I don't think casual RvR is enough in today's MMO(at least going by GW2 version of RvR). This game is too close to GW2 PvP where you start to notice how meaningless it all is. Keeps are fought over time and again just to be lost 30 mins later. Keep battles should be harder to take and should offer longer lasting battles. This way when one is lost/gained it has a lasting effect and more meaning. The game is currently too arcadey.
On my current campaign we pushed both sides so bad that they no longer show up for most of the day. That's a major problem and just upping the losers stats is not enough for the long term. There needs to be more to do besides fighting over keeps. This way even those that are tired of sieging have more options available.
1) Guilds need to be able to establish themselves on the map. What's the point in controlling a keep and setting up stores, just to be lost in a blink of an eye.
2) PvP needs to be expanded passed just owning keeps. With keeps becoming harder to take, there needs to be greater emphasis placed on the world content.
3) There should be more territories to control, that doesn't necessarily have to affect the RVR PvP. These should be smaller territories that guilds can own and build up.
4) Add PvP dungeons like how the current caves are in Cyrodiil, except with harder bosses and with a better reward(ie PvP hotspots).
5) Slow down the movement speed. Getting from keep to keep is too fast once you get the speed buff skills and level up your horse. You should feel a bit more "stuck" in the world. This would give camps and soul shards far more meaning as well as allow guilds to spread out and aim for different territories at once. Combat would become more tactical and require more thought, coordination. and teamwork.
6) Give crafters a role in PvP. Allow them to build better siege equipment or something.
Simply put, all the PvP content going forward should be designed with two different focuses in mind. RvR PvP and Open World PvP with some sandbox elements. So one type of content that pushes the war effort and another that promotes emergent gameplay. RvR is fun until your side starts getting wrecked. Then it seems like most stop showing up because there is nothing else to do. Sure you can buff those players, but that's not the only reason for the lack of bodies. Emergent gameplay sells games and outlasts any content a dev could ever hope to release. There needs to be more to do besides feeling like "we lost the war, so I guess it's game over".
Edited by Ace_SiN on 16 April 2014 19:40 King of Beasts