With the PvP server 0.2 beta launch (i.e. actual fighting) just a handful of days away I'd like to take the chance to pop a few questions to you all about the actual status of a PvP server.
A. First off, what is the benefit of joining this kind of server early, as opposed to later?
B. How will you anticipate alliances/diplomacy to function? At all?
C. Is there any interest in a permanently friendly/permanently hostile zone? For example, a specific portal in a corner of the map leads to a forever angry undead army and their indomitable castle, and upon reaching said zone all players and their respective npcs are tagged "allied" allowing for a kind of PvE "zone" in a PvP world. The benefits of doing this kind of thing being specific item/loot drops and balance checks for "losing" factions (say you keep losing large fights and need an edge, then the skelly-lord's castle is for you, noob!).
My Thoughts on point A. I would totally be interested in a kind of "lordling" system where new players have the option of founding their own kingdom/region (like we have done thus far) or join an existing faction with the potential of gathering more loyal soldiers than the current lord and eventually staging an uprising. A la Baron's Revolt circa the Crusades. Something to think about, where if the the current lord is absent too often and the incumbent lordling is oh so valorous in combat the tables can get turned.
Also I feel it is the duty of early members to organize and brainstorm possible events and/or group days where everyone's army gets thrown into the mix (a little like a grab bag day where there's no loser per se but the winner gets something fancy, like a magic sword or something). A little like game of thrones with a chess clock.
Point B. I think multiplayer servers really benefit from open world relationships. For example, let's say I (faction Radlev) am always at war with the moderator (Valgor) and forever and always these two kingdoms could never seem to overlook their differences. Well, that would be fairly predictable and after like two days I think everyone involved would become bored. So I suggest, nay, predict, that alliances are going to be incredibly tenuous, fractious agreements that will ALWAYS end in betrayal. And since it would appear as though castles can never be destroyed (only sacked, or something, which sounds fairly devastating), I wonder if there shouldn't be additional "control points" other than villages and castles. Since you can pretty much guarantee the protection of a village by building a giant honking castle next to it, and they both give you the moneys, I think mercenary camps which would spawn soldiers, or druid huts which would spawn potions or something could be really awesome and give armies a reason to fight somewhere other than a fortified location. I mean, who doesn't love a good field battle. Come on.
Point C. I like the idea of a PvE zone. I think that it might be quite a few "patches" away, but I'm interested.