PvP idea: Outpost:
try adding a decrease controlling over Outpost over time as a way to get the faction that control it have a reason to come back and interact with it.
also make the campfire be treated like a player made campfire with food to restore your food counter as a increase reason to stick around.
While I don't mind the lockout timer to give people who cap it a chance to uses a fort for strategic positioning or crafting. It needs to have a small lockout timer
needs to be taken off of a rotations and base on a 3 hour lock timer which is a good time to be able to do things in a fort. This vulnerability thing in its current form make the game slow as there no reason to fight over a fort till the last 15 minutes of the hour.
if you don't like that idea then rotate it on a 1/2 hour base not one hour then and then makes sure 3 to 4 keeps are available each 1/2.
you can get to every fort and fight everyone off in 1/2 hour.
Needs to be vulnerability once a day minimally.
You want to put uncle bob back in his place. There needs to be more ways for groups and guilds to make up points loss by not owning the keeps. While a faction should be rewarded for holding keeps by getting the most points. With the current timer system it punish the small guilds/Alliance who are more active and rewards the larger Guilds/Alliances who can play more casuals only needing to show up on big fights.
You should reward the more active player base of your game not the casuals as this is also hurting this game at this time. when a player only need to be on at key times ever few days for major fighting it allows them to leave your game to play other games. which in turns hurts your active player base who are scraping the bottom of the barrel for fights.
specially when your not planning on adding PvE content/Raid to keep your active player base with things to do when you have timers running your game. While I think longer lockout timers from Siege is good for when dregs comes out. This hurts your faction style game. Gods Reach:
Liking the new Gods Reach map however both do need to rotate every month to keep it from getting stagnant.
resources need to be lowered for materials ranks even on mobs
I would love to see it Basic Gods Reach 1-3 for resources adding a NPC like combat map zones were the mobs are 3+ levels
Infected Gods Reach: 1-7 resources adding a NPC like combat map zones were the mobs are 7+ levels
Knowing once a wipe does happen this will change everything and will need to be adjusted but i think this could solves some of your system issues till your able to fix the current design of the coding.
Get rid of crafting station from Temple and move them to the free city or give the free city some type of bonus like resource cost. This would make the the free city more of a reason for players to want to set up shop in it.
Another suggestion is that the free city is the place were players spawn into once they pick their faction however needs to run to their faction portal to get to the temple to get into the World by making this place the starting zone or the main port back to the temple give more opportunities and reason for players to want to stop and check a vendor. EKs:
Were is the love for people who enjoy playing in the EK's
I have a ton of Ideas of how to make EK's great again!
Final Note: stop shutting the forum post so quickly I would like to be given a week to think and articulate my post better.