On the Azura European server, the lag is so important in Cyrodiil that we just have to leave the game. We play from 9pm to 10pm and finally stop, since we can't play anyway.
Two reasons for this:
1) some raids are abusing some game mechanics to make the server lag on purpose. This is something you should solve by fixing these issues and by implementing some sort of limitations server side, so the server does not process incoming requests (only a stub response is sent) when some limit has been reached, or / and by implementing some CD on the AOE spells.
2) people are zerging: 80+ people attacking the same objective, and quickly moving on the map to defend their home keeps when necessary, thus annihilating any attack in their back.
Fixing all the issues will take a long time and will require a substantial development effort. This is something that shall be done continuously to improve the state of the game. But this is clearly not a short term solution.
However, if you greatly reduce the XP people can earn when they kill their enemies while being in a huge zerg, then I'm convinced that you will immediately put an end to the zerg in Cyrodiil: when those players will realize that they earn almost no XP when they zerg, and therefore almost no CP, they will stop zerging.
I would suggest the following solution:
- 1-8 players of the same alliance: XP x 2 (incentive bonus for small groups)
- 9-24 players of the same alliance: standard XP
- 25-32 players of the same alliance: XP / 2
- 33-40 players of the same alliance: XP / 4
- 41-48 players of the same alliance: XP / 6
- 49-56 players of the same alliance: XP / 8
- and so forth
IMHO this is quite easy to implement; it shall not require much extra processing server side, and is a short term solution that can produce immediately the desired effect.
So have you considered implementing such a solution?
Any time soon?