If they get TC and sieging right it will help MO2 avoid becoming a small pop game tremendously. Most PVP players coming from other full loot sandbox games like Albion Online, ARK, Rust etc expect some kind of properly fleshed out TC and sieging mechanics and will be turned away when they see what a janky mess it is in MO2 currently.
I think there is a sweetspot to be found where the PVP siege enjoyers can feasibly get regular PVP siege content in highly contested areas while more casual players can chill and RP peacefully in less contested areas. GK area should be popping off with daily sieges instead of a weird stalemate where enemies just build on top of each other to the detriment of everyone else.
MO2 has a huge map and I think that is part of the solution, sieging should be more about controlling strategically valuable territory (by having advantages of TC structures without completely restricting area access to other players) and denying control of it from your enemies than for material gain. They have the second part right in that with the high cost to siege nobody is doing it for material gain since nobody will probably ever loot more from a sieged building than they spent sieging it. They're just missing the first part to incentivize guilds to siege each other over the highly contested hotspots despite the high investment and likely net loss from sieging.
Yeah, the problem is mathematically it has to make sense to build them knowing they may get sieged. It's almost like those areas should have things you conquer (?!?!) that are similar. That's what I was talking about w/ TC a long time ago, they should have template stuff that can be adjusted in certain places.
It sucks that MOMAP has all of the valuable stuff NE instead of in the center of the map. haha. I def think there are casuals who wanna jump in fights, too, but when you gotta go 1 hour to get in on it...
@fartbox wanted good fights, and a lot of people talk about having to roam to find good fights, but if there was a place where people were fighting that was more accessible.
I dunno how to make it NOT a shitshow with being able to siege and loot and gain, cuz I think that should be a thing, too. It's like the idea of opening up the flag system, I believe eventually things would even out.
They could have a debuff to building in areas like GK to make it easier to siege.
But still, the only people contesting should be players, not guards, not walls.
There is also the second part of TC that never happened (or rarely) : the non-combat building shops and cities and such. There is a lot to balance, so SV having trouble with it makes a lot more sense than the other systems they are failing.
In Civilization 5 (haha) there is a system that makes people angry at you the more you siege. You become known as a warmonger. Again, if you could get some kind of time-lasting debuff kind of like murder counts are for players, so you didn't just go siege crazy and only hit prime targets... cuz I have no problem with people sieging for profit. The two day thing is not hardcore. But there needs to be something to keep it from just a blow up everything game.