Just to expand a bit on the local war updates:
-> To get PWP for attacking a sanctuary stone you must now do a minimum amount of damage: 3 times your character level. E.g. a level 100 character has to do a minimum damage of 300 to the stone. Players that do not do enough damage receive a message in the top left.
-> A losing nation now gets a slightly higher reward to encourage participation: 1 DF and 1 Fame when PWP is between 100 and 200. If PWP > 200 then DF = 1 + (PWP/200) and Fame = DF * 1.5, results rounded down. E.g. 250 PWP -> DF = 2, Fame = 3.
-> Getting your reward from war is no longer automatic as it sometimes bugged and people would miss out on their reward.
You now have to speak to an NPC to get your reward. A positive side effect of this is that when a player with PWP is not online at the end of war, he can still get his reward at a later time. But if after 4 local wars he has not collected his reward then he loses it.
If a player goes to war while still having a reward at the npc, this reward will be overridden at the end of war. So players can not stack up their rewards.
-> Help pages on the PWP system have been updated accordingly.
And the bug fixed in daily quests was that the NPC would sometimes tell you "you've already done this quest today" while you didn't.
Guess I was too quick...
First thing to do in war is going around to all stones and hit it once

I don't see a point in this change.
My reasoning for my opinion.. defenders won't get PWP from the stones that are broken in Great Grassland.
My suggestion would be to raise the Health of stones...

By the time I make it to any stone (because im a slow ass warrior) there is 1 stone already broken.
Just rambling.. but this also requires players to go hit stones at least once, before heading off with their strategy of for example (Firestyle, you go right stone, I will go left stone) Seperate the defenders a little bit.