Actually we think it makes a huge difference why and how a player quits playing with an Alliance.he probably doesn't care because its their choice lol. they just want to avoid blame/backlash,
If we simply restrict the number of players in an Alliance, we create a single "super group", which will consist of the most active, combat focused players. This group will then attempt to retain as much territory as possible, likely succeeding in holding large chunks of land. Everyone else who was previously in the Alliance will have no leadership and generally fewer active players around them, effectively losing their reason to play.
On the other hand, if we offer strong incentives for an Alliance to split into multiple groups which each hold territory and need to maintain a fighting force, players can more freely choose which of these groups they want to continue to play with, based on their friendships and playstyle preferences.
This is why we're convinced a soft cap on alliances is a much better approach than a hard cap. In neither case will you stop former Alliance members from co-operating with each other, but in the second case you break them down into multiple more healthy groups, instead of a few "super guilds" and a lot of dropped players.
Your idea of cost per territory(I think 10 is too large) for the alliance is a good change, that along with a 300 (I think 3000 is also too large) player cap is a great change toward removing the projection of power by a few alliances.
I could make a couple other suggestions such as making the zones more timezone centric. Anybody feel the world bosses appearing at the same time a problem?
Attacking the mages should give more season points and give more energy. It really is not worth the reward now, and yes we tried it. The mages should only be active during the time zone. You shouldn't have to guard them 24/7.
It would be interesting if the territory battle could be instanced when the guild defending could put an upper limit on the number of people could be included at any one time. with a minimum number of N. Could also be based on the size of the alliance for the territory).
Your portal zones are too close to each other, the BZ is pretty much "portal gank wars". All you have to do is get beyond the portal, get on your horse simulator to your hideout, feed your hideout/gather a bit, and suicide back.
Ask yourself what are you doing to keep players coming to the game, without getting frustrated after getting out of the yellow zones. I got some ideas for this but I don't have the time for it, and need to bash my head against the mega-alliances with my 70 member solo guild in the BZ.