Now it could be just me, and maybe when the server is "matured" (when a healthy majority have RvR as their only priority as opposed to levelling/kitting, and t4 is fully populated) things will be different, but RvR does feel a little flat. Not in the combat aspect which is fine, but rather the overall feeling of none achievement. Now I do have issues with the end-game (stated elsewhere) that I won't dwell on...but this is more fundamental to general RvR than end-game mechanics.
The problem as I see it (and I could be wrong - my error in the past were well-documented ) is that all RvR zones are geographically shared, in the sense that no realm has any that are part of it's territory by right. And therein lies the crux of the matter. In Daoc, for example, all RvR turf belonged to one of the three realms, and there was an inherent desire to send the invaders back home lest they get cocky and try to mount a relic raid - kinda like your football team playing at home and away. There was a buzz when you tooled up to travel to distant lands to mix with the enemy ontheir home soil. In WH, apart from the city sieges (very grindy and contrived anyway), this aspect of the game mechanic seems a bit flat.
Maybe when the missing cities are in, coupled with a mature server, things will be different. I'm not looking for DaoC II, but there were certain elements to the design of Camelot that fostered a willingness to attack and defend real estate home and abroad, and a satisfaction that seem lacking here.
The problem as I see it (and I could be wrong - my error in the past were well-documented ) is that all RvR zones are geographically shared, in the sense that no realm has any that are part of it's territory by right. And therein lies the crux of the matter. In Daoc, for example, all RvR turf belonged to one of the three realms, and there was an inherent desire to send the invaders back home lest they get cocky and try to mount a relic raid - kinda like your football team playing at home and away. There was a buzz when you tooled up to travel to distant lands to mix with the enemy ontheir home soil. In WH, apart from the city sieges (very grindy and contrived anyway), this aspect of the game mechanic seems a bit flat.
Maybe when the missing cities are in, coupled with a mature server, things will be different. I'm not looking for DaoC II, but there were certain elements to the design of Camelot that fostered a willingness to attack and defend real estate home and abroad, and a satisfaction that seem lacking here.