I think (personal opinion), that the simple-textures are more desired, because they are EASIER to make look good (detailed are so hit-or-miss, and in fast pace games do not work well). And, while I do not know the technical side, I can say when I jumped around with JMR's "valorant style" textures, maps looked better. Yes, this is subjective. But, the majority of current DP2 consumers would pick the 1st screenshot over the 2nd (and I'd argue all of the dedicated playerbase would choose it). A few others have dabbled in these textures, and the only person I have seen against it, is you - Jitspoe. The full game looks so much nicer - especially in such a high pace game. Ofcourse, if we wanna make stand still speedball paintball, sure realism of fences and bunkers are prob nicer. But, if the goal is what the consumer actively commits time to - which is a fast pace high action game - then the realism just will never work. It has been complained about for almost a decade now - and the amount of people trying to remake JMR's valorant style shows this.
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Regarding simplicity of "use textures that come with the game" -- I 100% agree. Either let people fully customize (models, textures, etc.. all aesthetics) or do not let them customize anything. And if the textures are nice, I 100% support no customization. This is a topic I think the majority of people also support - we do not have this unnecessary desire to customize the game, we literally just want nice textures and to be able to see where the walls meet the ground/windows etc.. when moving. Very simple what we want.
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Since the topic is DP2 Discussion, here's other topics to discuss that are urgency to your consumers - these 4 things below are things we beg of you to fix:
1) Grenades are random, can explode through walls sometimes, do not match the explosion of the visuals, and let me repeat are RANDOM. You can sit in a grenade, and not die. Literally in the explosion. But - you can also be 10 feet away from any splatter, and die. This is insane and it's been complained about for YEARS.
2) BUG (again, been around YEARS) - Priming a grenade, throw, pick up other grenade immediately, it auto-primes without you doing it, explodes and kills you.
3) I understand hitbox cannot be changed, and you did not document a change between 2013-2014 for balls starting to bounce off players (assuming something was changed where the velocity at 38% considering first time you told me that, you said "slowballsbounce" cmd didnt impact players) -- OR it is something where there's literally just a max range implemented (undocumented from my quick glance at build notes) as it seems even with increased ballspeed there is a set drop off.... - we need to be able to revert to the standards that made sense. Whether that is adjusting the velocity to explode, or another setting. But the balls bouncing off players and feeling random, is unhealthy for the game. And I DO NOT WANT to have Match servers (slowballsbounce 0) to have cmds different than pubs. So, it's either we make it very hard for people to integrate into comp scene (which increase lifespan of their playtime) by having diff settings than they are used to - or we work together to acknowledge whatever changed was not good (we have posted many videos of balls bouncing off, and in 2013 demos this DID NOT HAPPEN - Source: We wathced over 30 demos on banterous.de in specific date ranges).
4) SOUNDS. I asked this verbally and you informed me it is a quake thing, explaining how it occurs at the start of a round. This is NOT the case. You can be mid round, hearing sounds in your base from enemy base. (most notable is water related). Sounds are inconsistent and random, which forces such a reliance on recon.
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There's other luxuries we could discuss (player models, gun models, stat system, "pay system" to get a name/team logo on jersey, textures, basically the feature vote meme list etc..) but before any of those happen, the above 4 should at least be looked into. #1/2 are necessities - its game breaking. The other 2 are arguable on their necessity, but for #3 I do not think a workaround that changes the game should be a positive thing and would much rather be on the same page as all servers - but that's just not possible with the current defaults so we are forced to use a workaround to play the game - I want to work together to find a middle ground so the comp scene does not use this workaround. #4 is just, well, a known bug that is probably worth fixing.
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EDIT:
Note: I do not want to be the "complainer" always writing the long messages, but we have put a lot of effort in reviving the community, to the point there are probably 5-6 matches a day, people are playing 3-6 hours daily, we have run successful leagues -- and we can not keep people with the glaring issues.
Note: While the intent of whatever caused the #3 issue may have been positive in goal (forcing close range fights). DP skill cap is not as high as people claim. The issue is the lack of newbies/pub scene because it is a 20 year old game (and does not LOOK modern) so people either delete by looks or because they are forced against top 1% to even play the game. League of legends is higher skill cap - I've played that game 10 years, many MANY more hours than DP, and the highest I was ever is master tier, still getting pumped by professionals. Why? Because they continually push the limits of the game which causes it to grow and skill cap rises. If someone who actively played in season 1, or even develops without playing, tried to balance based on their very very limited playtime experience, it would cause a riot (ha, riot for Riot Games). There's no requirement for a dev to trust or listen to his community - or even value them - but the game only survives and (maybe) grows with the dev and community getting on the same page.
The toxicity and irritation on both sides stems from:
Jitspoe has idea for the game, and implements towards these ideas feeling as though the speed/shooting is unhealthy. Thinks no matter what he does community rages, so doesn't matter what he does.
Community has idea for the game, they spend hours on playing so think they have expertise. Thinks no matter what they do, Jitspoe will ignore it.
People offered to pay you to work on your game, not even full time, pay-per-feature we want even. You've got true addicts, my boy Shk is on till 4am searching for 1v1's. If this game is more than an item in the portfolio, then it's time we actually work together and stop the dumb divide between comp scene and dev - as from what I've been informed it's been going on for at least 15 years...