While I will be the first to say there could be ways to improve PVP to be possibly less cumbersome, people are also saying people can peek too fast as it is, so I'm not sure there's really any win scenario here.
Hitreg, there might be slight things that could be done differently that may make it better which I would need to toy with to see what it would take to do. But I have no guarantees of that fixing anything.
Yes I keep forgetting to revert a few parts of the zoom stuff with sights. But I should be able to do that later tonight or at least by the start of next week. Sorry for the inconvenience presently, it's just annoying how each gun is more or less uniquely shaped so a universal system will occasionally be a bit glitchy for some but not all. (Part of the problem with trying to get them to align with the cross hairs).
I get there are certain meta guns, but I'm not sure how we can do much about that. As I both understand why they are but also I'm not entirely sure how we can make it so every gun is appealing either. In most competitive shooters, either
A) there are limited guns but each one is unique so there are reasons to choose them or
B) there are a lot of choices but there is no real difference so it's purely aesthetic.
Plus they alter the damage and stuff to match. While a lot of our guns were based on the crafting system so you could unlock what we felt were "better" ones as you rank that up. We also decided to try to make it fair that each caliber would be its own statistic so that way each one of that type would be similar and not have a low crafting level 9mm be garbage compared to a high level 9mm. (We also debated the topic of making each caliber its own ammo box type.). This was intended to also help make diversity a more appealing option but maybe this is not working as intended as it once did.
It seems a lot of the complaints about PVP are also based on who it is raiding or starting the PVP situations. Large orgs are both very fun to be part of but it also makes it so smaller ones or solo individuals have very little chance. Other than making a very reduced cap on how many people can be in an org, this is not an easy thing to control, but even that would result in orgs just raiding collectively. I was thinking the other day that, even if we added more plants, that were legal to grow albeit less profitable, people will still raid them like there's no tomorrow so it's just difficult to develop around too. Because if we said you cannot raid to take those, how does anyone get proof of when they could raid? If we made some sort of tool that could determine what was inside and raidable, that would be quite OP but it would reduce unnecessary raids.
People complain about criminals always being nerfed in some way or another but how would we buff them either? I don't want criminal behavior to be impossible but it also is criminals that make criminal behavior impossible, so what do? Sure there are things that police get that make it harder for people to do criminal things and I understand how much that can suck but if basing is a constant issue due to the amount of nonstop raids, how can we fix this? Simply reducing the amount of raids a group can do solves very little. Speeding up grow times simply makes growing too easy when no one is. Adding more things both legal or illegal inside a property may be fun for variety but it doesn't change the PVP aspect.
Overall I want PVP to be a reasonably fun experience but at the same time as this is not a death match type gamemode, we cannot have people run and gun more than they do already nor can we expect quick respawns when you do lose.