Originally posted by: Malladine
I disagree Playmaker. WoW has taken the hamster wheel system to entirely new levels. the WHOLE PURPOSE of WoW is to get better gear. That's where Blizzard has placed the ultimate goal...at MOST it's "get better gear to beat the next boss...to get better gear...or to more easily kill other players..."ETFC.
To compare WoW to UO/EQ in this way is a bad idea man, those games were and are very different, more so UO. WoW is attractive because it provides endless purpose through working towards X, Y or Z. Listen to the players, the vast majority know this, even if they aren't aware they know it.
I'm not sure how you can make a distinction.
WoW's purpose is to make your character as strong as possible by getting the best gear. UO's purpose was to make your character as strong as possible by getting all your skills to the top and getting the most money (and then later getting the best gear).
EQ's purpose was to make your character as strong as possible by getting the best gear.
They're all the same. The purpose of an MMO is character development. There is no solid goal that says "Once you do this, you've beaten the game." That's the point of an MMO...character development. Whether that development comes from grinding Realm Points in DAoC, doing instances in WoW, farming Doom in UO, or camping spawns in EQ, the result is the same: repetitious events for the sake of character advancement.
If you don't like that, then you should not be playing MMOs. They don't work the same way a shoot-em-up game works. They can't. If they did, they would be Counterstrike. If everyone was on the same playing field all the time, you'd have an FPS, not an MMORPG.
Some MMORPGs reward time invested much more than others. UO from the pre-UO:R days didn't reward time played very much at all. WoW rewards it quite a bit. DAoC was somewhere in the middle. WAR seems to reward time played a little less than DAoC, in that your gear does not have quite as deciding an effect on the outcome of a battle.
DAoC, after they implemented New Frontiers, was always about strategy. "They're hitting this keep, but if I hit that keep, it might draw enough off the main force for a second force to be able to successfully defend the keep." WAR seems to be about the same. When you're fighting in groups of 100+, the effects of what gear you have are very minimized.
Also, the "large guilds kill MMOs" argument doesn't fly either. In WAR (as in DAoC), your character choice decides which side of the fight you're on. If you're a Destruction character, you fight on that side. If you're an Order character, you fight on that side. Everyone on each side works toward the same goal in the mix of a battle. It's not FFA PvP, where guild alligience determines who can and cannot attack you. It's Realm PvP, where your character choice determines who can and cannot attack you. Yes, one realm will likely have a larger population than the other, but that was usually never a problem in DAoC, and Mythic will provide PvE bonuses to underpopulated realms (such as more exp per kill).
Basically, none of the complaints raised in this thread apply to WAR any more than they apply to any other MMO that's ever been made. They're all grinds toward making your character the most powerful it can be. You can't get around that, it's the nature of MMOs. If you don't like it, don't play them.