Suggestions for possible Improvement
I am making this post to simply put out into the ether the idle things I have mulled over in the game. I know that a lot of things they have done are probably by design that is why I am hoping to propose tweaks not just complain.
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Heavy Armor: my suggestion here is to raise the damage Mitigation per shot received but have it corelate with your Durability rating of the armor. CAP at 75%. This would make people be more durable yet if gratuitous damage is received from a popper for example now you are going to start taking more and more damage as your armor breaks down.
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Crafting: I feel like there are to many compound items that do not net you more slots when crafted. Actually I think most items will get you less slots when you refine. Rare exceptions I have noticed are the power rod. Would be nice if the refining of items intuitively resulted in you freeing up slots in your stash.
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Storage Upgrades: Do not stop providing inventory expansion. Increase the cost exponentially. Expedition players could receive a Cap on the price hike.
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Guns: This is a strange one because the Ammo types are supposed to be what dictates the situation a gun is used in but more often the gun itself is the outlier (ANVIL in PVP). I would love to see guns like the Hairpin get some love. I think that it would be awesome if you could make more augment slots for various guns to add unique things to each one. Maybe if the augment component was a legendary component that was universal in its applicability and each gun when inserted with one changes in some way it might make things more interesting. This way one BP dictates the new Augmenting of weapons and maybe there could be tiers to augments as well.
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Loadouts: For the love of god please give us the ability to make loadout pages. Would save me so much time. I think that most players spend to much time fumbling around in their inventories and having templated custom builds they can switch between would be ideal. Should cost a bit for the 1st additional page and maybe cap at 5 builds that increase in price as you go.
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UI: Checklists tooltips via overlays would be amazing. Make yourself a checklist of things you are looking for and at a glance see what you have gotten so far.
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Vendors: I think having the limited time items cycle from a pool would be more exciting than it being the same ones all the time. I think that one of the skill trees should have passives that hike the daily allotment of limited items a player can buy. (Doesn't matter where). I know the item pool might be a little lean to have a rotating inventory but if more are added later this would be something to consider.
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Free loadout: I know that later spawn windows is a thing that is circulating for the free kits but I think that if they made blue and pink armor better than more of the early guns might seem less ideal. Personally I think that Free loadout guns are in a decent place with the exception of the stitcher. It could be that with a simple tweak to the shields Free kits will have to consider whether or not running one aligns with their goals more.
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Augment: I think that some of the augments are really good and some are underwhelming. Combat aggressive does not make any sense. I you are being aggressive why does the passive stop on damage? I get the two grenade slots but I think you should be able to over-stack grenades in those slots (to a point). Suggestion: instead of passive health per second have adrenaline shots be the equivalent of bandages in addition to their normal effects. Looter Cautious could benefit from a zip or smoke more than binoculars. I think that most would agree that a large smoke or zip on cooldown instead of binoculars would be better. I think all PINK augments should take a page from the Combat defensive book and come with an effect that is in equal to having a re-usable desirable item that goes on cooldown.
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Quests: I think that the quests in this game need an overhaul in the reward department. I am not saying what they should reward, but if there is never a reason other than normal items then I do not see the incentive. Either more blueprints should come from quest rewards or more items available in the trader the missions are being done for. I know that items are usually level locked in vendors, maybe new items for sale after certain missions would incentivize better.
Posted Nov 28, 2025, 5:43 PM UTC