Gray Zone Warfare classifies itself as a PvE-first game, but it also has plenty of 'niceties' exchanged between players. These are perfectly cool when they happen around high-traffic areas like the headquarters building of Fort Narith, but since the player count surge from patch 0.4.0, an awkward, artificial PvP flow has formed around combat outposts (COP).
Because you had unrestricted respawns in combat outposts, players who died would simply come back in the nearest one, get a cheap kit (or sometimes even go naked with a knife and a dream), and dash to get back in the fight. COPs would swap hands every two minutes, and that sector of the map would become a glorified Call of Duty lobby.
To get around that, update 0.4.5.0 of Gray Zone Warfare made major changes to how COP and PvP as a whole work.
Making Fanfare From Warfare
The first and perhaps most important change here is that outposts now have a 30-minute cooldown after capture. This won't stop players from counterattacking it and pushing into its perimeter, but it means they will have to actually hold it for a long time in order to reclaim it.
PvP zone markers...
