There is a very simple problem that has absolutely no solution as is......let me explain
What the issue is
The problem is this zone is literally their attempts to recreate the awesomeness of Dark Age of Camelot’s two environments.
Cyrodil = Frontier and Imperial City = Darkness Falls
DAoC has RvR in a Frontier with Keep attacks, Relic steal runs and Zergs
For those who have no idea what I’m referring to, Mythic was the developer of Dark Age I’d Camelot back in the late 1990’s early 2000 founded by Matt F
https://en.wikipedia.org/wiki/Mythic_Entertainment
Why it’s an issue
That game also had a never ending lag issue and they were never resolved. That game allowed somewhere around 350+ players per alliance/faction in the Frontier. It was seperate servers however we still had issues. Notice, regardless of what they change, lag exists or gets worse and eventually requires maintenance. Initially they had to do maintenance 2-3 times every week to keep things stable.
Once a week isn’t enough but it was called Elder Scrolls Offline as 3/7 days was maintenance.
Matt F and a number of others who were with that developer left and some came to this game while others went to make an unreleased Camelot Unchained.
http://camelotunchained.com/v3/
What we are playing for PvP is an old recreated version of that game with TES lore.
It’s why we have classes, skills that aren’t balanced well and a number of other direct comparisons.
A realistic solution:
The short of it is this......the only way to resolve the main complains I see on the forums and in the game is to remove Cyrodil and Imperial City.
Cyrodil can exist in smaller chunks
1. Break the zone up into multiple zones for the PvE content and have a background simulation of PvE campaign
2. Break the zone up into smaller versions of a new type of PvP battle ground. Each campaign should host all these smaller chunks as separate.
3. Imperial City would also follow the above for both PvP and PvE BUT access to Imperial City would have different rules depending upon your choices.
*Because some player want a mixed zone you can offer in the PvE chucks a PvE only and PvE+PvE version which would have the background simulation going
With all of this, there needs to be a different way to handle Faction selection.
I’d propose to remove factions from character creation entirely. Instead the faction would occur as a choice upon joining either the PvE Cyrodil and/or PvP+PvE Cyrodil.
It would reset when the campaign resets and require a new choice.
There would be absolutely no swapping factions and once a choice is made, it’s account wide for these two areas.
The rest of the world would not have a faction
I thinks it’s important that these chunks work like battle ground queues so that a set min per faction and max per faction applies and once a keep, scroll, or whatever the goal is, becomes completed, those players win, loose, draw and can join a new battle ground within the same campaign
This means the possibility of multiple battlegrounds within a campaign
This also means emperor and rewards to apply per battle ground as the campaign is there to assist with faction selection and faction resets.
Guilds should be neutral however players within the guild should be forced into a faction filter for guild chat if they are in a battle ground
Lastly this would allow the developers to look at PvP skill rebalance seperately from PvE
I’d argue that if the above occurs, it would make sense to have PvP only abilities and skills that toggle on a saved skill bar (2 of them)
Players may also be open to PvP gear but I’m getting ahead of myself. It’s time to remove the impossible and develop content for fun.