I can't think of a better way to introduce this category than
@Etaniel excellent
Tamriel Baguette News Report that quite beautifully displays all the many spots on the map we never get to use:
http://www.youtube.com/watch?v=XNH6kVKeAfE[/flash]a. From @Ishammael a proposal to add more objectives to map and revamp the scoring system: Bottom Line, Up Front: I love the Elder Scrolls Online RvR battlefield: Cyrodiil. When functioning correctly, it is the most fun I have had playing a video game, ever. I believe the zone is gorgeous but deserves some TLC. Even today, after two years of fighting I find new and interesting locations. I think the Imperial City zone and concept is amazing. However, neither Cyrodiil nor the IC are utilized as fully as they could be for PvP. The following post is a set of improvements and ideas I have for Cyrodiil, the AvA battlefield, and the Imperial City.
Goals:
Reduce Lag by spreading players out
Create new, varied, dynamic, and interesting fights
Minimize downtime between PvP engagements
Enable and incentivize contribution to the Cyrodiil Alliance War for all group sizes (1…24)
Meaningful rewards and reasons to fight
Methods:
Introduce new objective locations throughout the Cyrodiil battlefield
Couple the Imperial City and Imperial Sewers with Cyrodiil
Revamp campaign scoring and rewards system
Shown below is the Cyrodiil map with new items listed. Most of my suggested improvements utilize assets and locations which already exist in the game. Some require new development.

Cyrodiil Interaction with IC:
First, implement all of
@KenaPKK's suggestions for the IC and sewers listed in this thread:
https://forums.elderscrollsonline.com/en/discussion/265284/kenas-take-on-imperial-city-pvp-objectives-a-guide-for-zos-with-pitchurs-3/p1 (editor's note: Kena's suggestions included in this post in the IC section)
The Imperial Sewers should be re-designed to allow a player to enter from Cyrodiil on one end and exit to Cyrodiil on the other.
IC Sewer Bases should be adjacent to entrances, not the entrance itself. Alliance Home bases should have a portal to their IC Sewer Base
Something amazing/terrible needs to happen if you bring an Elder Scroll to Molag Kena in the center of the sewers
Towns (White Circles):
Each of the five towns – Bruma, Cheydinhal, Cropsford, Vlastarus, and Chorrol – gets two flags
Flags are defended by guards just like a resource at a keep. Flags can be captured just like a resource.
When an alliance owns a town they contribute points to the Alliance War score
If ownership of a town remains under a particular alliance for a certain amount of time it reverts to “neutral” standing and will require re-capture
Farms / Estates (Orange Circles):
There are a diverse range of farms and estates scattered throughout Cyrodiil.
On a random and rotating basis, each farm or estate produces a “crop” of a particular material type (Mountain Flower, Lady’s Smock, Wood, Iron, etc.)
If an alliance controls the corresponding town, they may harvest the crop
New “Scroll” (Black Star):
Each alliance now owns a new “scroll” (pick a new name) which is located at the center of their home-base inner triangle. This scroll will be guarded similar to an Elder Scroll temple.
The new “scroll” may be picked up by an enemy alliance and taken to their home “scroll”. If they own their own “scroll”, they capture the enemy scroll and are rewarded with a substantial AP and Alliance War score bonus.
Once captured, the new “scroll” automatically resets.
An alliance may not capture an enemy scroll if they do not own their own “scroll”.
Once picked up, the new “scrolls” reset on a one-hour timer just like the Elder Scrolls
New Towers (Green Stars):
New towers will be added around the map. The towers will be modeled after the Empire Tower location south of Aleswell.
Each tower has a single flag with guards on top and an open door on the bottom.
The towers will be connected by a rapid transit system independent of keeps. If you own adjacent towers you may travel between them. See dashed green lines on the map.
When an alliance owns a tower they contribute points to the Alliance War score
Bridges (Blue Rectangles) and Doors (Yellow Squares)
The bridges which connect the mainland of Cyrodiil to the Imperial City will be rebuilt
Players will be able to access the IC districts by traveling across the bridges an entering outside doors. Players should be able to leave the IC districts to the IC island via the same doors.
Towers will be constructed on the IC island to capture and defend
Scoring and Rewards:
Keeps: 5 pts, Towers: 3 pts, Towns: 2 pt, Resources: 1 pt
End of campaign rewards are Alliance War Tokens (AWTs). With AWTs you can buy: Purple and Gold Mats, “Trait-Change” item , Gold jewelry, Coldharbor siege, Monster Sets, ???
Rewards for the Worth loot table includes crafting materials and siege in addition to current season of PvP gear
All prior PvP season gear available for purchase via AP vendors
Character history and rank now includes number of home campaigns finished first, second, and third
..............
Scattered thoughts from the community:
b.
A new transitus network @NightbladeMechanics has suggested "a new transitus network that can port a trickle of players -- say 4 per minute -- across long distances based on ownership of objectives around the edges of the map." Additionally, "more objective flags planted in towns and ruins around the map." He also added the idea of "spontaneous events spawning on the map for us to run to and fight over. These could include giant daedric bosses protecting a special 7th scroll, mobile Imperial caravans to take out, or any other large objectives for the factions to brawl over." "Imagine a Cyrodiil with lots of significant little objectives scattered all around the map. People would split up and fight all over the place to control them, with small groups actually having new content to spark their reinterest, and objectives to encounter one another over outside of zerg lanes and resources. How exciting! "
c.
High yield resource areas @Satiar : "Remember farming coldharbour for flowers? That shoulda been in Cyrodiil! There should have been great farming areas, places combatants and non-combatants went to farm, attack and protect. All the crazy fights I've been in and led these 3 years, one of the most memorable was defending a duelling event from griefers and getting paid for it. *** awesome! We needed more stuff like that. Cyrodiil devolved into some kind of gentleman's war where nothing was worth fighting over so the only benefit was the fight itself. The pride. But that fades as guilds fade and old players leave. Objectives is the wrong way of looking at it. It need(ed?) to be something of value. There needed to be things of value in the corners and valleys that weren't easily available elsewhere. anything else avd we eventually get where we are now."
d.
More POI @Joy_Division : "
- Supply wagons traveling in-between each enemy keep. Let me loot columbine, mats, fun stuff.
- The Alyied Wells are a nice idea, however 10 minutes is not worth the bother for such a small bonus to a stat I don’t really care about.
- Strategic resources in random places on the map. If I liberate them, I get some raw mats. These count on scoreboard and have minor Alliance wide combat effects.
- Put control flags throughout Cyrodiil. These also have minor Alliance wide combat effects (maybe in proportion to how much home territory flags an Alliance controls). I get a small utility buff for flipping it.
- NPCs encampments / supply dumps. Put a boss NPC here (that’s actually mildly threatening). Make this give the God of War AP buff bonus (the same one for defeating delve NPC bosses).
In random spawning spots over Cyrodiil are ancient relics of the Dwemer/Alyieds/Akaviri that function as either consumables and deployables and, get this, collectibles, skins, stuff to hang in my house that I can sell to PVE players. One of these is a “dwemer ground oil”. I absolutely will go out of my way to get these.
- Have things (resources, NPCs, daedric stuff, the usual fantasy plot items, etc) away from the Emperor ring that are harvestable at marked and known locations that players can go get and bring back to the Alliance base. I get a small pocket share of this stuff and AP for doing this. Have flags at these. The more an Alliance controls, the sturdier their castle walls are, the stronger their NPC are, and more effective their siege is.
- Most of you probably disagree with me, but the population cap is too small. Yes, I said it. Large map + small population = we need to concentrate in order to have meaningful fights. Also my guild feels compelled to respond to Arrius under attack because there isn’t anything else being attacked and there isn’t a strong friendly presence aside from us. Shrinking the population caps has been paradoxically counter-productive. Go ahead and disagree. You tell me to spread out and all I find is empty map space. So, nope, going to head to the only swords on the map.
e.
Flags in the wilderness Also from
@Joy_Division : "
There are capture nodes all over Cyrodiil that flip about as quickly as the “domination” flags in Battlegrounds. These control a small region around them which is turned red, yellow, or blue on players Alliance war maps depending on which alliance controls them. Each are worth ½ Alliance point and serve to make it such that an alliance that “faction stacks” is guaranteed to lose a campaign." Similarly,
@Drummerx04 : "The most basic suggestion for expanding cyrodiil is to add capture points in the wilderness that are actually worth points. Give small scale players something to go out and do."
f.
Towns give gold that add to campaign rewards @RandomName123 : "-
Make the existing capturable towns generate gold over the length of the campaign. Each time interval it is held produces a specific amount of gold. Call it a "tax" for the towns citizens, and the gold gets put into an "Alliance Bank" that gets divvied out at the end of the campaign in addition to the regular rewards. This gives more incentive to capture and hold them ... Also, "- Create a new scouting quest that requires going to X town, or Y small-capturable POI that your alliance currently owns and staying there for ~10 mins. With the goal that you play a scout, either engage hostiles that show up or point out enemy movement to the zone chat. Maybe after a lot of these completed quests you get the title of "Scout of Aldmeri" to brag about."
g.
Reposition current keeps @Vilestride : "would it be too drastic to reconsider the positioning the current keeps so that the lanes of transit were not so direct? So for example if BRK was positioned more to the east so the transit lines were more equal. So now it would be as quick a ride from BRK to drake or BRK to Farragut as it is from BRK to arrius. This would break own the conventionally popular travel routes and encourage fights on the roads between all 3 keeps rather than just 1."