Hello. I would like to post my feedback concerning PvP as it in the only (actually) aspect of MMOs that I am interested in. I don't play a game if it doesn't have logic and interesting PvP, so it's very important to me.
Since many (literally all) of the developers fail to make a good PvP aspect I was hoping to see something good the beta - Cyrodiil. But, unfortunately, there is a problem that will draw peple away from PvP and the game - the territory is too big. Let me explain.
I am not going to violate rules (NDA, etc.) so I will mentioned it in general as you yourself have if your articles - there are castles, sieges, mines, etc. The matter is that the territory is so huge that 'PvP' reminds of Warhammner online in its worst state - 80% of territories are empty, people spend most of the time just running, rare PvP battles occur when a group of people just accidentally meets another one. In the worst case people will run from one empty castle to another, and this 'train' has no sense at all. I have already seen groups forming in order to 'zerg empty places'. You think it is fun? No, it isn't.
If you make rewards for kills higher than for castles then it will lead only to senseless and aimless battles in the middle, so to say.
The only way out is to make a frontline in Cyrodiil - a set of scenarios which will force groups of people clash at certain objective places - at castles and mines and farms nearby.
If you don't change it now PvP will follow the road which led to death of PvP in other games:
PvP in Cyrodiil is boring and senseless -> the need for smaller PvP emerges-> arenas or battlegrounds appear -> PvP imbalance is releaved (imbalance isn't seen that clear in massive battles like Cyrodiil so it doesn't matter that much as in arenas or battlegrounds) -> people give up playing PvP.
This is the common scheme which is seen in every online game. Do not let it happen here, you still have time to make it worthwhile.
Wish you luck.
Yours sincerely, your future customer (I hope).