OK some big changes are coming that will change not only the way we view controlling a zone, but also zone locks in every sense. At least it will if you're interested in renown, which of course most people will be with the new 100 renown cap.
Check out this post and this one too, or just read below..
New addition that is currently live on PTS (as are all other adjustments up until this point):
Resource Carriers now reward a Realm with Experience, Renown and Influence upon making a Resource delivery. The Reward scales based upon the distance of the path that the Resource Carrier has chosen to take. The longer a path is the more Reward that will be granted to players within the RvR lake.
It's everyone in the zone that passes a server-side requirement check - in the current case, it's anyone who would normally qualify for Zone Capture rewards. I'm continuing to investigate idle hands support punting people to the Warcamp.
So this should provide people with further reason (beyond gathering resources for keep upgrades) to keep control of Battle Objectives and ensure that Resource Carriers make it to the warcamp safely. The selfish renown-whore in all of us will see the obvious benefit.
And now the big news...
Also - since it hasn't been made very clear at this point; Resource Carriers who have further to travel carry more Resources.
As an example; a Destruction Resource Carrier coming from Hallenfurt Manor carries about 4x as many Resources as the one from Verentane's Tower.
Also - if a Resource Carrier is defeated and drops their barrel; it only contains 25% of what was being carried. It is always better to control the Battlefield Objectives for your Realm's advancement. You lose a lot of time by ignoring the Battlefield Objectives.
We're also hooking up Zone Flip Rewards in a manner where the rewards are divvied out to both the winning and losing Realm based upon how long the battle has been active. Imagine that each zone is worth 200 points and every 12 minutes, 10% of the 200 points goes to the "loser's pool". This would have the pool values at 180 to 20. This mechanic would continue until the pool values are 120 to 80; the rewards handed out would then be scaled against those values.
The intent here is that even if a Realm loses - they are appropriately rewarded for how well they did. Holding the enemy off and defending your Keep has tangible meaning in terms of reward. In the case of AAO - these rewards would be modified by that. It is feasible that, even being outnumbered 4:1, the losing Realm could actually walk away with more reward than the winners received.
Crikey... Rewards for putting up a stubborn defence? Rewards that are effected by AAO? Oh wow, this I really, really like.
Will it get leeching swines sitting in the RvR zone afk? Of course it will, but that will never, ever, EVER get fixed while there are zone wide rewards. People will always try and leech, some more than others. It also doesn't matter that much in the grand scheme of things. But what this change will mean is there will always be a reason to put up a defence. Think of those times where your group/guild/alliance/whatever put up a long, desperate and ultimately doomed defence of a zone. In the future you'll get renown rewards, rewards that are effected by AAO.
This has massive potential to change how everyone views what is worth defending or not. And that my friends is no bad thing.