It might be that everyone is waiting on GW2, but I'm surprised that no one has mentioned what I consider a fully PvP game with PvE added only for completeness: Guild Wars.
ArenaNet built this game from the ground up to be a PvP game and it fits that admirably. The graphics were great in it's time and promise to be cutting edge in GW2.
The PvE part of the game is nice especially in Pre- and Post-Searing of the first chapter. But if you favor PvE, then GW is NOT your game.  All balancing favors PvP exclusively and to the unapologetic detriment of PvE. Unfortunately Runes of Magic seems headed down this same path. (Don't know Runes of Magic? Think a relatively close clone of WoW, but free with micro-payments - it's actually what I've been playing lately.)
ArenaNet has announced that GW2 will completely split the PvP and PvE skills while keeping both in the same universe. They also say they will uniquely combine persistent gameplay with instanced gameplay. It should be an interesting release if they can ever get there.
The thing I like most about Guild Wars is that it is more a thinking-gamer's game than I have ever played. The players ( PvP) pretty much directly collaborate with the devs in balancing. There is a lot of math and fractions of seconds discussed by the players with the devs in the balancing process.
The goal as I understand it is to create a professional skill system that is so perfectly balanced that the skills available to the players gives no one player an advantage (the word "advantage" in GW is a profanity) over any other player so that player skill and not the professions and skills in the game is what PvP is about.
The PvE mobs in-game are hardly considered at all during balancing.
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