I am not quite sure of the validity of this statement.
I still don't understand some of you that want both PVE and PVP. There are 100s of fucking games out there that do both already, and they usually are bad, why? Because there isn't FOCUS on one of the two.
My hope for EQnext is a PVE focused game. If there is any PVP it would be on PVP servers. I think basically the problem that most MMOs face is that they are trying to do EVERYTHING, and that everything is generally only mediocre, instead of focusing their energies on doing a few things exceptionally well.
Seriously though, in today's day and age wanting a game to do everything is simply the wrong stance, we have possibilities out there.
On the whole I have been really turned off to pvp lately. I guess I am lame, but I want quality over quantity.
My stance is that the segregation of pvp and pve is most of the problem right there. There is no game I can think of that has really merged the two. They have been concurrent but they have not really fed into each other at all. Eve somewhat accomplished this with the economy there heavily relying on non-pvp activity to farm up materials.
What I keep saying is that the NPC factions that players get incorporated into should be at war with one another and should be the framework through which many PvP encounters happen. Quests should really come in the form of missions that send you into enemy territory where you run the risk of confronting enemy forces.
I think there should be occasional battles with the opposing NPC elements fighting each other, while the players come in and tip the balance one way or another. There should be lots of PvE preparation and farming for these Larger PvP events.
Territory control should be important beyond some minor experience gain bonus. Fortification of territories and structure building should be used to protect against both opposing players and hostile npc's/mobs.
If you make this system deep enough with plenty of interconnection between territories, factions, missions, trades, fortifications ect... it will create a very dense game experience. Each element will get lots of use because of the ongoing nature of the Faction versus Faction conflict that drives the game.
Having 100% player versus player with no limits or goals or elements to structure the conflict around does not create very compelling gameplay. You need to create a space that has many different facets for people to participate in.
And as the last note, the space in which the conflict rages needs to be the actual game world and not some instance tacked on later in order to keep everything else "safe".