Right off the bat, i'd like to make an assumption that Mercurysteam is prideful of their game. They have a set idea for what they want the game to be, and in a way I respect that. I understand that artist sometimes have to stick to their guns, not let outsiders control their ideas, and do what they want with their work because it's theirs. I respect that, but if that is indeed true for Mercurcysteam, and I'm not saying it is, then letting the player base help develop the game was probably the first questionable decision they've made.
The reason I assume MS could be too proud of their game is because despite community backlash and suggestions the resent update didn't really fix the big issues. Two big changes are a new progression system were we level up and rewarded after hitting a threshold with characters, gold, and forging (a brand new system focused on enhancing weapon capabilities), and now Antagonist get the same rewards as Raiders with both Raiders and Antagonist acting as balance for the new Aequilibrium system that effects the amount of experience points gained. All of this comes with problems and begs the question "why they do this".
For starters one of the reasons for the new progression system is obviously made so that players would always get something of their on at the end of a mission if not a good sum of gold/faction points or a blueprint. Instead of XP, why didn't they just give us our on separate gold or faction points? In the end that's what it comes down to. XP keeps us from actions not actually unlocking anything. Once you reach the level to unlock a character/ faction card you still need to spend faction points to completely unlock them. that goes for rerolls too. Instead of unlocking character you unlock the ability to purchase a character. It's obvious the XP to keep the grind alive because that's supposedly what's going to keep the game alive, but feel the time working in the progression system could've been time spend improving the rewards.
Speaking of rewards, if we're keeping the forge system and team pool, we need to increase drop rate for weapon blueprints much much higher. because there's multiple of each stage, there should be a weapon blueprint drop every match and the actual weapons should be random. The treasure hunt perk for weapons shouldn't have been a thing, or rather it should be fixed so that it increases the chance of that specific Raider's weapon to drop. Also, why they locked behind raider and antag affinity?
I don't think the devs trust the player base. I am certain that they don't think enough players are going to play antagonist. This is the reason why, I believe, we're being forced to play antagonist. It's not as horrible as before the update and they almost fixed it but it's still bad that it's a thing, but is their fear justified? They want this to be a PvP 4v1 game first and foremost with the ability to play PvE being a counterpart as a "smart" business decision, but the player base has way more people wanting to play just co-op. Instead of locking content being PvP they should've made Antagonist more appealing by simply giving literally the exact same rewards as Raiders (9000+ faction points anyone) but with the pleasure of not having to share! Even the most opposing of antagonist wouldn't be able to resist such a deal!
These are just my thoughts and ideas to improve the game. I'd love to read what fellow Raiders and even developers, if it's ok, opinions on these are. I apologize for the filler! I had a set idea to write this in but it changed and I also got tired of writing and somethings may be off and left unsaid. If you made it all the way down here, I am very grateful you took the time to read this, thank you!!!