there are plenty of assholes willing to ruin people's games.
In conclusion: make Antagonist more rewarding and separate it from thw Raiders game mode
Invitations: Later last year we got invitations; A good system to help with matchmaking but still needs some work. I believe we need a ingame system to invite other people that we played with.
I'm a PS4 only player so I don't know about other consoles but as a PS4 player I have to go to someone's account and friend them before I can even invite them to play raiders ingame. I usual do this after a match to increase the chance of someone accepting instantly and beginning another session but this doesn't always work.
There should be a way to click on players' name and have an option to invite them to play with you with having to go out of a game. Honestly I don't have a lot knowledge on how this system work so I'm going to leave it to other raiders to discuss it.
Those are a few issues that I can remember and think should be or should have been looked at and worked on by the time the next campaign releases. There are things I know I missed, forgot about, or just messed up so feel free to discuss any and everything related to this topic. ( I had a better ending paragraph but forgot it, sorry.)