I'd like to suggest the idea of limiting the ability of Guilds claiming Keeps in RvR to maximum 1 per Guild active at a time. While there are lots of discussions and disagreements regarding the abilities that Guilds can use, I think we can agree that a single Guild should not be able to control every single keep in the active RvR Zones and have a monopoly over them.
That would be the bare minimum of a change I'd suggest, but if we take the topic seriously and observe it a bit further, then I would say Claiming a Keep should also have more consequences and responsibilities attached to it, such as you should not be able to just claim and release a Keep willy-nilly, and so you should also have a cooldown attached to it, so you can't release a Keep in Zone A then instantly swap to Zone B and claim that Keep for your Guild.
This could also be connected to a new requirement of having to be part of an RvR Conflict before being able to claim a Keep just for the sake of a defense and using Oil Control. Preventing Cross-Realm defenses and Keep Hugging.
The main reason for the suggestions is to promote using this system by multiple Guilds available on the server and prevent creating a monopoly over them, where a single Guild would be controlling a major part of RvR and the game itself, essentially keeping other smaller Guilds or other Players from getting to use them. It would also promote variety as different Guilds would be responsible for defending different Zones.
TLDR Suggestions:
- Limit Number of Claimed Keeps to 1 / Guild
- ( Extra ) I would like to see this feature be more meaningful and matter, give it cooldowns and contribution requirements, so you can't claim/swap Keeps on demand.
- ( Extra ) The above suggestion would also prevent Guilds from only logging on ( or Cross-Realming ) to defend a Keep and being able to Claim it for Control Oil and violently distrupt the at the moment balance of the lakes.
- ( Extra ) Potentially allow Guilds to instead be Wardens of certain Zones? This would put more prestige towards capturing certain Zones, but also prevent taking monopoly over the system by singular Guilds.