In our return we've notice the pvp skill has definitely improved and a new problem arises. There are two types of players this issue would address, 'Quick drops' and 'Carries'. Respectively one dies a lot and one carries the siege in a sense. These two individuals are on the opposite ends of the spectrum, when they die, they should not reward the same number of points. (If you've been to a siege players tend to target the 'quick drops' for easy points, this is completely known) A solution might be had for this issue without removing the current experience of sieges. Players should provide more or less reward for being killed.
The suggestion we've come up with is every time a player earns a kill, assist, and sink points are rewarded more. However, on the opposite if there's a player constantly dying it would reward less points to the opposing side. This would like a player losing -20 points per death, 200 to begin. The next death would reward 180, then 160 and so on, with a lower limit emplaced at 100 (just an example) this would promote fighting without the fear of point feeding as you would reward a number of points based on your skill in a siege. (Obviously there would be the opposite for killing, assists, craft kills) The outcome would essentially be a dynamic system during a siege that would accurately give the opposing side an appropriate reward for removing specific personal, rather than the standard blanket reward for everyone.
I believe killing cappers should still generate its own reward on top of this proposed system.
Craft kills should remain the same and separate from this system, however sinking crafts would add to a players point bounty if you will.
This suggestion was made on the idea a discussion could be opened to discuss the specifics....