After browsing this official forum and a few others, I think the main problems people have with the current system are:
-Guilds that like to level or hunt are dragged into unnecessary wars
-Players that may be new, on vacation, or really even offline(set up with leveling gear instead of PVP gear) are easily killed multiple times
-Guilds don't necessarily always have the same level range of players, and if a guild of 20 players whose highest player is 80, a guild of 5 level 85s would decimate them.
So, while it may seem drastic I'm proposing a revamped guild battle system.
-Attacking guild chooses team size and picks their team(can't be more than half of the defending guild size unless half is less than 1.) Attacking guild pays gold, FSP, and stamina(divided by the team)
-Defenders have 8-24 hours to form their team and prepare for battle at a set time.
-Best out of 10 guild team battles wins. I was thinking maybe a smaller version of relic control with a small bonus for defending team.(the bonus could possibly be based on the difference in the average level of top 1-7 players)
-Either the system just plays out all 10 battles, or the guilds can have 1-5 minute intervals between battles to switch gear, buffs, or whatever.
-If Attacker wins they gain GvG rating, guild XP, guild gold.(xp and gold from losing guild) Attacker also gains Reputation Boost points.
-If Defender wins they gain GvG rating.
Feel free to flame or agree. Everything was brainstormed and all the numbers were fudged
