Okay so, those of us wanting pvp, this is all blizz needs to do;
In the options menu, beside *Enable monster power selection* enter an option to 'Enable PvP level ranges.'
Now, how to implement PvP:
Make ALL DAMAGE DEALT do 5% of normal damage, to players. *
(This means, if you do 100k dps, you're doing 5k dps. They'll mitigate armor, then resistances, then playerskills. Respectively.
Assuming the average dps is 100k, pvp dps is 5k. 50% of that is 2.5k. 75% of that is 625 dps. If you're using skills, like hydra, or frenzy, you're hitting for 4-6 times per second, in effect. You'd easily do over 2500 dps to someone, given the stats mentioned. Assuming your build was completely offensive. You'd also likely die in the same amount of time you'd kill someone of equal strength or greater. Mind, this method is designed to give you a fighting chance, if you're fighting someone with 100k dps, and you have 50k dps, you will do 2.5k base to their 5k base. If you have life on hit(which they won't have as much as a result of having more dps, you'll potentially beat them.)
Allow the option to enable PvP, impact the ENTIRE GAME. **
(This is what we hoped for when thinking of diablo 3, in the past)
With the option to enable PvP, allowing public games with this option enabled to disable parties, however adding the ability TO party, would make it so players joining are not visible, could potentially allow for us to actually COMPETE for KILL RIGHTS ON MONSTERS(FUNFUN) and, until physically visible in-game players could actually gank in-game. And that alone, is fun. Especially when considering the below points...
DISABLE DURABILITY CHECK IN PvP ***
(This, so we don't have people being killed and going broke(literally) over it. It's nonsensical to make us lose gold when another player attacks us. This is, as a direct cause, a flaw in logic. Someone shouldn't make me lose gold, but rather, time, at best.)
Enable Self-Respawn after 10s in PvP. ****
(This isn't arena mode. It's not TDM. Respawning shouldn't be a team-based function in PVP, if it's 'open world'.)
Add a PvP Kill timer with a victim's Retaliation mission *****
(If player C has been killed by player A, or player A + B, than player C cannot be killed by those players for 2 minutes. If the player accepts the quest, they can return the favor. If they do, they get 1%(capped at 100k) of the killers gold, or some experience. This way, players have incentive to pvp.)
Make the Blessing in-town, given by the NPC's a 2minute timer, allowing for increased PVP damage dealt, and reduced PVP damage taken. Lasts 30 minutes. Cooldown, 1hour after initiation. Lost on death.******
(This will encourage players to get their blessing before leaving town in a PVP enabled game. Whether they're ganking, or attempting to avoid being ganked.)
*Lets go crazy, and say you deal 500k dps. at 5%, you're doing 25k DPS. Which should sound like a lot in PVP, considering most average equipped players only have around 30-50k hp.
The mitigation of ARMOR and RESISTANCES: If you mitigate 50% damage with armor, 25k becomes 12.5k. If you mitigate further, with resistances, 75%(the inferno MUST have), than said 12.5k is now 3.125k DPS.
If you are the recipient of this damage, even without factoring in SKILL REDUCTIONS, you're only taking 3k/hit. That's less than skeletons hit you for. So, those hyper-crazy dps players, won't likely kill you in a matter of 1-3 seconds. It'l take them 10(within the context of this example) seconds to kill someone with 30k hp.
In a realistic, ideal fight, without lifesteal - I'm going to die to a 500k DPS barb, in 10-15 seconds with these numbers. Assuming I have 30-40k HP. That is, unless I fight back. If I have 1k life on hit, and/or have a blessing, giving me a chance... This alone, would be perfectly acceptable PvP for d3.
**The point to this is that, arena pvp is boring and bawls. Nobody likes it, nobody wants it - At least, no one person who's serious about pvp in diablo takes this as a bonus. Lets face it, Mag's lair with 3 other players using skills on you, will be fun for 25 minutes. Max. That's 5 matches. So, why not make it open world with the notes listed here? This would be perfect. Also, simple.
*** Durability is effectively a gold sink - But in PVP, should it be allowed?
I don't think so. If said 500k dps (barb) comes to gank an underequipped level 60(1), than said 60(1) will likely be discouraged altogether from playing their class, or the PvP option in general - This is a bad plan. With that said, disabling durability check in PVP, makes for a win-win scenario. Killer gets bragging rights(and an ear, which by the way, should be in our character sheet, NOT as an item in our stash) and the victim gets, at best - a laugh.
****Self respawning is a must.
If you're solo and lose your progression over a pvp engagement, you're losing your mind. Hence, allowing one to res themselves, should be a no-brainer. PVP only, mind.
*****A kill timer should also be an easy thought. Allowing someone to continuously engage another player, killing them over and over, is nonsensical.
Ergo, a 2minute timer would allow for a grace period where in a victim could reequip, reskill and re-engage their assailant. Awarding them with exp, gold, what have you. I personally enjoy the idea that; if I'm player C, and I'm killed by A and B, than if I kill them back(quest style), I net 1%(100k capped) of their gold. Drops right from their purse. Similarly, if I kill them, and they wish to return the favor, I need to be on my toes, dagnabbit.
******Make that stupid blessing in every town, worth something.
TLDR; Add pvp option to the game, set a 5% damage check, set the basic parameters for functional pvp listed above, and... Ready set go.
This would make diablo WORTH the $70 I paid for it. More over, it'd amplify the fun, tenfold. For pvp'ers and non-pvp'ers alike.
P.S, grammar's bad as hell, but, I couldn't care less to fix it. It's understandable - so, deal with it.