Hi everyone, before I start talking, I'd like to give you some background on who I am and what I do professionally. I've been playing Star Citizen since 2016, and I'm also a content creator dedicated exclusively to this project. For years we've had constant ups and downs, but that's never bothered me. I've always had emergent gameplay to compensate for unfinished mechanics and continue enjoying the game with my friends. Since the arrival of crafting in its current form and the bricked mechanic, talking with my community and other content creators, we agree that the number of veteran players has decreased. There's no longer the adrenaline and excitement of protecting your teammates your fleet or your items. Soulless Chests and Loot: With the release of Pyro, the previous great decision to remove weapons like the FS-9 and P6 from the shop was a complete waste. The ability to buy any weapon from the shop and obtain any type of item effortlessly severely impacted people's interest in looting in the open world. The final straw was the implementation of the T0 solution for paid items. People stopped losing character items, and loot ceased to matter at all. This led to unpleasant situations where people abused the mechanic by committing suicide to obtain magazines. Visiting Jump Town, Echo Island, Raven's Roost, and Paradise Cove, anyone can see that everything is littered with corpses of people who equip their characters with as many weapons as possible without attachments, only to double-click and repeatedly commit suicide until they get the items they want. An absurd gameplay style, completely contrary to what was described in the death of an astronaut. Crafting and Obtaining Blueprints: The blueprint acquisition system is completely contrary to a replayable experience. It feels like a single-player system shoehorned into an MMO. I'm sure someone at CiG suggested making blueprints lootable and consumable items. If so, please listen to that dev and give them authority. Nobody replays missions or zones once they've completed the challenges. I think scenarios like DC, Onyx, and HATHOR, among others, are very underutilized. Rockbreaker Event: Can anyone give me a plausible reason for loot-related reasons to do this event instead of obtaining the materials elsewhere? Since it was implemented, we haven't had a single PvP encounter. The final blow, Bricked: As a solution to component duplication, you've decided to implement character-bound items, eliminating the most common loop for veteran players: component looting. Everything is full of broken and abandoned ships. Again, I'm sure someone at CiG has come up with a component loss formula. If you lose your ship, you lose your components. Repairing your ship shouldn't give you a new component. Increase the number of components obtained by loot and make crafting easier. Generally, with the current system, people practically don't craft or equip their ships. Conclusion: The game has gone from being an exciting adventure to a mission-driven experience. The sandbox concept and freedom have been lost. Everything feels scripted. People doesn´t care about dying or losing their ships. Cloud Imperium Games, you potentially have the best game in our history in your hands. The decisions made in these last three patches are killing PU and its essence. I want, and we want, to see the ORIGINAL IDEA of the project succeed. Star Citizen: humanity 900 years in the future, in the age of space exploration with influences from the Roman Empire. A world with CONSEQUENCES. That's the promised game. The game that so many of us support every day, the dream that you, Chris Roberts, have shared with us. We want a game with excitement for jump into the verse, where the unexpected is part of every day, just like it was until this last months. Please, CiG, wake up. We're here supporting you.