You have to realize what your target audience is for rewards like this. Of course some people are going to like new decorations. But how much overlap is there between players who PVP and players who decorate houses? It is fine to have some of that stuff, but it is completely unbalanced right now.
Anyway here are some random reward ideas:
- Sash that gives +500 or +1000 luck, it is account bound and has a timer so it goes poof after 7 days. Probably give this to the top 20 players each week.
- Top guild gets +10% bonus to pet stats/skills
- Commemorative trophies engraved with your character name given out after x amount of kills, 100, 500, 1000, 10000
- A statue in a central location such as Britain bank displays the top guild
- A statue in each city displaying what guild currently controls it
- Top guild each month gets a shield inscribed with their accomplishment placed somewhere, like in Castle British. There are plenty of walls in there.
- If you control the city you get a special bonus to trader quests being delivered, or maybe even a cut of profits
- Specific skill success bonuses/boosts when control certain towns: Moonglow/Magencia magic skills 5% each, Yew/Minoc resource gathering 5%, Jhelom warrior skills, etc.
- When you control a virtue city you can gain access to a special area in the opposing anti-virtue Felucca dungeon
- If your guild controls all 8 cities and summons the Harrower something amazing happens
- For Britain, and maybe Yew, each month the guild that held said city for the longest duration earns the right to place one home inside the guard zone under Gamemaster discretion
There are lots of different things that could be done. Your just need to make them cool and worth fighting over.
I might as well put out an idea on how to change the whole town control system.
- Towns will be controlled by guilds
- Capturing a town can be very similar to how it is now with alters and sigils and killing
- However it is no longer automatic or random which city gets fought over
- To initiate a challenge you steal the town sigil
- If you fail to takeover the town it stays with the current owner and cannot be challenged for 1 day
- If you succeed your guild becomes the new town owner and cannot be challenged for 1 day
- The guild initiating the challenge does not mean they are the only one that could take control, it could be any guild
- A challenge cannot occur until 1 hour has past since the last one ended
- Only one challenge can be active at a time
I am sure there are flaws with this design.
Actually it seems like a good idea to have it all be guild based. If you have a limited number of sides you run into issues as you mentioned. But with a guild the guildmaster has control over everything. If you don't like it, go start your own guild or join another one. The whole thing is self-regulated.