In Aion you control the abyss fortresses. In Lineage2 you capture castles. In Eve you control space and the economy. in RFO you fight over the mine.
There's no incentive to fight in Tera beyond showing off and getting a kick out of lowbies raging. I'm not saying that's an objectively bad way of doing it, but for me and my friends it just feels a little pointless and is why this game probably isn't for us.
I think TERA needs to add greater death penalty, PK penalty and PvP incentive, all together forming a balance that promotes organized PvP with certain purposes but also provides a risk so you can't go around killing everyone as there is a PK penalty and you might be put on a guild's black list if you kill the wrong person. If that is the case, you will focused and killed by that guild... and if there is a decent death penalty, that wouldn't be too pleasant. Players will try to avoid killing random people too often, as there is a risk and they might lose exp/gold/whatever, when they die.
It's all about how to implement all these aspects while also keeping a balance that makes the game enjoyable.
L2 and other successful MMOs did that efficiently and it was one of the main things that kept them going.
What about BAM's?
Are they worth fighting over?
or is the gear crap compared to instanced drops...
holy crap. INCENTIVES? do you know what pvp is you idiots? it stands for Player KILLING. What other incentives do you need? jesus. some of you need to remove your pussies.
Bottom line anyone that is against or cant understand the purpose of incentives either has never played an MMO or is always in the first wave of quitters. Anyone can party up and get 100 kills a day when all they do is gank lowbies/solo players. Because of this KD means nothing alone. But when you have to have a certain KD to be able to wear certain gear or use PvP only abilities, now you have the basics for good PvP content.