The problem
Let me be frank, Cyrodiil sucks when one faction has essentially dominated everything.
Everyone in that faction has all the buffs and thus is much more difficult to take down, getting outnumbered by them means victory is nigh impossible. In addition, They can fast travel all over the map, so no matter where you go, one of them has the potential to be close by.
Everyone in one of the other two factions has no buffs whatsoever and can't fast travel anyhwere. If you want to do a quest on the other side of Cyrodiil, you have to spend absolutely ages just walking there. If you encounter one, or even two enemy players and don't have anybody with you to back you up, you're basically screwed. All the way back to the wayshrine, and you have to walk all that way again just to get back to where you were.
Due to being on consoles, text chat is unavailable to us. That means organising a counterattack to give the alliance some room to breathe is significantly more difficult.
Once an alliance has a hold on pretty much everything, Cyrodiil won't even be worth playing for the other two alliances. All but a handful of the players from the other two alliances will quit to try another campaign, and the likelihood of that alliance regaining lost ground will decrease even further.
The scenario ends with the winning alliance getting literally everything at the cost of everybody else having a completely rotten experience. Players will then be forced to either wait until the campaign ends or join another one in order to actually enjoy their time in Cyrodiil. It really isn't fair.
The solution
Here's what I believe should be done to make Cyrodiil more enjoyable.
- Allow players to see the scoring on a campaign before they join it.
- Give an alliance the chance to "win" a campaign early by capturing the wayshrines of the other alliances.
- After an alliance has won through the above method, they should get larger rewards, and gain a permanent debuff the next time the campaign rolls around. Making it more likely for a different campaign to win.
I know that players aren't currently allowed to see the scoring to prevent scenarios like this (players deliberately joining campaigns where they're already winning and avoiding campaigns they're losing, giving the winning team an even greater advantage) but what do you expect? Under the current system, a player can join a campaign, find out his team is losing HORRIBLY, and be stuck in the situation described above until the cooldown runs out and he can change campaign again. It sucks.
If players could see the scoring beforehand, sure they'd join a campaign that they're winning...but that's a much better alternative than forcing them to stay in a campaign where they're having a really bad time. They'd enjoy the game more this way, that's what ZOS should be aiming for.
As for capturing wayshrines, I believe that if an alliance has lost everything AND an opposing alliance has captured all the keeps and resources surrounding their wayshrines, that alliance should be able to capture their wayshrines. Basically to put them out of their misery. This would give the alliance that captured them a buff that makes it easier for them to capture the last remaining alliance's wayshrines. They would have won by more or less conquering all of Cyrodiil (which, considering the setting, should be a thing).
As an incentive to win this way, members of that alliance would gain increased rewards from doing it. To give the other alliances a better chance to win next time, the alliance that won previously would have a significant debuff, that would last until the end of the next campaign.
This would mean the horrific scenario described above wouldn't last as long (as the campaign would end early) and other alliances would have a better chance to win, meaning players of those alliances would be more likely to play.
What do you guys think?