so we whittled these campaigns down to a few manageable ones where all our main forces gather on one in particular. i like this no matter what detractions there are. i crave large scale stuff. i like that the players have found ways to divvy up the smaller ones and find homes for dueling and questing.
so what happens when the massive number of pve'ers and achievement hunters flood our campaigns? it's already right now near impossible to get these guys to listen to those of us who have been solely pvping, so when they dominate the maps... already i'm just shrugging.
a lot of games try this it seems--to get more pve players into the pvp aspects--by implementing things that you must pvp to do. but you cannot dictate hours that they should be there, which campaign to go to for our experiences to not collide in a bad way, or a learning system that says (politely) to listen to already established the strategists and leaders.
GW2 was the worst recent experience in forcing the union of pve/pvp. most people only put up with its awful merger because it was free to play. i can't say that i want to pay to wait in 100+ man queues while the people inside fight only for the center of the map ignoring any and all other things that go into making cyrodiil what it is. it's already hard enough to get casuals to spend AP on seige and camps, and now we are going to be introduced to a massive population of people with 0 AP trying to force their way into an instance through our maps?
even if we split and all the pvpers find a campaign to call home... what happens when everyone sees 1 campaign pop locked and 3 or 4 not? most people's inclination is to queue up for the locked one because it will show a better chance of opening routes to the city based on numbers. worst case scenario, we all split campaigns where each faction has an opening on a different map, so you wind up with 3 dead maps full of pve/achievers using the tunnels...and that point, what was the point of coming up with all the mechanics and ways of entering?
i know that sounds borderline elitist, selfish, proprietary, or whatever you wanna call it. it's fine and w/e at this point, but i think it is something we need to think about. no likely situation sounds fun. gamers always choose the path of least resistance and noe of those are ever "just play the game as intended"--which is what this design sounds like it is hoping for... but from all the unintended (oil, leaps, pulsar, bat swarm, bolt escape) things we have abused, how is the imperial city going to be any different?