So one thing that remember in the bit I PvP'd in CoH was that the zones were prone to stalemating. That is fighting that ended up with fronts that barely moved, either on purpose or by accident. Like camping the enemy's spawn areas or when zone objectives ended up impossible to capture .
And Stalemates? They're boring. There's no progress, and if you're at a disadvantage, there's no respite as the enemy can just choose to lock down the zone in a stalemate wherever they feel like.
Compare this to a game like Team Fortress 2. TF2 absolutely HATES stalemates. It does all it can to make sure that the rounds end with a winner and then reset it to start over. You can end some games in less than a minute with a very aggressive push at times. That means he game stays fresher as you might have lost, but there's a new round and a new chance.
But TF2 is a team-based FPS and this is an MMO, so not everything can be copied, nor should it be. However, stalemate avoidance should be one of the things taken into consideration.
For an MMO, I'd imagine a setup like this could be a good starting point:
- Make PvP objective based by default. (Deathmatch can be handled in an arena.)
- De-emphasize the value of killing enemies, unless it happens near an objective.
- The more objectives a side has completed, the easier it becomes for them to get the remaining ones. (This is to encourage the round to end faster.)
- Give out rewards for completing objectives.
- Give out rewards to both teams for finishing a "round" or similar. This is to encourage the losing side to play another round even though they lost.)
As for deliberately holding up the game, I can think of a fairly blunt force way to counter that:
- Each time a player is defeated without the enemy making progress in the objectives, or him getting kills himself, he gains a global buff. It stacks with itself.
So if the same guy is killed over and over, but the battle isn't moving, well... he'll be able to make an Ubercharge style push to break the stalemate. Again, encouraging the winning team to seal the deal before the enemy gets too powerful.
But to boil it down to some very basic rules:
1. The game must encourage winning.
2. The game must reset to a neutral state as often as possible.
3. The game must discourage stalling.
If it does this, then I might be willing to try out City of titans PP. If it's just the same-old? Eh, I'll ignore it.