I don’t view PvP benefits as forcing PvE players into PvP because you can still get gathering luck with straight PvE play just not effectively maximized, but you still bring up a great point
As a PvP player you can still do PvP play, but if you don’t want to grind you won’t be effectivey maximized.
Why is this such a hard question even. All the devs need to do is set up a PvP-centix set of gear you earn doing PvP content. Accomplishes multiple things in that the PvP gear can be separately optimized for PvP and have “increased damage to players” or whatever of 1000 non-PvE stats while at the same time it gives PvP players more to do. Also means that you do not have to nerf gear for PvE content and try to balance two systems at once.
Yeah except that bubble you speak of is how MMOs were founded lol. Ultima Online , Daoc , Runescape pretty much every great MMO was a hardcore pvp focused game . It wasn’t until wow came out where PVE actually started becoming a main focus. All those current games you mentioned are all pretty much dead except final fantasy.
Living in the past is not good advice. Try to reboot Ultima Online, DAOC, even Runescape with modern technology and see where that gets you. Wooden Wheels where once considered the perfect mobility solution, too.
People tend to forget what part technological limitations played in early games. Most of the things you remember fondly where just a coping mechanism to deal with limited options. Those coping mechanisms won’t work today, if you have a real solution.
Considering the extreme amount of cheating early AI had to use to be a challenge for players, it might be a reason why PVP was popular back then, no one like fights with obvious unfair advantages. (i mean, since the enemy’s widely use the same weapons as players in NewWorld, it is a problem in this games PVE, too)