As the title says this would be a horrible multi-step idea which if implmented would stop ballgroups from being so effective and possibly help with the lag issue in cyro, laugh at it, make fun or it, ignore it, tease it, but at least it's an idea to address it outside of the usual (and economically unsustainable) "put more resources into it"
- Compress the map, make it about 20% smaller overall to make it harder for groups to sneak about and to massivly cut down on the horse riding simulator experience of cyro.
- Divide the map up into 15 instances seperated by loading screen (like imperial city but with a magic barrier or something) which would be 3 home segments consisting of that factions gate, home keeps and scroll temple, with the remaining 12 segments being 2 forts/outposts along with whatever town/villages happen to be nearby per instance, this effect this would have would be a reduction on the amount of area needed to be calculated by the server, thus in theory improving preformance.
- Increase the population cap in cyro to 240 per faction.
- The home instances would have a player cap of 240 for the home faction, and 20 for each of the other factions, every other instance would have a maxium cap of 20 per faction, this is remove ball groups and encrouge many smaller scale battles across the map
- to avoid players getting stuck in an area of a queue if they try to leave their home instance they can teleport to any instances directly connected to ones which are full of your faction, for example if you can't enter the glademist/aleswell instance due to it being full you can teleport to the ash/nikel instance or the dragonclaw/winter peak instance..and so on and so fourth.
and there you have it, a horrible idea which if employed, would, at least on paper fix cyro's ballgroup problem, possibly improve preformance and encourage wider spread small scale battles (which is were eso PvP shines the best).
So have it it, release your lambasting of the idea