Another thing to remember about Warhammer, and Mythic in particular, is that they are the masterminds behind DAoC, and Warhammer Online, core gameplay, is a spiritual successor of DAoC (which a lot would acknowledge is the best pvp focus mmo out there, older than WoW, and a game which really showcase how an RvR game should be made)Amnestic post=7.74282.836778 said:WoW's 6 (Nagrand, Terrokar Forest, Zangarmarsh, Hellfire Peninsula, Silithus and Easter Plaguelands) world PvP zones with Objectives seek to disagree. The lattermost two only offer zonewide buffs to your faction, the previous four offer a variety of items and equipment from vendors that would otherwise not be accessible in addition to a zonewide buff. Not as deep as WARs perhaps, in that it doesn't really change anything in the long run, but it's there and that's something you can't contest.Warhammer has special zone with Keeps and Flags, capturing these give players access to special trainers and merchants, and RvR bonuses. Killing players give both Exp and Renown Points to unlock better armor. Letting the enemy hold a keep can has disastrous consequences in the long run as this will give them the chance to strike at your fortresses and finally, your city.
In WoW, oh yeah, you can smack the red dudes that you meet once in a while. If you are bored, get a group of 100 people and raid a city (Did you get anything out of it, did you put the other faction out of business and won the war, NO)
So, it's even sillier (based on the comment of Asehujiko), that WoW is offering a unique RvR game, as it's not.