I think if you've never done anything in Cyrodiil before, this week has got to be the worst possible way to experience it. The most vile thing has got to be the gangs of weak farmers camping the quest givers. When a stronger group comes in with the tweezers and pulls the little bloodsuckers out, they move to the quest destinations, and gank people there, until they feel strong enough to burrow their tick-like mandibles back into quest-giver rooms again.
I'm not here to whine about it, but to simply declare it toxic, review why it might be happening, and ask what ZoS can do to make this not a thing. For players, we know what we can do: defend the PvEers as they do their quests, and pull out the bugs when they burrow themselves in, but that's tedious, and I'd rather take a keep than kill that stupid lich for the umpteenth time to get an event box. I will mention that people do this because it pays. It pays emotional rewards to the unwell, of course, but multiple people havealso explained that if you kill someone who hasn't done PvP before, when they die you get more AP. One person on this forum explained that he made upwards of 68k AP by killing one group of questers by spawn-camping the quest-giver rooms.
This is, of course, not the whole story, plenty of times you go in like the righteous lady or dude you are, and a CP200-something mag-whatever starts channeling you with a resto staff from 10m. For myself, I often forget to slot the "Admire Me" emote for these occasions, Soon enough, however, they switch to an actual damaging ability anyways, and so they get Ye Ole Ambush+Incap+Surprise+AssasinsWill (or whatever your class/build's cancer recap is). I mention this because I'm not doing the usual "whine whine toxic PvPers" thing, and I believe the aphorism "the human capacity for villainy is balanced only by avarice and laziness" does not include the letters P V and P for a reason.
But whatever. There are three addressable problems:
- The righteous types, who would not tolerate people ganking questers by balling up in the quest room, are spread out across the campaigns
- The new players are a source of high AP ticks, literally giving existing players a financial incentive to camp locations where new players will congregate
- The quest rooms make it easy for people to wipe out new players as they spawn in.
On the topic of spreading out the "righteous types", and them being (therefore) less able to defend the new players, I'm not certain there is a solution to this---short of dropping people from Cyrodiil, or reserving a set number of spots for the righteous. Both of those solutions are, of course, impossible to defend ("sorry you got booted, JoeAlwaysOn wanted to play and he's more important than you"), I cannot possibly suggest any queuing mechanic changes. Nor would this actually help in the "event-only" campaigns (e.g. if you're a respectable type that normally homes in Vivec or the Dirty Sotha, why would you leave your hard-fought queue position there to go defend questers in Boethiah). Maybe there's something that could be done with PvP guilds?
Next, if it's true that "new players are a source of high-AP ticks," then clearly this is some kind of accounting gone wrong: I feel like it should never be the case that farming the bottom 100 is ever worth the time. Perhaps adding (or increasing the weighting of) time in campaign, time in Cyrodiil, time in BGs, AP earned by the victim, etc. to the mix could be beneficial? To be sure, each solution carries the risk of bad outcomes. E.g., if you're a top-10 player and you roll a new toon on your alliance, should that "zero-time-in-cyro" alt get enhanced AP, even though your main is top-10---probably not, but sharing your "time in Cyro" or "AP earned" character-wide could provide incentives to create a "boosting-only " toon that is sold to members of other campaigns.
For the last item, however, the makers already know of this issue, and have already solved it elsewhere: IC rooms with quest givers are safe zones, where no one can even drop a skill. The "transitus" zones in the towns are safe zones. Make the enclosed quest-giver spaces also be safe zones. I assume this would be a fairly substantial change (which is why it hasn't been done already), but it would eliminate spawn camping as a way to make AP.