EDIT (11:49pm Eastern Time 6/9): Fixed accidentally omitted line regarding territory control bonuses, and fixed an autocorrect typo.
A lot of people have played in this scenario: You go into Cyrodiil, and your faction has a fraction of the players the enemy one does and it feels useless to try to even take control of the map back mostly, and even if you tried you usually will be zerged down with overwhelming force from both enemy factions as the underdog. Sure, you could split your forces to hit two things at once, but then you're even less prepared and instead of being 4 times your numbers crashing down on you, it's still that just split while you have a smaller number of players to even try to make things work with for each force. People get frustrated, some log off, some mess around doing little or nothing, others repeatedly bang their heads into enemy keep walls as they are farmed for alliance points, and it's generally not exactly a fun time on either side as the overpopulated guys can't find any real fighting, and the underdogs feel like they are just mauled down by a stampede any time they run into an enemy very quickly.
Now, you might say... and I've said this in the past myself, "Well, it's a player-driven problem." However, not only are you actively encouraged, but actively rewarded for cross-factioning in this game, and the campaign assignment means little to nothing as you can simply change guest easily, or teleport on groupmates, guildmates, or contacts at will to any campaign you feel like, leaving control of the map feel largely meaningless on a personal level. You know what? I've thought this over awhile, and I think the halcyon days of community-driven balancing are long gone by now compared to games in the past like Dark Age of Camelot. The broader market and mass-market gaming appeal of a title like ESO just doesn't support enough people who care about that, to make it work. And, in a larger gaming market as we have nowadays, is it really that wrong for people to think they should be able to have fun with their friends and group with them when they want to?
Where does that leave us? It leaves us needing to take care of the problems that spring up from this shift in how the game is played by people. The key issue ends up being population balance, and over time the metagame shifts for the worse for chronically underpopulated ones as the higher ones earn more rewards more quickly, and this trend speeds in momentum in the long haul as they earn faster champion ranks, alliance points to buy better gear/sell gear for care-free siege drops and repairs, potions, pve-obtained bind on equip gear, and other staple needs for AvA in Cyrodiil.
While I could go into a related, and lengthy aside as to how all of this interacts with overall game designs and community trends over time in the MMORPG market, the topic I want to focus on today is what I'd propose as a "best shot" system to alleviate the problems in ESO related to faction population balance. The Imperial City will help siphon some enemies off as they flood into there from the main campaign areas, but they then crush the underdogs in there while still fielding much higher numbers in the mainland of Cyrodiil.
Decouple campaigns entirely from "home" or "guest" systems, and instead add in a scaling percentage stat buff based on how many enemies are in Cyrodiil compared to the most populated and 2nd-most-populated factions in the current campaign-land of Cyrodiil you are in, as well as adding in scaling population caps for the other factions that adjust dynamically based on how many of the smallest faction are in (with a minimum hard number of course so the underdogs can't simply not zone in so no one else can do so
), and finally, give a scaling AP rewards modifier (percentage-based) at the same time. Boom, it's more feasible to fight when outnumbered, enemies can't just stack 300 guys in on one faction and steamroll 75 of the underdogs until only 10 remain as the rest log off for the night, then having no one to fight, and the guys who do stick around would get rewards proportional to the higher difficulty of fighting when significantly outnumbered.
EDIT (11:49pm Eastern Time 6/9): Keep and territory control bonuses would remain as they are currently, but only apply to players currently online in the campaign based on which one they are in.
Examples, with hypothetical numbers of course:
AD has 300 people in Cyrodiil.
EP has 250 people in Cyrodiil.
DC has 60 people in Cyrodiil.
Instead of allowing this, have the cap set at 250% of the number of players the smallest faction has, when the smallest faction has over 50 players in-zone. If the smallest faction falls beneath 50 players, allow that percentage to scale upwards so that higher-population factions don't simply get locked out through no fault of their own (10 DC players, allow for 750% of the player count of, or in other words, 75, and scale that downwards to the 250% number as the count approaches 50 DC players).
Similarly, have a scaling/sliding stat boost for the underdogs ranging from 20% when above 50 players in-faction, and scale that to a maximum of perhaps 60% total (1 percent added for each player that leaves) if they fall down to just ten people in-zone.
Finally, top it off with an AP buff that scaled to a significant amount (Warhammer Online ranged it all the way up to 4x the normal earnings, or 400% total as compared to the normal 100% gains), perhaps along the lines of 1% higher AP gains for the underdogs per percent they are out-numbered (example: DC has 60 players, while the biggest enemy faction has 150 players, in this situation the underdogs would get 250% of the normal AP values as they are outnumbered fighting two and a half times times the enemies that they have themselves, total (250% of their player count). Cap this along with the population scaling and it would go a very, very long way to encouraging people to fight back when overtaken.
Now, perhaps you read all of that and are thinking, "Attorney, what the heck happens with Emperorship then!?". Maybe you didn't, and just thought of it immediately in the first place when reading the beginning of this post, and were about to reply regardless. Let's tie up that loose end with a pretend-patchnote set:
"
-Alliance War and CampaignsAs the war in Cyrodiil for control of the Imperial City and the Ruby Throne rages on, the Alliance faction leaders have deemed fit to assign Generals to aid in this endeavor!-Leaderboard scoring by Alliance Points is now game-wide across all normal ruleset campaigns, and totals for the current war period are reset every 21 days. All-time leaderboards have been added for prestige and glory for dedicated warriors in Cyrodiil battles for one-day, one-week, one-month, one-year, and all-time historical totals, along with a handful of other statistics to judge your standing on including deaths per hour, kills contributed to, kill blows landed, and healing and damage totals dealt in each timeframe.
-War periods are now in effect! The scoring will be wiped clean to make way for a new evaluation every three weeks.
-Emperorship is now based on the current war period, with the highest-scoring player at the end of each one being crowned Emperor of Cyrodiil.
The remaining players in the top positions 2 through 20 for their home factions will be promoted to Generals by their Alliance leaders in recognition of their combat prowess and contributions to the war.
Lieutenants are also recognized for thier service for being in positions 21 to 50 at the end of each war period by their respective commanders and rewarded for their efforts.
-Emperors will receive the following benefits for all characters on their game account permanently:
A 10% boost to Magicka, Health, and Stamina attributes while in Cyrodiil or the Imperial City and all other Alliance War locations.
A 10% reduction in Ultimate ability costs in all game world areas.A 10% reduction in the purchase cost for all items or rewards costing Alliance Points in recognition of their service and gratitude from their Faction's supporters to assist them in their endeavors. (Note: This is provided in lieu of an earnings increase in order to not affect leaderboard rankings.)
A new and unique active ability that may be used once every 5 minutes and does not use a skill slot on their ability bars, "Emperor's Warcry!", lasting for three minutes. When a player who has obtained the title of Emperor activates this skill while in Cyrodiil, the Imperial City, or other future Alliance War locations they provide a 20% reduction for all allies within a 50 meter radius in damage taken from enemy siege weaponry, and a 20% boost to incoming healing. (Note: This ability may only be activated while in an Alliance War area, and will be removed upon exiting one.)
-Generals will receive the following benefits for all characters on their game account permanently (Note: These benefits are replaced upon becoming an Emperor):
A 5% boost to Magicka, Health, and Stamina attributes while in Cyrodiil or the Imperial City and all other Alliance War locations.
A 5% reduction in Ultimate ability costs in all game world areas.A 5% reduction in the purchase cost for all items or rewards costing Alliance Points in recognition of their service and gratitude from their Faction's supporters to assist them in their endeavors. (Note: This is provided in lieu of an earnings increase in order to not affect leaderboard rankings.)
A new and unique active ability that may be used once every 5 minutes and does not use a skill slot on their ability bars, "General's Battlecry!", lasting for three minutes. When a player who has obtained the title of General activates this skill while in Cyrodiil, the Imperial City, or other future Alliance War locations they provide a 10% reduction for all allies within a 50 meter radius in damage taken from enemy siege weaponry, and a 10% boost to incoming healing, which will provide its benefits in addition to any active "Emperor's Warcry!" effects that may currently have been received. (Note: This ability may only be activated while in an Alliance War area, and will be removed upon exiting one.)
-Lieutenants will receive the following benefits for all characters on their game account for the following war period only (Note: These benefits are replaced upon becoming an Emperor or General):
A 5% boost to Magicka, Health, and Stamina attributes while in Cyrodiil or the Imperial City and all other Alliance War locations.
A 5% reduction in Ultimate ability costs in all game world areas.A 5% reduction in the purchase cost for all items or rewards costing Alliance Points in recognition of their service and gratitude from their Faction's supporters to assist them in their endeavors. (Note: This is provided in lieu of an earnings increase in order to not affect leaderboard rankings.)
A new and unique active ability that may be used once every 5 minutes and does not use a skill slot on their ability bars, "Lieutenant's Rallycry!", lasting for three minutes. When a player who has obtained the title of Lieutenant in the current war period activates this skill while in Cyrodiil, the Imperial City, or other future Alliance War locations they provide a 10% reduction for all allies within a 50 meter radius in damage taken from enemy siege weaponry, and a 10% boost to incoming healing, which will provide its benefits in addition to any active "Emperor's Warcry!" or "General's Battlecry!" effects that may currently have been received. (Note: This ability may only be activated while in an Alliance War area, and will be removed upon exiting one.)"
So, what does everyone else think? What are your thoughts on these types of rewards, in particular their effect removal from PvE areas such as questing locations or Trials other than the Ultimate benefit that remains to provide an incentive for players to play well at both if they enjoy PvE and PvP rather than preferring one or the other? Would these scoring changes entice you to play more actively in Cyrodiil, knowing that you would still gain some nice benefits even if you fall short of the top of the heap? How about the effects a scaling reward and statistics boost would have on campaign activity?
I look forward to your thoughts, and would love to hear from the Alliance War team as to theirs if anyone such as
@ZOS_GinaBruno,
@ZOS_JessicaFolsom, or even
@ZOS_BrianWheeler himself want to chip in
.
Thanks everyone.