Agree with all of your suggestions. Although, I'm still baffled by their overhaul of their old alpha system. The old alpha system just made sense. Right now, it seems like an intentional time sink that resembles
painful MMO grinding. The old system in the Alpha was a path in the right direction IMHO.
Old [Alpha] system
Pros
- More frequent
- Leveling felt rewarding (war spoils tied to lvling)
- Less Grind
- Timed, but can stack
- Similar to Titanfall's burn card
Cons
Current system
Pros- No timer, keep what you earn
Cons- Less frequent
- Lvling doesn't feel rewarding (war spoils are not tied to lvling)
- Grindy MMO-like timesink
- Punishes players who paid for the original content as they could now be earned freely (no complaints personally, but I could see this being a problem for others)
The only thing i'd have adjusted to the old alpha system was shorten the timer and make it in-game hours spent rather than real time hours spent (similar to how XP boosts work in battlefield, on a short duration timer based on minutes played in-game). It felt more rewarding for the player to see frequent war spoils and would potentially allow Relic to monetize for future DLC if players were willing to buy to keep these items rather than earn them temporarily through war spoils. Try before you buy. No one really complained about this as the player could continue to earn those items through frequent war spoils.
*Reposted opinions about war spoils from official forums*