Mos based take in the thread.
Yeah I'd agree with Rosbone here but... it's a bit of a rock and a hard place situation. I know a lot of people complained about the long length of games. There are a lot of different kinds of players in pvp.
Some are super casual and don't care about winning or losing.
Some are quite competitive and aren't so good so they quit when they start losing.
Some people are quite competitive and good, so they quit when they realize that they cannot win.
...etc. etc.
Overall, Relic chose to go with faster VP tick rate to make shorter games. They have bigger maps, so I wonder if they experimented with 5 VPs, where there are 3 along the center line and one safe for each team. A struggling team will be 4-1 and lose 3 VPs (equivalent to CoH1/2 "triple cap") while teams getting stomped might be 4-0 or 5-0 and lose even faster... they also could've tried some "super VP" where it counts as two or even 3 VPs.
But these permutations add complexity and unexplored territory and has other impacts on elements of the game like UI, map design, capture speed, and I'm sure many others.
Overall, it seems easier to have changed lesser things and even revert back to CoH1 in many ways.