+1
Ignoring the concept of whether or not this should be in alpha, Im looking at if the current limits remain in place once it goes to "public" launch.
If this game turns out anything like Warframe... the 3 starting pacts will not be anywhere near enough to keep the majority of players long term. Bare minimum should already be 5 pacts and around 20 weapons for free players.
Core financial reasoning
More weapons and frames will be added ad nauseam as time goes on, with plenty of opportunity for monetization that wont actively kill players desire to engage before they ever spend a dime. I get that "inventory convenience purchases" are a surefire source of reliable income, cause everyone who will actively play will buy them all, but this will reduce the total quantity of users substantially, and in turn reduce potential sources of revenue and free advertising by a landslide.
Pacts
Even with just the base "11" pacts that exist (ignoring the 3 premium upgrade versions) 3 already feels too limited.
- At bare minimum, there should be 1 free slot for every 2 pacts that can be "earned" (rounded down).
- EG; newbies should start with 5, and if a 12th pact is added, everyone should get a 6th slot for free - at 14 pacts, a 7th free slot is added... etc etc.
Weapons
Weapons on the other hand, its mind boggling that they have a cap, let along one so small...
- You can't even get the blacksmith to level 3 (which you need to craft your second pact) without reaching the default weapon limit. Even with initial "free currency" allowing us to increase this, the fact that you need to manually do so is a major annoyance.
- Initial weapon cap should be at least double what it is now, likely with some similar "add another freebie" ratio like for frames. (or honestly, just remove it entirely - monetize something else)
Closing statement
If you want people to stop playing your game before spending anything, "Cash-shop centric inventory lockouts" are a surefire and proven effective quit point (especially in today's economy).
- If you think you need to have these limits, Don't let new players feel the impact of these flaws until they are emotionally invested enough that it reduces the odds of a total quit and negative publicity.
- You already have a game that is actually great fun! With a core like this, people will much more happily spend money on stuff that is not "Pay for QoL". In turn they will happily spread the word about how non-predatory the game is, and how cool the new "[insert pop culture reference] inspired" cosmetics are.