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Make PvP worth pursuing
22 player mentions + … visitor upvotes
PvP offers too little reward for the risk: recovered gear can be worth less than ordinary barter loot, questing and AI farming can offer better rewards, and fast deaths leave little chance to react. Make winning fights worthwhile alongside quest progression and AI rewards. Add meaningful dog-tag barters, make recovered gear worth taking, and raise carry-weight thresholds using Softcore as a reference. Give players time to fight back and accelerate skill progression so a developed PMC can be enjoyed for most of the season. Use valuable loot to draw fights, as the Tarcoin event did around Chek 15, with a big payout for the winner.
Your own running masks nearby sounds while stationary players hear you coming. Stamina loss and fractured legs make escape difficult, while heavy screen shake makes it hard to see the attacker or return fire. Shorten footstep hearing range, reduce aim punch, and make the existing Elite adrenaline effect available by default, testing a 5–10 second window to reach cover. Speed up non-impact grenade throws and consider a dedicated quick-throw slot that excludes impact and other short-fuse grenades.
Center-mass sprays can recoil into the throat without deliberate aim, while aim punch, blur and shake make it hard to identify an attacker and aim back. Sprint-to-ADS delay leaves point fire as the immediate option when caught sprinting, but it currently feels too weak to rely on. Remove neck and throat hitboxes, reduce those visual disruptions and gear penalties, restore viable point fire, and remove the sprint-to-ADS delay. If neck and throat hitboxes remain, alternatives include better coverage from heavy and soft armor, or a separate neck protector usable with any armor.
Slow skill progression keeps most players from experiencing Elite Strength and Endurance, while carrying earned loot can make movement feel punishing. Accelerate early skill gains, improve base stamina, movement speed and jump height, and target Elite skills in roughly 200 raids so players can enjoy PvP for the rest of the season. Retain a weight system, but test 25–40% higher overweight and heavily overweight thresholds so a successful raid does not leave players unable to move effectively.
Too few maps offer worthwhile loot. Bring Shoreline Resort back to its prime for loot and fights, restore Interchange tech stores and Labs keycard rooms, and make Ground Zero and Woods worth visiting. Make expensive keys worthwhile with rare marked-room container spawns, including THICC cases and containers with valuables inside. Add useful barters like two Golden Eggs for a Bastion plate. Mark rotating loot bonuses on map selection so Reserve’s RB-PKPTS can draw fights one day and a quieter area elsewhere draws them the next.
Desync, rubber-banding and inconsistent hit registration make fights feel unreliable, including deaths after reaching cover and conflicting views of the same encounter. Improve server performance and hit registration. We don’t know what’s happening behind the scenes in EFT’s network code, so we can’t offer a specific technical fix. In our experience, desync and hit registration feel much worse than in other games.
Splitting PvP again after PvE risks leaving both modes feeling empty, while achievements left on a separate character and repeated skill resets make earned progress feel discarded. Extreme money grinds can also turn seasonal goals into chores. Reconsider separate seasonal characters and merge achievements so the active profile reflects the player’s investment. Keep expired events separate from an attainable core list, using Steam as a reference, and make every seasonal achievement obtainable in one character run. Record achievement progress reliably so completed work does not need to be repeated. An optional prestige once per season is another proposed endgame goal, without forcing players to reset.
Trader progression needs worthwhile upgrades, while flea restrictions and purchase limits should follow consistent rules based on equipment strength and availability. Add more high-penetration ammo crafts behind challenging quests, building on M80A1 and Blackout AP. These quests should unlock above level 50, giving players something to grind for after max traders and Kappa while keeping high-penetration ammo scarce and extending early wipe. Restore worthwhile Ref level 4 rewards, including Altyn helmets and plates: his unique gear used to justify the grind, despite the frustrating link to another game. A separate proposal is to match ammunition available in each caliber to the armor tiers traders sell.
Early attachments can match difficult unlocks, leaving build knowledge and progression with too little payoff. Feedback differs on current gun handling: some players want more predictable, lower recoil and more viable weapons, while others find stock weapons too forgiving. Give attachments distinct strengths and tradeoffs, with prices and unlock requirements that reflect their value. Review recoil and handling so more builds remain competitive while control, practice and attachment choices still matter.
Additional level gates and inconsistent restrictions make the Flea Market less useful when players first unlock it. Open the full market at level 15 and let players decide how to spend their rubles. Paying 500,000 for a scope from a 1-million-ruble budget, or buying a 200,000-ruble motor instead of finding it on Interchange, should be a player’s choice. Another proposal is a two-week opening lock followed by broad access, so returning players are not left behind. Remove pack selling to make buying items more straightforward.
Squads can recover each other’s gear without insurance and combine kills for shared tasks, while solo players carry the full workload. A trio can reach 25 scav kills on Customs together in one raid; a solo needs an exceptional raid to get all 25 alone. Test a 25–50% solo raid XP bonus to help balance progression. Another proposal is to cap squads at three players so solos face less pressure from large groups.
Abundant top-tier ammo, powerful scopes and early access to high-tier kits cut the early-wipe phase short. Restrict top-tier ammo supply, review uncontested Black Division farming, and keep class 4 armor accessible so fights last longer. Make Twitch drops mostly hideout items, excluding meta high-penetration ammo and class 5 or 6 plates. Make variable scopes extremely rare without weakening them: finding one should mean choosing between using its advantage or selling it for 500,000 rubles to fund hideout upgrades. Keep the full Flea Market available at level 15, and apply Icebreaker nerfs only to Seasonal characters.
Switching off the lights makes stationary opponents harder to spot and makes Labs less appealing to players seeking fights. Two proposed approaches are to remove the lights-off option in PvP Labs or let players restore the lights after they have been switched off. Keep Labs worth moving through and fighting over.
Flashlight flare hides the opponent, including in daylight, and makes fights feel like a coin flip decided by a random head or throat shot. Test an 80% reduction so players can see their target and respond with deliberate aim. Flashlights should help you see into dark corners, not make you disappear from your opponent’s view.
Repeated transits make maps less convenient to reach. Unlock Labyrinth from the menu after its storyline, and allow direct Terminal entry at a fixed night time after the first transit in a playthrough. Remove the Icebreaker transit from Shoreline so it is a destination again.
Weapon building, quest hand-ins and stash selling take too many steps and can fail. Escape should close the active pop-up, build purchases should include available flashlights and lasers, and quest hand-ins should allow batch selection with an optional auto-select. Fix the flickering items and crashes reported when using automatic stash selling.
AI often feels static and predictable. Make Scavs physically loot and roam, have combat AI patrol when unthreatened and spread out or use cover under fire, and support movement such as jumping and vaulting. In a full PvE mode, let AI PMCs open locked rooms, travel alone or in groups, and fight other groups around hotspots.