Changes needed:
- Divide the map into sections related to Keeps (divisions with invisible walls existing ground keeping their current dimensions in each defined area).
- Set a maximum number of players per zone (that seeks to manage groups to achieve adequate performance while eliminating the effect of the victory by numerical superiority).
- Set up machinery siege unfolded simultaneously by each faction (that seeks to control the number of siege machines deployed simultaneously promoting a rational and strategic use).
- Engage automatic removal to the starting area to players who are AFK for more than three minutes in the areas of engagement (this prevents overcrowding of players that do not contribute to the combat and allows the entry of those in the queue Standby).
- Allow free exchange between areas by generating places available respecting the access queue according to the request made (this allows mobility on the map respecting an efficient distribution and the right to choice in order of application).
- Apply a bonus for strategy groups divisions in area who can be divided into teams instead of staying in one spot except when entering a keep (this prevents agglomeration of players in a single point favoring dispersal and applying a strategy bonus).
- Assigning a bonus damage from siege machinery when this remains undeployed for a specific period of time (this prevents the compulsive use of siege engines constantly reclaiming the intelligent use of it)
- Generating a neutral zone where the PvE content related to PvP are located (Maintains free the areas of conflict in PvP and generates a space to waiting for release zones)
General aspects:
By entering Cirodiil the player will have a position in the queue access and the option to choose which area to move, these options will be calculated by the system by checking the number of players present in each zone enabling those that have not arrived to the maximum allowed.
In the absence of available zones you may move to a neutral zone where is the PvE content that will offer the ability to earn profits while waiting for a PvP zone is available to travel.
Once the selection is made the players may move to the selected area and remain in the same until they decide to change, to do should consult the available zones and proceed to do so if place is available in other areas, and if have no place could get in queue.
When a player dies reappear at the start base and will have 2 minutes to re-select the area where he was, after the two minutes will lose the place in that area and another player can occupy (this keeps chosen area by the player on death, but at the same time prevents the abuse of AFK).
The war zone does not change in size, is divided only strategically in action zones.
The ability to access the entire map is not deleted because all has the ability to travel between zones, only avoid the excessive concentration of players in a single point leaving deserted the rest of the map and causing performance problems, also responds to strategic model of a combat in which they must follow orders as to where to attack and how.
This also allows more fair fighting about equal numbers of those who defend and attack and the superiority of skill and not quantity takes place.
This is only a base idea and can improve to make it optimal.