couldn't disagree more. i think PvP is what is ruining MMO's. open world pvp leads to nothing more than gankfests and annoys such a large population of a gaming community, that most wind up quitting because being ganged up on and killed every few minutes is the absolute antithesis of fun. one of the things i liked most about EQ was that is was a PVE centric game. the community came from coming together with others in order to assist one another while exping, trading, and exploring in order to survive, not to wait around and gank noobs. just look at GW2; pretty much entirely PVP centered, and an absolute snoozefest of a game because pvp'ing, all day, every day just for the sake of pvp'ing is boring as fuck. if EQ next wants to have full pvp servers, that would be fine. i know some people feel the need to validate their existence through pvp'ing in video games. but i would hate the game to force everyone into pvp'ing, because i for one find it annoying and dull.
First, a response...
My post did contain more than just the two words 'Open PvP'. I specifically addressed ganking and stated that there needed to be some limitations in order to incubate new players.
And now for a some ranting...
Anyways, PvE is what has been done to death at this point. I don't know how everyone else feels but seriously... after I have beaten a raid encounter once, I have zero desire to ever do it again. I still do it though, because my guild wants to and it would be a dick move to take off and leave em high and dry, but holy shit does it make my eyes bleed with pure boredom. NOTHING CHANGES, at all from one week to the next. I mean that is some absolute shit return on investment for time spent in development compared to how long it engages the player. You get through it once AND... done.
It's not bad for single player game because they only hope to hold your attention long enough to get you through the narrative one time. You beat an encounter and you move the fuck on, you don't sit there re-playing the boss to level one 15 times before going on to level 2. PvE in mmo's is god awful and has been for a long long time. They bust out some 15 year old mechanics from any action adventure game ever, and call it innovative. If they manage to come out with some halfway decent mechanics or surprises it's almost instantly crippled by the fact that they are tying to artificially prolong the life of the content by putting in bullshit time sink mechanics and forced repetition through gear hunting.
Next company that comes out with a boring ass PvE game with shoe horned PvP... I am taking a golf bag full of Nerf bats to their HQ and going to town. I will show them how interesting Person versus Person can really be.
A few people have a clue as to what I am talking about in terms of a PVP game with a pve structure to support it and help balance it. Most don't because hardly any games go that route. Even GW2 is a major flop in terms of integrating PvP. The whole epic monumental struggle that is WvWvW means shit all to the denizens of Tyria. I am sure it means a lot to the players who win and thrive on pure competition... because that's all you have to keep that fire going.
And finally for some theory crafting...
A good PvP centric game will utilize the NPC's to shape and funnel the early game and help cultivate players into the clever little bastards their faction needs them to be. The npc factions should do several things:
-They should give the player a strong identity of who the faction is, and who the player is in relationship to the faction. "We are merchants and you are our bodyguard, we are assassins and you are one step away from being target practice unless you complete this assignment, ect."
-It needs to force players out into the world and push them beyond their comfort zones, It should be driving players into conflicts in the early stages.
-The factions need to be grouping newbies together by sending them out with other players. You queue up for a mission, and ouila everyone else in your faction who wants a similar ranked mission is put into a free form party. Now go do it. However, there should be no warping to the objective. The team can assemble at the faction HQ and head out from there.
-Likewise, the opposing faction or factions should be trying to learn about these plans and send out a defending party to prevent the attackers from completing their objective. This should happen IN the game world, not a bg or instance. If there isn't anyone around to defend then the attacks will get to keep pushing and try for some bonus objectives until they become enough of a threat to warrant attention.
A side note about combat:
Combat roles should go something like this: close range DPS, ranged DPS, agile DPS, slow and deadly dps. (see a theme here?) No in combat heals for anyone. When you get into a fight it's all about taking the other SOB's out quick, while deflecting hits, or dodging, or taking people down with a grapple. Just down and dirty brutal combat that is all about killing. Then after the fight you can look at who is hurt and try to treat their wounds.
This makes it much much easier for random groups to be assembled as you don't have to wait for tanks and healers... Tanks are by-products of PvE anyways. Healers just literally get in the way of a good fight. Want to fall asleep? Watch two healers duel. Take them both out completely and only serve up 100 flavors of dps and that will make for some really interesting tactics and fights.
Oh and make this an action rpg for sure. Auto attacks are the other thing that get in the way of a good fight. It should basically come down to you only needing to deal a few solid hits to take any human sized opponent out regardless of level. People will just get much better at deflecting, dodging, rolling, moving, countering, parrying, blocking, kicking ect, so landing those hits on veteran players becomes much more difficult. Both, because they have improved as a player and because their stable of skills has increased.
This all results in a swarm of newbies still being a considerable threat to a single high ranked player though as there is only so much dodging you can do when you are surrounded.
Ok, that's enough...
Anyways I could keep going like this... but essentially I want to see a persistent mmo fighting game. (Think streets of rage or final fight or turtles in time, in 3d, and with a versus mode of 10 on 10 or more.) Old ass games to reference I know.
Newbie experiences should be fun as hell. You join a faction, they introduce you to the world and get you to swarm up with other newbs as it pushes you towards the pvp pretty quickly. You have nothing to lose and everything to gain. So might as well pull a daring night assault on an enemy compound with a bunch of other wet behind the ears fools, I mean what could possibly go wrong.