Redesign the mechanics of Cyrodiil.
Right now the "giant" map of Cyrodiil is extremely tiny. Fights occur in the lanes between the inner six keeps while the vast majority of the map is totally empty.
If ZOS provided incentive to do something else besides zerg the lands between the inner six keep those Alessia bridge fights would not be nearly as frequent. The issue has to do with both the large population reductions due to bad game performance (only 1-2 major fights happening at a time these days) as well as lack of incentive to do anything besides AP farm at places like Alessia Bridge.
Also Alessia Bridge is a place I have awesome memories of. I could never imagine Cyrodiil without my bridge!

Giles.floydub17_ESO wrote: »
This has been suggested before, but if the bridges and gates were capturable, you could get stuck in one part of Cyrodiil if all the exits from that area were destroyed.stevesherpa wrote: »Actually - why not make the bridge "capturable" like a keep. Make it to where it can be "destroyed" by seig equipment and repaired of course. It gives incentive to capture a bridge and hold it rather than just use it to farm.
stevesherpa wrote: »Actually - why not make the bridge "capturable" like a keep. Make it to where it can be "destroyed" by seig equipment and repaired of course. It gives incentive to capture a bridge and hold it rather than just use it to farm.
stevesherpa wrote: »Actually - why not make the bridge "capturable" like a keep. Make it to where it can be "destroyed" by seig equipment and repaired of course. It gives incentive to capture a bridge and hold it rather than just use it to farm.
Giles.floydub17_ESO wrote: »
Fine, I think people would easily pay 20 bucks for standalone Cyrodil game if it was good. Theres literally tons of pure PVPers out there.
Giles.floydub17_ESO wrote: »
Fine, I think people would easily pay 20 bucks for standalone Cyrodil game if it was good. Theres literally tons of pure PVPers out there.
This has been suggested before, but if the bridges and gates were capturable, you could get stuck in one part of Cyrodiil if all the exits from that area were destroyed.stevesherpa wrote: »Actually - why not make the bridge "capturable" like a keep. Make it to where it can be "destroyed" by seig equipment and repaired of course. It gives incentive to capture a bridge and hold it rather than just use it to farm.
Yolokin_Swagonborn wrote: »Remove the bridge???
Then what would all the 1vX Multi-faction tryhards that only farm AP and do nothing to help the campaign do for fun?