My idea is that when a realm cairn is challenged any realm members getting knocked out in the area of the war smoke/challenged cairn stone do not get the chance to log out or Hearthfire.
This way the permadeath as it used to be doesn't reach solo players/villages nothing to do with politics and doesn't affect Realm members either except when they're defending/attacking for their realms glory.
A change like this would also make this the only viable way to get white skulls as well as bring back what advanced players are complaining about ; you don't set back the enemy far enough.
Because any knockout is just a few pieces of medicine and alts on localized resources for the roots.
This makes fights about holding down areas exciting while letting the rest of the world to stay in their safe oyster.
So basically;
Realm cairn is challenged
Area covered by said cairn now makes it so if realm members from attacking/defending side get knocked out in this area no logout or hearthfire option.
Accounts not in either of the realms cannot aggro anyone in this area until breaking period expired or succeeded.
I understand you can have allies not in the realm standing outside said covered area to sort of gank the remaining warriors after situation is over so I think the choice here is either ignoreing this entirely and just let everyone bring alts.
So when cairn is challenged, both parties try to bring biggest group as possible to walk in the covered area, cause lagg and block people as well as forces on standby for when your group is faceing a loss...
I don't think this is ideal and therefore on top of what I said above suggest that all combat acts in these war areas are scentless.
All participants in the fight know what they're there for and it is a weird idea that members of an army get individually persecuted for crimes done in war times.
The only little downside this has is that noobs could walk in this area clueless and die and then cry on forum about unfair world how could they have known blablabla.
But the way I see it now is ; remove perma-death = remove sense of meaning for advanced players, make it safe for casuals
And with my suggestion you can still look at it as removed in my opinion just not under the specific war circumstance.
When replying do not act like this is bad because I found a flaw here and here because this is just my first initial thought and I feel like the game would benefit from something like this being expanded upon.
''Having progressed far enough, players will, in time, be able to organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires. '' - About, HnH
I have a feeling now when a world starts and everyone knows what they're doing as long as you have enough people things are going to be fairly equal, in the sense that everyone can get around same stats and even if you're a bit lower than your opponent who gives a fuck if you die he takes your 1 time gilded shit gear and the winner then proceeds to drop the shit gear in the water travelling home scented thinking what do I even PvP for.
Deaths being insignificant is really lame in this regard because the further you're into the world the higher the chance everyone is a titan and when they get knocked out they just spam roots.
That's why I think a rework of what I mentionned above could bring big value to realms and provide a sense of purpose/goal.
So what are you guys your thoughts on this?