To be honest, these fights take minutes because there isn't enough of a population to do anything about it. If you manage to find a well defended castle being besieged it could easily take half an hour or more. I've personally seen one or two fights in this last year that were longer than an hour. I've also been in fights that lasted over two hours but I don't even remember how long it's been since I have seen that. It used to be a regular occurrence but now it's pretty rare to the point that if that is the sort of action you're looking for... you're in the wrong game.
Your ideas sound kind of cool, though I'm not sure how much a PvPvE aspect (bosses) would be appreciated by the majority of PvPers.
What tends to happen is that factions play at different times of day. For a long time the yellow faction on PC EU seemed to be dominated by Aussie / NZ players, for example. Not sure if that's still the case. At any rate, one faction might nightcap the whole map. Once they go to sleep and another faction wakes up, the former faction cannot hold the map. This is when you'll flip a lot of keeps quickly. There are subsequently times when everything hangs in the balance. It is then that you may have big battles for the keeps around Lake Rumare. Those are also the ones required to flip the emperor. Keeps at the edge of the map, on the other hand, are often quite abandoned and easy to take. Some RAID leaders deliberately focus on those, because it's efficient for making AP and campaign points. I agree that's not very exciting, but it may be due to your RAID leader playing that way. There's also a particular reason they might do that, namely the low population double AP bonus. If that's active, it is only broken ~1 hour after your alliance takes an emperor keep around lake. Smart leadership may, therefore, focus on other keeps first.
This would be an amazing QoL change but I don't think it will happen because of a predatory crown store.Turtle_Bot wrote: »I will say that having mount speed & stamina both maxed out definitely helps a lot with reaching the battles in time. This is also a fairly simple QoL improvement ZOS could easily implement where for Cyrodiil instances specifically, all mounts are treated as though they are completely maxed for mount speed/stamina regardless of their current level of speed/stamina training.
Turtle_Bot wrote: »The main issue is that for such upgraded keeps to work, that would also require much larger populations to make taking a keep possible in the first place. Otherwise we will just see a map flipped at the start of a campaign and remain as is until the next campaign. It is unfortunate, but the populations (and server resources) have just dwindled so much that for what you're describing, it would require the (current) entire faction to take each keep and the current (non-event) servers already struggle to maintain those numbers, even for only a brief period of time.
I think an upgrade is needed for at least the home triangle keeps when owned by the home alliance, but the 6 emp ring keeps should definitely be a fast paced and ever shifting rotation of combat to not allow one alliance to just hold them indefinitely.
I do agree that Cyrodiil has the best foundations for PvP of any MMO I have seen, but unfortunately due to years of being ignored/neglected, it's going to take a huge amount of work to fix it (something I just don't see happening due to the scale/cost of work needed).
I will say that having mount speed & stamina both maxed out definitely helps a lot with reaching the battles in time. This is also a fairly simple QoL improvement ZOS could easily implement where for Cyrodiil instances specifically, all mounts are treated as though they are completely maxed for mount speed/stamina regardless of their current level of speed/stamina training.
To be honest, these fights take minutes because there isn't enough of a population to do anything about it. If you manage to find a well defended castle being besieged it could easily take half an hour or more. I've personally seen one or two fights in this last year that were longer than an hour. I've also been in fights that lasted over two hours but I don't even remember how long it's been since I have seen that. It used to be a regular occurrence but now it's pretty rare to the point that if that is the sort of action you're looking for... you're in the wrong game.
I get your point, but as I've said before I don't think taking giant strongholds by 2 people should be possible. Even with a larger group it should take some effort. Taking a castle should mean something. Claiming it should mean even more. Even with a group defending, they can fall within 5 minutes and become nothing but a background. I believe you might be in the wrong mode, because arena is where pure PvP battles with no extra elements happen. Cyrodil is designed to be a PvPvE experience, where strategy and resources are the key. The problem is the imbalance between the environment and the players.