First of all, sorry for my English

I'll try to express my idea.
In overall, I like idea of the various factors (except pve), which together affect on zone capture.
As one of these factors, I propose to explore the idea of capturing castles. What we have now, don't fit the idea of the castle as a powerful fortification, which is very difficult to conquer.
Make the difficulty of the conquest of the castles dependent on the population ratio. The more one side is outnumbered in the zone, the harder to take the castle (or/and BO) for another side. The difficulty should be expressed not in longer time to break the gates or beat the lord of the castle - that will change nothing. But you can do the lord of the castle the stronger, the greater the numerical superiority of enemies (more damage, more health, when a certain threshold of population ratio reached - powerful AoE abilities). Same increase to the strength and number of other mobs defending the castle. The idea is to make taking the castle with a small number of defenders (players) to be almost as hard as if it was protecting by as many people as attackers. In case of very large numerical superiority, strength of mobs increased so that the capture of the castle requires pretty coordination.
And defenders need good rewards to have a reason to protect castle. BUT no rewards for AFKing in the zone.
In my opinion, this would greatly increase the challenge for RVR, and therefore the interest.
And please don't turn the game to casual ****. ROR is the last breath of air in the genre of RVR-focused MMO games with the background of General simplification for the sake of lazy retards who do not understand class they play, didn't spent any efforts to learn the game but they want to be in equal conditions with skilled players who have shown interest in game mechanics, have spent efforts and time on learning the classes and game, and have arms rising not from ass (but without the extremes of course).