The new guild neutrality system is a mistake which tries to solve a non-existent problem and instead harms GvG and facilitates griefing by guilds who will abuse the system. The 3 war limit severely limits agreed-upon PvP. As you may recall from other games, PvE servers were usually more prone to passive-aggressive harassment because troublemakers could hide behind the system’s protection to avoid retaliation. In a PvP environment, they just fight it out directly and anyone who runs away is considered defeated. Similarly, some guilds in this game will take advantage of immunity to wars to be jerks without giving other players a way to retaliate.
-Guilds can place their towers in annoying locations, like on quest objectives. Other players can’t remove them anymore, and IMC doesn’t have enough staff to move them all (see shops on the Orsha statue).
-Currently, guilds who piss a lot of people off get dogpiled by other guilds, who form alliances to counter provocateurs. This is an exciting form of gameplay which brings servers together. Now guilds can avoid counterattacks by hiding behind neutrality without any cost.
-Warmongers can swap back and forth into alt guilds to kill towers and gank people without letting the opponent hit back. Alt guilds can evade the 3 war limit, but that limit may prevent counter alliances from declaring war on them.
-The 3 war limit promotes talking trash and being provocative against guilds who are already at the limit and can’t add a new war.
-The 3 war limit blocks off large scale PvP from guilds who want agreed-upon massive battles. Is this measure just an admission the game’s code has failed and they want to cut down a feature to limit server load?
We already had a way for guilds to opt out of warfare: Don’t leave a tower out. You could remove a tower quickly after using it for functions like depositing talt, and the more permanent features (which were minor enough that PvE players often questioned whether there was any reason to bother joining a guild to begin with instead of vendoring talt) served as rewards for PvP. For those who wanted to farm dilgele, alternative ideas were already suggested such as a designated safe zone within which you can pay an extra price to have a hangout which lacks PvP features.
These new changes, taken together, badly harm PvP, one of the most interesting and social aspects of a game which is struggling to keep high level players engaged, and the only “benefit” is people can get PvP rewards like a hangout and dilgele farm without participating.