I would perhaps adjust the idea slightly and have a kind of back-up campaign so that when you queue for your usual (or guest) and its full - it automatically puts you into the backup campaign - but leaves you queued for your first choice.
When it pops it then asks if you want to switch into your chosen campaign.
This would mean that when one is full, rather than people waiting in PVE just because there is no well-populated campaign, it will kind of create a populated campaign from all those people in the queue. Also you wouldn't have to select it as a 'home' or 'guest' with all the switching restrictions that come with that too - it just puts you there.
I would perhaps adjust the idea slightly and have a kind of back-up campaign so that when you queue for your usual (or guest) and its full - it automatically puts you into the backup campaign - but leaves you queued for your first choice.
When it pops it then asks if you want to switch into your chosen campaign.
This would mean that when one is full, rather than people waiting in PVE just because there is no well-populated campaign, it will kind of create a populated campaign from all those people in the queue. Also you wouldn't have to select it as a 'home' or 'guest' with all the switching restrictions that come with that too - it just puts you there.
Why don't you just queue a quieter one and when you enter queue for the main campaign
It's basically the same thing only you have to do it ... I do it now
How about we keep the 2 extra CP campaigns and make one of them a relegation campaign. That is, if the campaign is full when you die in it, you don't get to spawn again and run right back to the fight. You spawn at your alliance base in the other non-relegation campaign and you can queue for the top tier campaign immediately. Maybe this would promote a more competitive atmosphere in terms of the actual alliance war instead of ubiquitous AP farming and zerging?
How about we keep the 2 extra CP campaigns and make one of them a relegation campaign. That is, if the campaign is full when you die in it, you don't get to spawn again and run right back to the fight. You spawn at your alliance base in the other non-relegation campaign and you can queue for the top tier campaign immediately. Maybe this would promote a more competitive atmosphere in terms of the actual alliance war instead of ubiquitous AP farming and zerging?
So you're saying that after waiting for 30-45 minutes in a queue to play with my friends, if I die to a zerg I would have to re-queue and wait another 30-45 minutes to continue playing with them?
No thank you.
That's how it was before forward camps. So why not just remove the camps again? When I first started playing, if your group was wiped you had a long ride to get back to the battle, and that 2-3 minute cool-down period was sufficient. Personally I don't think forward camps have improved the game very much.If you die to a zerg and they don't, then they can rez you. If you all die to a zerg, then you all still get to play together you'd just have to wait to get into the premier league campaign if you want back in. But if you wipe the zerg, and leave no survivors, they won't just run back to the same place and zerg repeatedly. They will actually have been defeated. And vice versa.
You spawn at your alliance base in the other non-relegation campaign and you can queue for the top tier campaign immediately. Maybe this would promote a more competitive atmosphere in terms of the actual alliance war instead of ubiquitous AP farming and zerging?
The point that I'm getting at is that you can bash the lackluster PvP all you want, but you as an individual can actually change the atmosphere around your player a lot more than you think.