FSOD = For Sake of Discussion. *I am not developing and MMO, nor do I have any immediate plans to. This discussion is for the sake of discussing. WoW will always hold a place in my heart for its over-all story and shiny polish. GW2 and WildStar both attempted at more skill based combat systems, but they still fall prey to the clunkiness of targeting and spell casting. TERA made an effort, as have Mortal Online and DarkFall. Unfortunately, at least to me, none of the systems come close to the feeling of a good ol' FPS match or solid melee feels of a game like Chivalry. MMO's feel slow and require a great deal of lag-play and/or button mashing to get the desired effect. In the end MMO's always fall back on gear levels and stats, with only the elite players getting to experience a half-arsed skill based system (still have to deal with lag even if you're l33t). Are networking systems/infrastructures anywhere near having the capabilities required to give a truly massive MMO a quick twitch feeling like that of dedicated server pvp games? The main idea in my head that spawns this question is: An MMO where no levels or numbers effect PvP, only player skill in a real time system. Levels could be left to crafting. (But even then I would want to avoid numbers all together if possible, outside of base things like HP, creating progression based on discovery, player driven economics, player driven politics, etc... Think WurmOnline sandbox, Mount and Blade combat, etc.) Don't worry, this is just an idea in my head that I wanted to express as an example of how well functioning twitch combat could change the MMO-sphere away from WoW clones.