There's no PvP in Firefall's open beta, but there used to be: Red 5 removed 5v5 arena combat last year. "We have gone through several [PvP] iterations, and for some time, pursued the controversial e-Sports route," wrote former Red 5 CEO Mark Kern to explain the decision. "As many of you know, it's not working very well."
Red 5 suspended PvP development with plans to "rethink it and relaunch it." A little under a year later—and under new leadership—it has developed the beginning of Scott Youngblood's "first" vision for Firefall PvP: a massive open-world resource and base capture war.
I didn't get to play it, but it sounds like the right move to me—why try to compete with Counter-Strike and Team Fortress 2 as an MMO designed for thousands of players? Instead of small arena matches, the opt-in PvP continent hosts several competing teams, and players can join on their own or in 'armies' of up to 100 players. The conflict is fueled by resource collection: in PvE zones, mining magically divides resources fairly and whisks them off to the bank, but in PvP, resources must be returned to a base and then picked up by an automated dropship. The dropship timer, Macauley tells me, is a catalyst for battles—overtake a base just before it arrives, and claim the resources for your team.
Another multiplayer shooter with PlanetSide 2's scale is at the top of my wishlist, so I'm pleased that Red 5 ditched the e-Sports angle. My main concern is the balance between player skill and character skill—too much focus on gear and stats will turn me off—but I'll absolutely give it a try. Massive-scale base capture with jetpacks from the designer of Tribes is hard to turn down.