Hello all. First things first: I am not a good PVP`er. My feedback is highly subjective. Some things i`ve already seen in other threads. But i think, i could point them out again.
1. Do we need an "official" Feedback thread? I couldn`t find one recent post. And even if it will not help me, you or zos. I think we should make a list and keep it up to date

2. PVP-Bag/Stacking Sieges: Yes, someone made a post about this. Right now, over 50 Forward camps and 200 Siege machines are stuffed in my Bank and Characters.
That is insane! (And I have 100+ more mails with mayhem presents to open). And yes, i have ESO+ and all chests and stuff...
I understand, that sieges already used (with not full health). Have to be stored separately... but the rest... cmon!
Siege Repair, Wall repair, Gate repair should be stacked in 200 plase!
3. Server overflow problems: I observed a curious thing during the event. While EP nearly turned the whole Map red during prime Time. They still managed to have 2 full zergs in IC to farm flags. In the mean time AD had nearly no ppl in IC and got reked in Fare or BB or... you get the picture.
I don`t know, how this is even possible! My theory is, that there is a mechanic, that allows to overpopulate a certain faction. When zergs go to IC, Cyrodiil compensates it with more ppl. When the raids come back from IC, voilà: Imballance.
Today, i logged on Vivec with a EP alt at 14.00 CET (prime time). I got into Vivec instant. At the same time 3/4 of the map was red and AD has 100+ queue.
I know, there are a lot less organized groups in AD and that is a huge disadvantage and basically not ZOS` fault.
4. Another problem are "ghosts". I get it; You want to make yourself a coffe and go afk for 5 mins. No worries.
But i see a lot of afk ppl inside keeps and other "safe" locations. ALL the time!
I asked someone with a 2nd account. He admitted, that he logged in his 2nd account to AD, parked his character and played with his other caracter in the other alliance. Why? First, you can whatch zone chat. And second: If 20 ppl do that, AD lacks basically 20 ppl. That makes nearly a full group.
Now i hope it is not a regular occurence. But if it is, it is very very very unfair and disturbing. Because i know 1 person does it, so the conclusion, that 20 or even 40 can do it too is not far away.
Now AD with no coordination and PVE players in PVE... ok, i get it. We are lemming`s. But Point 3 +4 and other mechanics not mentioned here to sabbotage PVP is a whole different thing. This needs to be adressed fast. Not in a few months.
5. Traitors: you know the problem. Add it to point 3 +4.
It seems we are in need of some overwatch. But how?
6. Allow better communication in PVP and protect it from abuse (traitors).
Communication is the most important thing. Right after packing some siege weapons...
If an organized zergball with 20 ppl can manage 50+ random enemy players without a sweat. That influences the whole map. Only if ppl can synergize their ultimates and drop them in accordance, there might be a chance to kill the zergball. Because so well organized with all the sets, buffs and the well coordinated movements (los, abrupt direction changes). No mechanic in this game can counter it accordingly. No siege wepons. (Because to slow). Only a well coordinated counter-attack.
Yes, first the community has to step up and get som good leads. We have them and we should thank them for their hard work. But ZOS should increase this even further.
Perhaps something like "Cyrodiil-voice chat". I know... there are issues... There are at least 100eds of possibilities to even the odds. Make more open world events with caravan protections, anchor events etc.
There is an other perspective: In a three alliance war, two alliances are bound to cooperate somehow. I mean this in an unspecific way. Everyone does it with everyone. But somehow this becomes a problem. The morphology of the map has a certain construction which allows to make the frontline very small. Two forces can push trough 2 main-lines onto the 3rd.the rivers with flesh eating fishes are not always a good protection.
I dont want to advertize another lock-solution like with the scroll-base-keeps. But there is a psychological effect/mechanism. It`s always easyer to go down, than up. Since the cyrodiil map is locked in place (EP always from right side, AD from bottom, DC from left). The perspective for each alliance is NOT the same.
I must say, that i cant see a solution here soon. Exept:
- encurage players to organize themselves better
- encurage/implement a system to advertise better communication, information, tactics. (Yes, PVP Guild alliances, guild ranks, pvp-guild bonuses... whatever).
7. "Night-Capping". Some find it awsome, other annoying. I get it.
Different timezones, different playerbases. Though as we`ve seen in the Pellinal-event; If you have a higher player-base. Cyrodiil transcends into a 24/h society.
I know, there are currently some discussions on this matter. I don`t have any solutions either.
8. Imperial City; I say this, because it becomes a problem. I won`t say more, but surely, the ppl concerned know about it.
9. Rewards: Yes; I am looking forward to spend my AP on the golden vendor every saturday/sunday.
And i think it`s ok, that pve items are viable in PVP. But tbh i have a hard time, when our pvp set`s become obsolete. PVP should have better rewards. More rewarding rewards.
There should be craftable, and lootable sets which support a pvp gameplay. Some should even have an advantage in PVE. That would be a fair trade off, since we are bound to go to pve too (i mean end game hardmode raids). Yes, you can always manage with craftable sets. A good player can beat you with his bare fists. So to speak...
10. Capture Keep X and other quests. "Can you plase share?".
I guess the intentions on those quests where somehow "strategy". But it becomes annoying and whatever the intention; it doen`t work. Because if AD only has the two base keeps, they sure as hell dont ride up do Dragonclaw to get the quest done and then to Roebek to get the farm-quest.
Make the quest bound to a location, or alter it to simply "capture a keep". That gives motivation. (which i already presumed, whas the intention of those quests in the beginning?!).
Implement a "Defend" keep quest.
11. "LFG", "lfg", "Invite me, i am a healer!". "Why the [snip] is there no group?". Yes, this is also under point 6. I understand, we have an option to look for a PVP group. But there has to be more incentive to use and manage it.
And the worst thing is: If the leader leaves. The crown goes to someone afk without autoinvite. Noone wants to be lead. The group dies out.
Though i would understand the argumentation, that here is the line, where the playerbase has to start manage itself. Non the less, there should be educational tools. Perhaps something, that shows, what would improve the group itself. A tool, that detects, when noone is wearing set x. Its just an idea.
12. Outposts
The Idea is great. But do you remember the first time ZOS had to ban forward camps? Because whole raids just could spawn anywhere on the map. This is catastrophic if your own alliance is a bunch of unorganized lone wolves trying to be a pac. Because The two enemy alliances arent only attacking your farther homekeeps from one side. They can attack you from behind. Cutting you off and break all teleport lines with one attack.
Yes, its stupid, but it works every time. The attacked alliance has to draw back, divide between defence in the front and the castles/scrolls in the back. At the same time the other alliance can wak right on the same hight. Voilà you have to defend against your two enemys in your backyard and you have no possibility to counter it, because the way behind enemy lines is way to far.
Now i know about the recall stones. But do they work, if a keep is already under attack? I think not.
The outposts are a problem, because they can be spawn points for the whole alliance, but need only 1+ random player to take it. And the worst: You see it, when its under attack. You cant por there. (Can you port there with the recall stones?).
Those outposts need to be fortyfied. They need to be like Sejanus or Nikel. We are in need of some new concepts. You can even take a piece out of other games. Let the players carry ressources and they need to put them into the outposts, before they can claim it for their alliances. We already have enough flags to tapp.
You could do it either by allowing the ppl to grab materials and carry them by themselves. You could do it with caravans. Or other mechanics. I know, that sound strange. But the thinking behind this is the possibility of smaller groups defending moving targets. That means, smaller groups can do that.
I know, this is a far up the horizon idea. But this could be part of a new alliance skill line with additional benefits.
There is a huge load of possibilities out there. Think about ships!
The problems with the outposts remain. I think, we need to implement outposts, which have to be taken to cross the river on the sides.
And i personally would love to see some options to put real ressources into the keeps. Actively strenghen structures and level up your keeps.
13. Flag turning
A guild mate pointed something very interesting out to me. While in other situations. The number of players near a flag determine the speed of how fast a flag is turned.
It`s pretty logical. The bigger the group, the faster the turn. But that means, that a group of 5 to 10 ppl are in disadvantage. They need longer to get the two walls open and then longer to turn the flags. The question is; Do you want to strenghen smaller groups? Or do you want to avoid a small group to be able to take a keep as fast as a raid of 40 players.
The question gets interesting with my pointers in paragraph 12.
If you want to slow things down, there would have to be a defending timer. You will not be able to just run around ressources and take them allone, beeing to fast for the others to catch you. You have to take them and actually be there for a certain amount of time, before it is really yours (a longer time).
And yes, ppl could still gank there and do 1 hour tower zergs. (Or they can`t, if they get expulsed of the tower, after they loose the ressource. Remember the times with closed towers? The problem was, that even if turned, the enemy could still remain inside the tower). But imho i think that would go to far.
Non the less. As long as more ppl are standing in the flag and not running inside to get mindlessly slaughtered, the ppl inside the tower should be at a slight disadvantage. Eventually they will have to come out and take the ressource back, or their trolling would have no impact on the scores of their alliance.
All this things would eventually not prohibit alliances between factions against a 3rd faction. Perhaps, it even encurages it. This may be or not be.
14. PVP Small scale events
We have Battlegrounds, we have Cirodiil, but we dont have a 2v2, 4v4, 10v10 Scenario. It doesn`t always have to be a treesome. The good thing is, that this could still be one in the leaderbords.
Why is this important? Those mall events have (hopefully) an educational purpose. If you have only one enemy and objective. Yes, this is some kind of nostalgia from my side. But imagine a small vally and a good old 2 way fight.
15. Duelling quest and over land duelling.
Why not encurage doing pvp outside cirodiil? Those who dont want it, can still autodecline. (Daily, or weekly quest to take part in 20/100 duels).
Yes, now, that we have one tamriel, we should be able to have a pvp modus (and ofc an option to completely switch it off).
And if the townguard sees you, you have to run.
15. Weekly/Monthely special events.
Not only douple AP, double Tel`var, but also double crafting xp, double gathering. Dont do that yearly. Do it monthly or quaterly.
16. Combat and tactic tips
I have to say, that i was annoyed when ZOS implemented the leveling assistant. But since this game becomes more and more complex (Which is fine for me). I think some improvements in PVP Combat and Tactic tipps (yes, with an off switch ofc) would be in order.
For example, if a bunch of randoms are at a ressource and getting farmed. There could be a pop up with some tipps how to counter things. (Especially, because the most obvious tactic is not possible. You cant damage your own tower. Imho that is aproblem).
Or an explanation, why it is whise to find the sweet spots in CP allocations.. and so on...
17. What is more important: Winning the campaign or "gettin` some".
Actually, important is to have fun. Right?
That is why there are groups not concerned with defending keeps or participating in sieges.
Just in the last hours i had sieges, where i put up 1 ram and 2 ballistas. We where 20ppl, but only had 7 siege weapons.
This morning, i went to arrius and rode around the castle to look out for enemy approaches. Yes, i rode and rode and rode. Zip AP, noone came. But if the goal is to respond fast to attacks, this is a very important task but with no rewards.
But again. If you cry "Arrius UA, port now". Who is going to come? Everyone? Noone, because everyone thinks "the others" will do it.
There are a lot of more things, i am sure of it. And i will post it here. I dont expect something from this thread, but i hope, there are some more ideas, concerns etc.
For example i am still thinking about how to improve small scale/dueling and the integration of battlegrounds in the whole campaign scenario.