KV is a horrible example choice... the issue with that zone is the keep takes and how easy they are to defend on both sides... especially if they ever get upgraded, or there is XX amount of defenders in zone packed inside.
I think rewarding total domination increase in VP is fair because you have earnt it and it should encourage people to spread out, scout, defend, co-ordinate if they need help. (even if you only have total domination for 10 minutes that can have a big impact on VP)
If you take away any hope of defending, people from my experience will give up and not play and that equals = lack of fights = bad for server population in primetime
Before this event... in primetime when zones get flipped... you would too often get 80 destro vs 20 order in PRIMETIME in next zone... I would call raids early due to lack of opposition...
Whenever one side locks a big percentage of players log out from game and do not attend the next zone... thus creating pvdoor/ghost towns in primetime EU = snoozefest
The best fights are usually the keep itself or post keep because there is more importance placed upon them... pre keep it doesnt matter if you are 80> 20 VP or 20 < 80 VP
We saw how fast the zone locked on BC, the previous pre altered changes we complained about benifited us and it made me felt sorry for order players because there was nothing they could do to stop that lock (we didn't even really need pens) ... we didn't have to work for it, it was win by default once keep had fallen and then less population in next zone.
Locking too fast also takes away role and impact of 6 man's disruption even more... in high pop zones they get even less purpose. Sending a warband to reinforce a area because smaller groups can't handle 6 man's disruption is annoying... but thats what a good 6 man does.
I'm not sure if these event changes are here to stay... or more zones are opening up soon, but alot more testing needs to be done under different circumstances to give even greater feedback... but generally speaking you need a carrot to defend a zone after keep flip... take away the carrot and you take away half the fights, and from a outnumbered pug point of view I don't see the point in even showing up to defend in extreme situations just to get zerged by dominant faction at the time = less fights = less medals for all = less pop = less fun = ghost towns pre doomsday event which has siginifcantly boosted population.
I know the frustration of long zones I remember 14 hours + of KV just to have patch and lose all the contribution not long ago but things happen... Stalemates can happen sometimes in War, but stalemates shouldn't be seen as a bad thing too much it means both realms are fairly equal at that time... when one realm is dominant and wins 24/7 thats when you have a serious issue not with stalemates.
KV is a problem map and a seperate issue, its why it has its own jokes/memes/sighs when people ask for active zone... it can be good at times but its easy for it to fall into World War I trench warfare attrition fighting. Im not sure what more can be done... maybe add 2 extra inner posterns if possible... so front/back as normal, then north and south (on orders, and then same on destros)... just so it gives funnelers something more to think about and greater flank options... that would be something to help attackers break inner funnel easier... then once funnel is broken they would have to reorganise and defend the respawn wave from warcamp which is another issue also. If you also want fairness make like Hao suggested before (if its possible) that posterns can't be used when XX % of AAO... if you can't add posterns maybe portals from outside like tavern Bo's?
Is there any other problem map besides KV? I know sometimes even the good maps can be fought over all day like Eataine / Praag just because defenders do a good job.