'Tis the curse of mankind that each new generation has to relearn the lessons of it's forefathers... In this case, in this thread, I got as far as page 4 before I gave up and decided to just go straight to breaking out the history lesson.
The MMOs as you have experience them today are the product of nearly a decade of observation of human nature within the medium... but each MMO itself exists upon a certain point along the time line, from which due to the difficulty in overhauling the entire structure and starting again, few ever escape from.
It begins, at least for the first of those "M"s, with Ultima Online, launched in 1997; a game which started out with a complete free for all regarding player interaction. The designers assumed that those who wanted to play constructively would band together to protect each other from the self declared renegades... they thought their game would hold up a mirror to life, and "Good" would ultimately be dominant, whilst still allowing the rogues to exist. The problem was, in real life we can't just walk away and play a different life, we
have to find a way to mitigate the worst excesses of human behaviour... In Britannia however, the "Dread Lords" basically controlled the entire world, as those who wanted to play constructively just walked away from the game; There's a basic article on the problem here...
http://en.wikipedia.org/wiki/Criticism_of_Ultima_Online
As a consequence, Origin/EA decided to divide the world into consensual, and non-consensual world wide PvP... with the result that approximately 80% of the population immediately bolted for the consensual world on the very first day, and never went back.
Most of the following MMOs took note of this, and designed their worlds with such a consensual/non-consensual division from the start, assuming they'd be able to maintain both player bases on the same hardware, but just a few lines of important toggle code apart. Everquest, and yes, our City of Heroes (launching without PvP at all, but with it as part of the later design plan) are part of this second wave. However, they all started to run into the same problem... the PvP parts of the world rapidly lost population, frustrating the PvPers who wanted to gank and kill people that simply weren't there any more, or were themselves off playing a dedicated PvP server, EvE Online, or Quake III Arena instead. The second wave solution was to try and create content which would draw the PvE players into the still existent PvP worlds. Bribing them in, basically. In the case of the continuing Ultima Online, it was Power Scrolls and unique loot from events over on the non-con world. In City of Heroes' case, it's unique badges, and the endlessly discussed Shivans; which I shall return to shortly...
But the reality of this approach just made things worse; The PvE'ers grew intensely frustrated trying to out-twitch the dedicated twitch gamers, who growing up in the culture of "anything to win" were often hacking to buggery on top of the different skill set and levels of skill. Nor did they like the other parts of PvP culture; the trash talking, the "pwning" rather than just winning... In Ultima Online, the result was that they very quickly lost interest in even trying to get to the PvP events, let alone wrest control of them from the PvPers. And as the Power Scrolls could be sold on the free for all player market, the ended up dominating the high end PvE market too. The result was an increasingly divided and angry player community; the PvE ers wanted the goodies, but couldn't get them, and the PvP players had them, but no one wanted to come to an increasingly unequal fight against them and have their inevitable teabagged-corpse.
City of Heroes, being a late Second Wave MMO tried to avoid this, originally by taking a unique "No Competition For Loot" approach, but also by when finally releasing PvP, leaving the hook to draw people over something personal, that they could eventually work towards no matter what, and not ever have taken from them... the Badges, and Shivans which were largely useless in PvP, but an enormous help in PvE. However, like most of the MMO industry, it had not yet sunk in that those kind of players hated the whole
experience of PvP. They didn't want to spend however many hours doing something they hated, for a boost in efficiency doing something they actually liked.
This is why Third Wave MMOs have accepted an almost entirely
self contained Consensual model, and what PvP there is has absolutely no negative qualities at all for your
character. Witness the genre-conquering World Of Warcraft, but almost any MMO you can name that entered development let's say after 2004/5 or so; Tabula Rasa, Everquest II, Lord of The Rings (which interestingly, is trying a slightly different approach by letting PvPers
be the actual E in PvE, but only as lowbie monsters I believe?) they all have the ability to step into PvP as you require, fight for bonuses that matter only to PvP (or have comparatively little use in PvE)... but if you don't want to ever PvP, you can just ignore it entirely, because there's nothing there you'd want compared to going PvE Raiding instead; the loot there was always maximized for that particular style of play instead. Even world PvP on PvP servers now allows you to bank and trade in peace, but almost all the best loot is Soulbound or similar, so you can't bend someone over the bank counter trying to corner the market on it either...
Now the old Dread Lords from a decade ago may howl about that, and that's where this thread has come from; It seems some in our Warzones haven't yet realised that they are at least 2 generations of MMO experience behind the times; but you can't criticize the new ideologies numbers from a business stand point; World Of Warcraft has around 11
million subscribers. People in general on both sides
like the modern balance that's been found. Indeed, you could say City of Heroes is trying to emulate that formula somewhat, by bring in pure PvP character specs, and PvP recipe loot... widening the division between the worlds, but specializing them to taste.
And just because
some people don't understand why this is, no business is going to go back nearly the entire lifetime of MMO experience and give you a second change to take a different path... not with so much money riding on their modern approach instead. Who'd want to be CoH after all, or even pre-Trammel UO when you can be today's World Of Warcraft? Indeed, every time you've killed someone who asked to share a Warzone in a mutually beneficial way in CoH, you've proven you aren't capable of following a different path by instantly reverting to being greedy and acting like it's your zone
only; so they've forced a solution on you from above. A solution that
works too.
That CoH's PvP balance has always been atrocious hasn't helped either, but that's another story...