Originally Posted by
Taejo
I have agreed with this solution for a long time as well. I once played a game called Crystal Saga (not bad, but way too much of a pay-to-win game) which automatically formed the red and blue teams in PvP. The system worked great, and even larger, hardcore guilds hardly ever complained, but rather just went all out against each other. People seemed more interested in having fun and playing PvP for what it is rather than trying to boost kills/flags. The other aspect of that game's PvP was once you left or AFK'd out (2 min auto-AFK boot), you had a debuff that doesn't let you back in. Many games have that, which I like, but for the most part is not agreed upon in AL's community.
Unfortunately, even this change will only partially fix the problem of kill farming/flag boosting guilds. The issue I observe now days is that a majority of PvPers play under this unwritten rule where you have "fighting" rooms and "flag" rooms. It doesn't matter which side you are on because there is usually a mutual agreement from both sides as soon as the game starts. I don't want to delve into the details of that, so I will jump ahead and say that what really needs to happen is for STS to add a strong, in-depth incentive feature to winning a legit CTF game. There have been several fantastic ideas thrown on the table in this forum, all of which seem to have never been taken seriously.
My guess is CTF is doomed for the time being, which is sad because I would absolutely love to play a real game of CTF, with defenders and offensive maneuvers. This game's CTF is seriously fragmented and lacking - but its mostly our own fault for making it this way. That's why I say add rewards for winning on top of letting the game randomly choose teams. Greed will take precedence and people will play CTF the right way because they want to win.