hmmm that is bad

well hear to hoping it won't be exactly like wow game play cause I'm sick of wow for good
It's not necessarily about game play, it's more about design goals. DAoC worked because it unapologetically catered to PvP players first. There was no "epic loot". The best loot in the game was player crafted. When they added "epic loot" with the 2nd expansion they began bleeding players, and it never stopped. Prior to that expansion everyone could save up money and get equilavent gear for PvP relatively shortly after hitting level cap, the whole "end-game" was centered around factional warfare. This worked rather well, because pride, bonuses for your realm, and what-not were the primary factors in play.
This doesn't work so well when you have a segmentation between PvP and PvE gear and/or have raiding content that provides meaningful loot. Having that content means that people who just want to PvP must grind gear constantly to remain on par with the best PvE raiding gear. This is somewhat ameliorated by having PvP stats, and gear, but not really. It leads to a situation where upon hitting level cap everyone "does their time" getting facerolled doing repetitive content for 2-5 weeks to gear up. This is the "innovation" WoW brought to PvP, which serves only to further segment the player base, and burn out everyone as new "tiers" of gear are added every 2-3 months to keep the "MOAR EPIC MONSTARS" crowd happy.
The more mature a game is, the stronger the effect. Games like WoW and SWTOR try to counteract it somewhat by adding new sets of "starter PvP" gear, but it doesn't change the fundamental equation much at all.