It is time.
Complaints of ball groups, complaints of performance. Every week another thread surfaces airing these grievances.
I have the answer. We must TEAR IT ALL DOWN AND BEGIN ANEW.
THE ULTIMATE CYRODIIL SOLUTION.
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R E A L - T I M E - T A C T I C S
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tl;dr toward end
Brothers and Sisters, it is time to DO AWAY with campaign queues and hundred-player melees, for these are relics of a bygone vision. Oh the AMBITION. Hundreds of players in ranks, destroying and rebuilding castles and keeps, manning artillery both defensive and offensive, battering rams, flaming oil, catapults and trebuchets, the C A R N A G E.
But it was never to be. Doomed to fail from the beginning, this vision was always plagued with abuses of systemic oversight. Unstoppable ball groups, stacking heals to the point of choking performance for everyone in the campaign. Unkillable tanks who can contribute nothing except to kite frustrated players in and out of towers. No single player within reach of making a difference, feeling like an alliance hero, instead treated like canon fodder as guild leaders use them to climb the leaderboard, attaining the forever out of reach title of Emperor, standing on mountains of corpses, players who just wanted to fight another player, yet ninety-nine percent of the time, died to the numbers instead of the skill.
There were moments that made it worth it. Small scale engagements, fewer than thirty players skirmishing in the wilds between keeps and outposts. Beautiful defenses where ball groups have been thwarted at open keep doors, staved off by a never ending cascade of siege engine fire. Endless stalemates at the Alessia Bridge, Pact and Dominion pushing each other back over and over and over again. The forever ping-pong of Aleswell and the Chalamo. I'm sure something interesting happens between Covenant and the Dominion as well.
But those moments were few and far between. I yearn for them knowing that any time I queue for Cyrodiil, they likely won't be found. Small groups avoid engagement, instead capping an endless string of farms and lumber mills, but never cutting a keep lest they draw the attention of the zerg. Volendrung is thrown into the river, lest it threatens the ball. All the while, the servers struggle to keep up with the swirling vortex of overlapped input and buffs, stacked dozens of times on dozens of players.
We must disperse.
TL;DR
I suggest
doing away with campaigns and replacing them with adding three real-time-tactics queues: Champion, non-champion, and sub-50. They fill up the way battleground queues do; any fight that needs fighters gets them first as people join and drop.
- 12 players max per alliance, 36 total per instance
- Each player commands a squad of NPC Alliance soldiers via an expanded Cyrodiil companion system
- Your soldiers can man siege, and you can direct their fire, enabling solo capture of any keep or resource
- Your soldiers are mortal and gain XP the longer they fight and survive. Veteran soldiers are significantly stronger than recruits
- You can train your soldiers on PvE elements in Cyrodiil, getting bonuses for clearing delves or dolmens
- You can only spawn soldiers at keeps, outposts, alliance controlled towns, or forward camps
- Each soldier slot has a respawn timer-- no infinite fodder to the meat grinder
- Global leaderboard & Alliance AP tracker
/tl;dr
With only 36 players on the map, the capture and control of territory becomes much more strategic. A single player can capture an undefended keep. A single player can defend a keep. Focusing strength at any point weakens every other point. Smart, coordinated play wins out to zerging in a line from one end of the map to the other. No more exponential stacks of vigor clogging up the servers' processors, just you, your squad, and your enemies.
And the scale remains intact. Each player is a high priority target, their forces bereft of direction upon your defeat. Each player is also a legendary powerhouse relative to the NPCs around them-- TRUE Alliance heroes, making a difference in the campaign. The soldiers man the walls, firing catapults and ballistae at your direction, dumping oil, manning battering rams, filling the scale of the original vision, while you, the player, make all the difference.
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This is my Cyrodiil Pipe Dream
WE ARE ALLIANCE HEROES
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PS, no hate on guild leaders coordinating group play. Y'all put in work to make PvP events lots of fun, and high-level direction and coordination is very impressive and takes a lot of invested time to get good. And everyone that's been crowned Emp has probably deserved it, don't wanna take that away either. Probably need to workshop how emperor would work with this. Either way, don't mind the jabs, all in good humor, just got a little carried away.
PPS, I went way too hard on the rhetoric and got carried away, def don't want to replace Cyrodiil gameplay at this point.
Thank you for coming to my T E D talk