The fundamental design of Cyrodiil is Air Warrior - the first ever MMO launched in '86 where Blue, Red, and Yellow factions fought over major facilities and took out the resources of those facilities, in a campaign that reset every 30 days. Only meaningful difference is that Cyrodiil's war is fought on land. Yet, before EA bought Kesmai and shut AW down at the turn of the century, the design was refined and included a metagame. So, I have to wonder why there has been no development, much, less improvement, to the design of ESO's biggest battlefield beyond a borrowed and venerable 35-year-old game.
Yes, I know, ZOS has yet to puzzle through the whole massively multiplayer client-server part. And it's nowhere close to achieving that. Cyrodiil is in its third beta over seven years and the current results are not looking good.
The problem of course often goes by the silly-sounding name, blobbing. Every online game has to have a strategy for handling too many players in the same place at the same time. And it won't be solved by reducing server processing load through removing proc (short for process) armor sets, group size, or any adjustment to the current scheme.
You solve it through game design.
As it stands, the outcome of campaigns is so meaningless that ZOS began the current beta with one week left to go in one campaign, and will launch a major update in the middle of another.
Please, tell me that the developers have fresh designs for the only massively multiplayer part of ESO in the works.