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Why PvE shouldn't be a dirty word in WAR

For almost as long as we've known about Warhammer Online, we've known that Mythic has intended for the game to be a PvP player's paradise. It's a game that from the beginning has emphasized the merits of its RvR gameplay. Tired of mindlessly killing bears for bear pelts in World of Warcraft? Come to WAR, where instead you're rewarded for besting your human-controlled foes in battle. It's not a grind, it's a test of skill!

Over at the Greenskin, they're cautioning us not to drink the RvR kool-aid. While player versus player combat can certainly be a center-piece of the WAR experience, it has the capacity to be every bit the boring grind that PvE gameplay is. Substantively, is there really any difference between collecting 1000 player skulls and 1000 NPC skulls? The DAoC expansions suffered from an over-emphasis on PvE for progression, so their hope is that WAR benefits from that experience and Mythic implements both in moderation. After all, as we've explored before, aren't PvE and PvP really complementary? Doesn't PvP depend inherently on the faction ties we develop collaboratively tackling public quests?

It's a good point, and one we hope Mythic keeps in mind in their recently-extended polishing period.