Meh. DAoC did PvP that turned into Zerg v Zerg often, and did it pretty well. It wasn't ALWAYS ZvZ, and even if there was an insurmountably large zerg there were options to deal with it besides direct confrontation.. talkin New Frontiers, supply chain teleporting and stuff, if you cut out a key keep their reinforcements from respawns would be delayed an extra 5-10 minutes.Therumancer said:As far as overall competition goes, well if the game has any kind of open-world PVP... not "PVP anywhere" but specific objectives people can flag for in order to fight periodically and gain some kind of global advantage... overall balance issues become a factor. One of the big problems with "Warhammer" was that while it had instanced PVP, it also had castles and such out in the world that were fought over periodically on all servers. "Warcraft" has had control points on almost all the zone maps since Burning Crusade as well.
It wouldn't really work in WoW though, since all their zones are basically leveling zones. If you're going to do something like that it pretty much has to be a separate area, only for PvP/RvR.
Well that's less a problem with MMOs and more a problem with the current MMO paradigm. Sure.. it works, I guess. I don't find it any fun. The whole PvE-endgame thing forces certain design decisions to be made that I don't care for -- if you have PvE-raiding or questing as or even PART of your end-game content, well, that only works if you have to re-run instances or replay content in some way. It takes time to design that stuff, and so they have to keep you there long enough for them to design more content. If there was no reward -- gear. -- there's no draw for PvE content, and so any time spent creating it becomes a complete waste as it's totally optional. No one's gonna pay a bunch of people a bunch of money to sit around making stuff that maybe people will do just for kicks but for no other reason.Not to mention the simple competition to complete content and the like... as well as the fact that a faction that does well PVE also tends to do well in PVP due to better gear. If your side is stronger and is clearing instances quickly and more efficiently it means that when the PVPers from your side head into battle, even if there is no inherant character imblance within the PVP mechanics there is going to be a gear imbalance which will acheive the same thing.
So now you've got PvE timesinks that prevent you from quickly 'finishing' your character, and creating a barrier of entry before you're able to PvP. And you've got a system where new PvE content supercedes old PvE content -- a gear escalator and mudflation.
All of that leads to PvP that just isn't very fun, because your gear will wind up being a large determining factor in how well you do. At least, that's no fun for *me*.. some people will tolerate getting smashed in the face with a hammer for three months so they can get a cookie on their birthday. Some people are insane.
There's no law saying all MMOs have to do any of that, but they all do. Drives me up the wall. I'm not saying they're bad games, you're free to love them, WoW is a really well made game but it's not for me. And if you're really in to PvP you shouldn't take for granted that an MMO has to have a WoW-like PvE endgame.
I'm ranting because that kind of thinking was held by the dudes from Mythic, and it absolutely killed Warhammer. D: That game was a lot of fun from 1-20, and honestly the classes were really well-designed at least so far as fun. I had a lot of fun playing every class. Everyone I knew who played did. But they thought endgame had to be PvE or nobody would like it, because that's all that's really on the market, and ruined the endgame. And the only reason that's all that's on the market is because as far as I've been able to find nobody's released any MMO that has taken a chance and NOT copied the dominant model. Cowards, all of them. >:|