- Mounts in ESOL -Ut Note: There were no mounts in GW2 at all. So fairly irrelevant.
- One rvr map all three factions play on lasting months as opposed to four separate rvr maps in gw2 lasting a week.Ut Note: True. Unfortunately with campaign jumping this won't matter.
- Multiple scrolls / relics / Orbs or bones or clams or whatever you call them that have to be captured then escorted, skipped, jumped, or hand held across the map in order to capture / receive their bonus.Ut Note: Nothing more than collecting resources from various camps to build out keep defenses in GW2. New coat of paint. Nothing different.
- Alliances- In game tools to create guild alliances Ut note:Irrelevant and useless feature in an instanced environment with Campaign/Server jumping
- No spiking- No more I killed you but I have to spike / stomp you to finish you Ut noteNot enough to distinguish combat mechanics. Just a way to quickly revive a player. TESO has a way to revive players in RvR as well.
- No names above players heads- No giant red names seen a mile awayUt Note: This is a player option on either game
- Giant city / Raid dungeon in the middle of the mapUt Note: There are no raid dungeons. Think of this (If they get it populated and itemized) as why you would want to win Wintergrasp. They have no other ideas and are pressed for time.
- PVP earned Emperor title that comes with enhanced abilitiesUt Note: No one will care when it will have zero impact on the world outside of Cyrodill. Hey look, my title. It means.... absolutely.... nothing... because as far as the game is concerned, the entire war outside of the PvE game doesn't exist aside from some quest text.
- Summon camp - Being able to dig deep into enemy lands setting up player summoning campsUt Note: They added a measure which hampered GW2 with lots of running. The entire point of RvR is to now capture keeps because it helps your alliance spawns. The fact that they think this is why people will play, because it works in Battlefield 4, is depressing beyond words and makes me question the IQ of the entire state of Maryland.
- Every wall and gate on a keep is destructibleUt note: Most walls and keep gates in GW2 were destructible as well. With that said, this doesn't matter from a game play perspective because sooner or later the zerg will focus in on one segment.In the end it will be too cumbersome for players to overcome from a defense perspective, and very easily exploitable. Makes for a great marketing vibe though to sell that box.
- Keeps do not repair on capture for the faction claiming it. Walls stay down etc on capture.Ut Note: This means RvR will be stagnant at one keep and will stall advancement. Why they can also say "MONTHS!" (Adjusted down to weeks because it will ne unsustainable when everyone quits within 3 weeks) this "feature" should be destroyed if they know what is good for them. Bearing down on RvR and setting victory conditions, this doesn't mix. Either way, GW2's system was better in this regard.