After hitting VR12 and crafting some end game gear, my guild has started spending the majority of our time in Cyrodiil. We are long time DAOC vets and have noticed (perhaps belatedly) that there are some glaring issues with Cyrodiil that are really going to keep us from sticking around for very long if they aren't addressed:
1. There is very little realm/campaign pride. People hop from campaign to campaign, and even within their home campaigns there is active keep flipping occurring so that large guilds can farm lots of former emperors. Possible solutions:
- Remove the former emperor skill line and just make it a title.
- Increase the cost of switching home campaigns.
- Add an RP gain debuff while you are on a guest campaign. (50% or so)
- Add an RP gain buff that scales up the longer you are in your home campaign.
- Add a variety of campaign durations/styles to replace some of the existing ghost town campaigns and allow a 1 time free transfer.
2. There's really nothing to do with realm points other than buy siege equipment. For a small guild like mine, that's not very exciting. We can field 4 -8 players and you really can't take on keeps with that. We aren't interested in growing into a zerg guild. We ran 8 man groups back in DAOC and we loved small action. We didn't really realize that a big part of our love of that action was gaining RPs because we could do something to permanently improve our characters with them. Buying gear that isn't very good at end game and/or siege equipment really feels like a very shallow echo of what DAOC realm abilities used to do. Sorry to keep bringing up DAOC, but that game kept us coming back for 10 years, hunting those high realm ranks and abilities. Maybe you don't care if we keep coming back, but I'm just trying to help. Possible solutions:
- Add more realm skill lines that require higher realm levels.
- Increase the depth of current skill lines.
- Add an alternate advancement system that we can spend realm points on for training (to learn or improve skills.)
3. Battles are way too anonymous. We never know who we are fighting against or even who we are fighting with. I can tell what class someone was, usually, but I never notice kill spam, I never see someone's name during combat, and I never have a clue what guild they were with. This helps to reduce realm/campaign pride. There are no rivalries, short of the super guilds that build rivalries on game forums and then agree to meet on certain campaigns. That's certainly not helping immersion, by the way. Possible solutions:
- Allow the option of seeing nameplates. Maybe not even permanently on, but visible while you hold down a key - like you are looking closely at people around you.
- Make kill/death spam more obvious. When I'm sitting in Arrius and someone gets ganked a farm nearby, pop that on my screen. Or on a premade PVP tab. Who killed who?
- Guild tabards/cloaks - I've heard this is in the works, so that will be nice.
- Guild flags on claimed keeps.
Thanks! Overall, it's a cool game, but it really needs some revising to keep people long-term. I hope you are up to the challenge. I've been a long time supporter and fan!