Short and simple feedback: aka the "TLDR"
The part that excites me the most is the pitch to revamp the GvG ladder into a 'War League' style competition with prizes!
GvG has been in desperate need of a revamp for a long time and I hope this gets attention and 'official' feedback from a member of staff sooner rather than later.
Overall I believe the suggestions made in the OP provide a good baseline to work from in order to remedy the issues facing the format currently.
WARNING! LENGTHY POST AHEAD!
Detailed feedback:
Details on the issues I see with GvG and the ways to mitigate them can be found below.
Issue #1
Competitive play is not adequately rewarded
The amount of RP awarded is the same regardless of how 'difficult' each conflict is.
The GvG scoring system essentially doesn't care if you if you shoot 50 dead fish in a barrel or hit 50 moving targets and that is a serious problem!
We can't address RP without a discussion on the Expected Value (EV) of RP itself.
Currently, the use cases are relatively niche.
Some of the RP packs see play today but their utility is fairly conditional.
RP Epics are essentially 'trophy' items which are costly to produce and have low EV per Opportunity Cost (note this can change with the upcoming epic rebalances)
Issue #2
One sided games are too common
Related to issue #1 Lopsided conflicts are actively encouraged by the system mechanics as the win percentage or rating of the opposition is irrelevant in calculating the rewards, meaning the 'optimal' play to get the highest EV per opportunity cost is the line up as many 'soft targets' as humanly possible and mercilessly beat them repeatedly.
One sided games are not just confined to 'RP Farming' however, using the Initiator's Advantage it's actually very easy for the Initiator to put the opposing team in an unwinnable scenario. If you're not misplaying you are guaranteed to complete your hits netting you a draw at worst.
Now that I've covered the most prominent problems I see with GvG as of right now, let's cover how these suggestions remedy them and some ways they can be expanded!
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Updated RP Packs
Adding value to the RP buff packs without making them overpowered, looking good!
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Notification System + Prep Time for Incoming Conflicts
Something like this would help mitigate the Initiator's Advantage, potentially enabling a defensive scramble which would prevent some those one sided games. All for it!
I'd even just take an automated mass message when conflicts start, honestly.
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Offline Time for AFK Targets Reduced 7 Days -> 2 Days
Seems reasonable, again it would create fewer openings for one sided games, all for it!
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Level Ranges Expanded; +25 Levels Every 1,000 Levels Gained
I don't really know how much of an impact this would have but hey, it could end up giving more guilds more options and more options means more play lines, in theory.
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GvG “Seasons;” 3 Month Intervals with Achievement
I think this is what GvG has needed since RP was made into a dynamic commodity.
Offering practical incentives for people to play competitively is really important for sustaining success. Just look at well, any game people play competitively for reference.
Rank 1 on the ladder being purely a 'bragging rights reward' is a huge reason the field is pretty much dead. Offering 'Prize support' such as guild upgrades (or equivalent bonuses), bonus RP or exclusive items is what this aspect of the game needs in order to have both a practical reason to play for rank 1 and have rank 1 be a status symbol.
Shout out to you if you read this whole thing!
Hopefully you got some valuable insight from it and hopefully it took you less time to read it than it took me to write!
I spent way too much time writing this....LOL