Apart from the broken gameplay mechanics, the broken doors and the 90% vampire population, the one thing that irks me the most about Cyrodiil is the incredibly stupid random capture quests. Let me explain.
Yesterday. EP on Thornblade NA was down to Farragut, Chalman and Dragonclaw. Arrius and Kingscrest had fallen and we were prepping a scroll defense. I picked up a capture quest and our "wise" general decided we needed to capture Rayles. What sort of moronic general sends troops deep into enemy territory on the other side of the map when the enemy is sitting in your front yard preparing to steal the valuables from your home base?
Granted, these capture quests are pretty much worthless given their paltry AP rewards and their pittance of gold, especially since they pay the same as any ridiculously fast and easy city quest. Still, is it too much to ask to have these capture quests prioritized so they make some sense from a strategic perspective?
Instead of these quests being fully randomly generated with no regard to the map, they need to be tiered based on their location and importance to the faction.
1. The three inner gate keeps should always be priority #1.
2. The remaining three home keeps and the faction's sole outpost should be the next priority,
3. The four central keeps and two outposts belonging to the other factions should be next.
4. The remaining enemy keeps should be the lowest priority.
These capture quests should start at tier 1 and move down until an unowned keep or resource is found, if available. This isn't quantum physics. It is not difficult to understand. It is a sensible strategy based on the real estate and objectives of the game. A blindfolded darts player could select better capture targets than the game's current random generator does.