Okay first, this may sound counterproductive to fixing the lag in Cyrodiil by adding more "stuff" to the area, but maybe it could help instead. Hear me out.
Current Issues:
1. Cyrodiil, the zone, is massive in comparison to the other zones. There are vast areas of green fields far off the beaten path from where fighting or traveling usually occur. There are also far fewer resource nodes than any other zone. They are way more spread out that other zones, even in areas that you know no one has passed through in a long time. I'm talking the edge of the map in empty campaigns. You can travel to a random wayshrine in Eastmarch and find more nodes in 5 minutes than you would in 30 minutes spent in remote parts of Cyrodiil. There should be a good amount of resources to be gathered in these areas but there aren't.
2. There are campaigns that are nearly empty that work relatively fine, and at the same time there's one campaign that can barely handle the load and is almost unplayable at this point.
3. Cost of resources is only going up and there's no way to balance that out.
Solution:
They add an extremely high amount of possible spots for a node to spawn in Cyrodiil. Like a stupid high amount. However, the maximum amount of resources would only actually appear if the server was empty. As the server becomes more populated, the amount of available nodes decrease to what it is now. Think Mark of the Pariah increases Resistance as Health drops, this idea increases Resource Nodes as Server Population drops.
What this does is:
1. Incentivize the use of the other campaigns because of all the resources you can gather just running around, thus lightening the load on the servers by spreading out the overall population.
2. Incentivize less zerging, or at the very least, give non-zerg players more to do than run around a tree or tower. They can hunt people farming mats. Spreads the fighting out within the campaign. I'm not knocking zerging as a playstyle, I'm knocking Zerging = Lag.
3. It would draw others there just to kill the people collecting resources. Less zerging, more spread out guerilla warfare-like. Fighting over real resources. You'd have to have your head on a swivel.
3. It would encourage more people to try PvP that might not have a reason to right now. They'd need impen gear to risk being out there. They'd do this because the return on their time collecting materials would be far higher than in a non-PvP zone, due to the risk of PvP. They'd "get their feet wet" and end up hooked like the rest of us.
4. People who play PvP almost exclusively can now have a chance at being able to afford materials more than once a month when they get paid at the end of a campaign.
5. It naturally drops the cost of materials overall in other zones by having more materials available to sell.
6. People can spend more time playing how they want to play than doing chores to afford potions to play how they want to play.
7. It puts a new emphasis on controlling areas of the map, safer near your own keeps than an enemy's keep, easier access to more nodes the more places you can fast travel to.
8. I'm no game developer, but compared to other changes, there can't be a whole hell of a lot that would need to be done to implement this. Increase the resource node possible spawn points and create a mechanism for increasing/decreasing the nodes that appear relative to server population.
Just a thought I had while being mad at the cost of materials these days. Now go ahead, tell me why you hate this idea