A to the 2)
For people who actually really spend time without any other benefits, but even if inputting a significant amount into DLCs or licenses, getting these things is currently only available if they torture themselves with endless missions and pve gameplay or so much GS that you basicly pay tons or must have some kind of GS pooping donkey in their hangar; Maybe with such a donkey, I would also lose track of reality.
While yes, it is endgame content, it is not balanced into the game economy or progress and creates an obvious paywall; which should not be obvious, for it to work.
I do not care about the existence of the paywall as does not the OP, since yes, if I pay up, I get boosted and know I have to pay for that, this is capitalism, but the existence of the not-so-fun torture to unlock that endgame content is not. I do not want these items to be easily acquirable either, since it should be something you have to work for, yes.
I think this critique is - like every economic critique posted in the forums about grind - a major problem in player retention and negative publicity. The game needs to adapt in this, for its own sake, and employ more trust towards customers, based on quality of work and their fun using the product, so they even willingly throw cash into the box. Which is how digital goods work. This includes, understanding where the frustration is coming from.
Lower tier players even benefit from easier missions, so best to farm monos without leveling too much else. So much for end-game-content.
A simple fix would be to include Monos into T5 or eventually T4 loot in pvp, besides other things, so playing the mode you like will not leave you at a disadvantage, and it is not completely randomly distributed content, but anybody can unlock them by simply playing the game as he/she likes, and finally all gamemodes can be separately enhanced without needing to “force people there”. It should be enough “enticement” to play other gamemodes, because they can provide you with “extra loot”. For extra time. Since every minute a player spends on the servers, is good for the population.
This would also give the packs more enticement, since you can “skip the last 10%” with some GS amount, which is a more sane approach to customer behaviour. The millionaire who just buys all of them, will still do so anyway.
If you have PvE vs. PvP based rewards “played against each other”, the only other solution is trade. Which is how games handle this, if they add specific stuff only obtainable by one game style but beneficial for another. This increases the social interaction of the playerbase (intentionally), but the devs stated they do not want a trade economy; understandable, since it could also be heavily abused, and we have a social aspect in the game anyway by being a team shooter. Designing trade based games is not always easy to balance, even Blizzard had to admit that.
So stating, these things are expensive, is something I see as a result only in relation to the potential income of the players.
It lacks any connection with the major gameplay of this game, which is PvP, in its income. That’s the major problem for me at least.
I get stuff for being a returning customer, which is nice, also I have opportunities to increase this income with extra work, also nice, but that’s it. Such mentality does not help the game, as seen with the Agent missions, which I think nobody really enjoyed, at all.
B to the 1)
Salvaging high tier materials or items however already drops a lot more rare stuff, while having lower tier stuff dropping the cheaper stuff is actually quite helpful. So I do not agree to the salvaging part, that is one of the fairest economies of this game actually has imho, and I would not listen to rumors or paint pictures of doom.