Sooooo, i was bored at work and decided to write a bit about what i think needs changing in Cyrodil. Prepare for a long text.
As many people have been saying on the forums and in game, a lot of us are losing interest/motivation in PvP due to the current state of Cyrodil.
When i log on in the evening, my main interest is going for some PvP. I have a couple of choices for my campaigns (EU perspective):
-Haderus : dead empty campaign aside from a handful of yellows including the emperor rushing as soon as they loose one single ressource on the map. They are usually easy to farm but when they wipe to 1 guy on a ressource they come back with 10 more. Result : 10 minute to ride to a ressource and solo it, 10 minutes (usually more) waiting for enemies to show up, wiping them and getting rushed by 10 more, or dying on the first try. That won't fill my evening.
-Chillrend Mostly blue dominated, not much to do there most of the time if you are blue like me.
-Azura Now being pop-locked every night due to the reduced population caps and people leaving thornblade. It's now as laggy as Thorn in the evenings and just a bunch of zergs running around the same keeps over and over.
-Thorn Zergs, lag, more zergs, more lag, you get the idea.
Zergs can be ok once in a while, but now it's the only thing we have. I hate getting my 3 man grouped zerged by 50 people as much as i hate having 50 blues around me wherever there's action on the map.
Will camps fix this? no, it'll just make it easier for the zergs to travel to the fights. It was just as zergy with camps, it hasn't changed. Bringing camps back the way they were before would be worse because then the zergs wouldn't be able to wipe, they'd just respawn in a second, 20 meters away from you. Might as well build the keeps next to each other, or play call of duty for that matter.
In my opinion, it's the map that needs to be reworked. The map isn't designed for having really low population, the travel times are just too huge, you do 10 minutes of riding to find an enemy (if you find one) and either he or you has to ride again afterwards.
On full campaigns, there aren't enough objectives, which means that usually the entire faction is defending 1, 2 keeps or attacking 1, 2 keeps at a given time. if the pop cap is let's say 200 that's 100 people per keep. And since all those people siege from one side, the fights get boring real fast, and most of all unplayable from all the lag.
Here's a few ideas i can suggest:
Changing the design of keeps to make them unique. Change the shape, make higher walls, add different towers, move the posterns a bit, change the inside structure, different guard positioning etc. The keeps already aren't indentical, but way too lookalike in my taste, and it makes every keep fight feel the same even though they might be on the opposite sides of the map. Even just changing the architecture style of the stone color of the walls would be awesome !
Add small objectives. There are sooo many places on the map that are unvisited because there simply isn't anything to do there. The only time we walk across them is if there's a scroll involved, and that doesn't happen too much. Small objectives like ressources could be added all over the map, thus spreading out the zergs, reducing lag, giving small groups more stuff to do. Of course those ressources would give some kind of advantage or score bonus to the faction holding it. It could be that those ressources generate small amounts of gold every 15 min for the guild that claims it, or 2-3% additional mount speed for the faction, or anything ZOS can think of as long as there's incentive to take them.
Change the current dungeons in Cyrodil. Most people never go to them, and those that do only go for the skyshard and the achievement, and never go there again, making them ghost dungeons. Bring up the bosses and monsters to a higher lvl so that they actually give a challenge (i'm not asking to add boss strategies like in vet dungeons or trials) and make them loot crafting materials for example, or make them guard a chest. Create some zones with a higher density of monsters that are actually nice for grinding, and give an exp bonus for those who take the risk of grinding in a pvp zone.
A lot of people say the travel distances are too long and that they feel they are playing some kind of horse simulator. Well, if we actually had things to do between those keeps, we woulnd't ride for very long, we'd get more ganking opportunities so more small scale fights, it would create more travel routes, thus making it a bit less predictable for gankers who want some easy ap off the horse. And most of all we'd actually make a use for the gigantic place that is Cyrodil. I mean, doesn't anyone feel it's a waste that the developpers took a long time to develop such a large zone, but half of it is useless? There are many landscapes in every corner that are unusual and would generate awesome skirmish opportunities.
I know the Imperial city is coming (not so soon apparently) and that might give Cyrodil a bit of a welcome renewal, but it won't fix the fact that half the map isn't used.
Anyways, these are just suggestions, but it might give the devs some ideas for futur updates next year or later, and i really hope this game lasts, as it has amazing potential.
Please share your thoughts!
Do you think the map is fine as it is?
Are there enough objectives?
Did you actually have the courage to read everything?
Are you bored at work too?
Sorry for the long post, here's a potato :
<img src="
https://us.v-cdn.net/5020507/uploads/FileUpload/3b/6cf395eaaa5ea5a8caa7eb8ec31ea7.jpg" />