Originally posted by: Beev
Warrior, priest, warlock, and druid
I'm generalizing when I say all PvP'ers are elitist, because the average PvP'er is. Of course there are people that love to do it over and over and actually have fun, and treat other players with respect. You just don't see them very often... And again, there's an infinite amount of stuff you can do with AI scripting. You can only reinvent the wheel so many times for PvP before you're making CTF into CTObscurePieceOfCloth.
But, see, that's where you're wrong, I think.
You're way oversimplifying PvP in general based on your experiences with World of Warcraft. PvP in DAoC is rarely the same from one fight to another, even when you're just playing a healer. If you're defending a keep from an attacker, your strategy is different from if you're attacking or fighting in open ground. WAR, with the exception of the little battleground scenario areas, seems to borrow more from this type of play.
Yes, in WoW, PvP is stale...but that's only because the game was not designed with PvP as a fore-front. The game is balanced around PvE.
DAoC on the other hand was designed with PvP as its endgame. I could play for hours and hours, moving from keep to keep, defending or attacking. Throw in the occasional open-ground fight or bridge fight, and it made for an incredibly exciting end game that never got old as long as there were enough people around. Once the PvE aspect of the game started to decline and things got too easy, server populations fell and PvP ceased to be fun.
The difference between this type of PvP (the type that WAR is also based around) and World of Warcraft's PvP is that in WAR, your PvP accomplishments are not wiped out when the instance ends. If you take a town in the Sea of Claws, the town is taken until the other side takes it back. If you take a keep, it's gone until it gets retaken. This is a dynamic that is foreign to people who play World of Warcraft, and most other MMOs as well. In WoW, if you win Alterec Valley, the instance ends and that's it. In GW, you kill off the other side and the arena match ends. In UO, you killed your opponent, but there was no ultimate goal.
In DAoC, the ultimate goal was to take all of the other realms' keeps and relics and keep them as long as possible until someone took them from you. In WAR, you try to control the zones. The persistent aspect of it is what makes it interesting. It's never over, and the battles are never the same. The classes that you have available might influence how you go about your attack or your defense. The numbers playing dictate which objectives you can go after. You don't just play the same scenario over and over again.
Don't let World of Warcraft, in which PvP is a sidegame at best, color purple your view of PvP in all other games. World of Warcraft is just one way to do PvP (and not a good way, at that). There are many others, and DAoC/WAR has one of the best.
Also, I strongly disagree with your statement about how AI scripts are limitless. How often do you alter your fighting style against a computerized mob? Never. They always behave the same, and you always fight them the same. Another person, however, you never know how they will act.