Unfortunately this is just patently wrong, and it's not difficult for a full anyone/anywhere pvp game to remedy this. I mean no offense, but it really seems like you haven't investigated the actual mechanics behind the variety of games (past and present) that have had exactly such a system and have not involved dying immediately. Eve Online, for instance, allows you to target someone the moment they enter space in their poor little noobship and instapop them with smarties (that is, kill a nooby the very first second they're in space in the super-high security zone), but this doesn't often happen. Why? Because the game makes it financially silly to do such a thing and, doing so is typically more profitable for the noob (who can respawn and loot your wreckage) than you. Good design mitigates griefing and does not require you to lose anyone/anywhere pvp.
The point here is trying to create game with open pvp, that would actually work.
Full open PvP from the start, would mean that u would die immidietly.There would be someone next to u, as u started the game just killing new players as they entered.
Before the game would load u would be dead.
In a game with truly open pvp, permadeath and full loot, attacking a noob would be devastating if there were just a few guards around who attacked aggressors (ala Eve's Concord/sentries, or Darkfall's guards). The noob loses the time it took him to load up. The idiot griefer loses all the gear it took him to get to where he was.
Not really. In general, it's not the beta or pre-launch players who lead in character progression, it's those with a lot of extra time on their hands (for instance, I was a GW2 pre-launch player and I still have yet to hit level cap) or those who are more efficient if it's a grind based game. In games without progression, like almost every FPS out there, then players are naturally divided into categories by skill/experience. Neither set up is inherently "unfair."
In this setting there is no character progression, or at the very best an unfair character progression, because those ppl who started the game in pre-launch would have a progression advantage over everyone else.
And ironically, it's the pre-launch players who write the guides for all the post-launch players to follow, and by doing so, drastically improve their efficiency. Pre-launchers are actually at a slight disadvantage, because they have to discover everything by trial and error without anyone to tell them "don't bother doing quest X, it takes 16 hrs and gives you 0.2 gold."
Darkfall. Haven and Hearth. Eve. Dear god the dev blogs on Eve go on and on about how integral blowing each-other's faces off is to the economy. And the economy! It's like Adam Smith's wet dream. Stop making these statements, please. Please?
The point is there has never been an MMO that FOCUSED on world pvp