I want to start by saying I didn't play DAOC, so I dont' know how it is in that game.
I started RvR game with warhammer online. What I find silly is it become a game of zerging empty objectives. Basically running around taking unguarded territory. So you have 2 group running in circles taking things and another team taking it back but no one is fighting.
It dont' get much better with GW2. GW2 does implement a system where there's cool down timer, as in after a territory is taken, it'll take a while before it can be taken back. But it is more or less the same. Just 3 team keep flipping each other's unguarded territory. Worse yet, I never sense a form of unity in server play. In Warhammer Online at least the whole server would try to push to enemy's castle. That's not the case in GW2. I felt there isn't any ultimate end game goal in it.
Now I want to talk about a mobile territory control game called pokemno go. The reward system is really interesting. Basically you are not rewarded for attacking territory. You are only rewarded for holding territory. I used to think it's the best system ever, why didn't any RvR game think of that. Ultimately I realize it is even dumber because now no one want to attack other territory. Because you are only rewarded for holding territory. So in the end it lead to a stagnation state where everyone just sit in their territory and do nothing. It also lead to another problem because people find attacking territory so unrewarding if you can't hold it after, many people just give up attacking at all. So ultimately it won't be a good design for RvR mmorpg, because having people give up is the last thing mmorpg developer want their players to do.
I haven't read on how Camelot Unchained is going to construct its rewarding system. But just want to know what's people's thought on the topic.