Okay, so, here's some things I see as problems the game has, and what I think can be done to resolve them. They aren't in any particular order. 1. Character progression. I think this is one of the enormous problems that might be being overlooked. Eternal Crusade currently uses an unfortunate amount of vertical progression. A fresh, level 1 character is lacking not only options, but power. Horizontal progression is supposed to open up more specialized options, while starting players off with well-rounded options useful for a wide variety of situations. Horizontal progression works well when the unlocked weapons are simply more specialized versions of the basic weapon. So you could have a boltgun as the default weapon, then unlock mods that do trade-offs, sacrificing one stat for an increase of another. Having mods that only increase stats without sacrificing anything is not horizontal progression, it is vertical progression. Additionally, the not-unlocked weapons are not simply variants of the basic weapon, they are entirely different weapons that do different things. You have to unlock a Reaper Launcher but you start with a Shuriken Cannon. A Reaper Launcher is not a different kind of Shuriken Cannon, it is an entirely different weapon that does different things. The only way to see it as being more a more specialized verson is to look at it in terms of raw statistics and completely ignore the fact that one is a heavy machine gun and the other is a rocket launcher. A much better way to do it would be to have a default version of each weapon available from the start, and then the 'alt' versions would be different in terms of stats. To make things worse, virtually all weapon mods and some weapons come from loot boxes that give a random item. This is an incredibly poor way to do these unlocks, because it makes you gamble for the upgrade you want. It would be better to simply allow players to purchase the loot box items directly with Requisition, rather than have players rely on RNG. 2. RTC shop. Eternal Crusade's cash shop is a problem too. First, you are selling relic weapons on the cash shop. To a new player, who sees the incredibly ornate-looking weapons, there is an association with cool-looking and power. Because these ornate weapons are only on the cash shop, it creates an impression that these weapons are much more powerful than the ones from Requisition, making the game appear to be pay-to-win. I think you can only solve this by turning the Relic weapons into cosmetic skins, rather than weapons with unique stat profiles. A newbie will not know that these unique stat profiles are merely specialized variants of the default weapons, they will appear much more powerful. Second, the quantities of RTC that are purchasable are causing problems because they create an impression of price gouging. This is a psychology thing. Gamers are used to having to buy these kinds of currency in round numbers like 500, 1000, 2000, etc., that correlate to a 100:1 or 1000:1 ratio of currency to dollars, and then the items are priced at numbers that make it so that they always have to buy more currency than they need, by pricing them at irregular values that fall just under the round number. Eternal Crusade, on the other hand, has RTC sold in not-round numbers. 4000 RTC and 9000 RTC are the two lowest, as I recall. Yes, 4000 RTC lets you buy two 2000 items, and 9000 RTC lets you buy a 5000 item and two 2000 items, but at this point you have to realize something very, very clear. You are selling RTC in chunks that assume the purchase of multiple items. People who just want a specific 2000 RTC item see the lowest RTC sale of 4000 and see it as twice what they need. People who just want a specific 5000 RTC item see the lowest RTC sale of 4000, just UNDER what they need, and then the next highest is 9000, which is WAY more than they need. The system was designed this way to prevent people from having leftover chunks of currency, which is a GOOD way to do it, but the assumption that people will want to have some left over for later is not how people see it. You can fix this by doing two things. First, create RTC sales options for the values of 2000 RTC, 5000 RTC, and 10000 RTC. These correspond to the value of items directly. Have these be the first options on the list. People will see these, and if they only want one item, they will be pleased with this system, since they will see you selling EXACTLY the amount of RTC they want. You can still sell those bundles, but you need to include some information with them. You need to have title language referring to them as "bundle" RTC price points, and state outright in the description that the 4000 RTC package is for buying two 2000 RTC items with one transaction, and the 9000 RTC package is for buying one 5000 RTC item and two 2000 RTC items. 3. In-game statistics. Eternal Crusade's statistics are extremely confusing. And they are extremely confusing because there really isn't an explanation for how they affect the character. Toughness, for an example, is a damage resistance stat, but it's difficult to figure out how big a change in Toughness makes. 100 is the default Toughness, and a Toughness mod might being it to 120, which seems like a 20% increase to standard damage reduction, but the part that's not explained is how big of a change that is, because the default damage reduction was not stated in terms of how much it reduces damage taken by. I think what would make it more clear is to show both the absolute Toughness value, and also the percentage of damage reduction that the Toughness value provides. Ultimately, a lot of EC's problems boil down to things not really being explained well in-game.