I clearly understand now, as the arguments were given, that it would be frustrating / hard to coordonate 40 players in this kind of environment, which I didn't thought deeper at first.
But still, you had max 20 players at CS even this Inception db, in first month, with over 400 real players, and nothing happened out of it, as always. The better players preferred just to be some back-up for one of the 2-3 guilds and not play the CS at all instead of grouping up and forming 4th/5th guild and come to CS. This will never change, and it will be only an advantage for such "mega-guilds" over normal, lower tier guilds that doesn't have that many players but can ally with other lower tier guilds and make up for this disadvantage.
Real examples:
20 players in guild was the limit, but Guild A had 40 players (not alts) in alliance, always enough to fill the 20 spots, either on shared main chars from people that couldn't attend or with their own char, big enough. Guild B (lower tier) had 20 players in guild and only their alts in alliance. Their main guild was big enough at CS, but they couldn't have the 20 spots filled due to not everyone could attend the event and they didn't had that many players to fill those spots, so clearly a big disadvantage at CS.
So what it will actually change? Just more benched players for the same guilds while the lower tier guilds can't even fill those spots. You can't force a player to be part of a guild / mega-guild, but it has no problem as being part of his own guild but in an alliance with another, where there are same rights.
----------------------------------------------------It's open for discussions----------------------------------------------------
Now about CS V2. Since 80% of fights were between only 2 alliances, I'll talk only about this case (in 3 was a bit better). 2 ally fight:
- Move crywolf stay AFK for SD regen & wait summon.
- Get summoned inside room / near room.
- Kill bufffers / lower players & move switchers / GM.
- Register crown in 2-4 minutes.
- Repeat.
It wasn't neither hard or interesting gameplay. It was just better than the default system.
Then we speak about wholes. There were CS-es won by 1 char in terms of Points (looking at Zutto) where the difference between the winner and the loser was exactly the points farmed by that character - without any possible counter-play. Doesn't matter if it was Zutto or any other chars, the top 2-3 killers were just changing the lose into a win, or vice-versa, and nobody could stop / react to it.
When such Event can be decided mostly by few chars, it is not a healthy design.
If 2 guilds were very close in terms of power (and it happened, multiple times), the win was in hands of 1-3 players, and only them. The other guild couldn't recover by any chance in such conditions, taking into account the highest amount of points from kills can be earned in first hour and no extra catch-up mechanism when only 2 guilds (the def-catch-up points are just split between the 2 guilds).
So why do we need such dynamic changes? Well, for an actual interesting & dynamic event, where you can't predict the winners just by looking at their top killers.