Well as I'm sure we're all aware, Conquest was absolutely fantastic - to begin with. By that I mean, it was great before it was exploited and now we have hundreds of Rank 50's running around only because of the problem with spawn camping another base.
Anyhoo, I've played a lot of conquest over the last week and I think various elements and situations need to be addressed to make Conquest a more viable gameplay section.
The map and Spawn Points.
In my honest opinion, Trion, you'd eff'd up on the map. Stillmoor is a great map, but for this kind of combat, a new map with elevated spawn points, inaccessible by other factions should have been created. But since Stillmoor is the map to go with now, that's fine. Here's how I would fix the situation with spawn camping.
And, please bare with me, I've played on all 3 factions and it seems to be Nightfall that head straight over to Oathsworn - to which I've played on both teams and analysed as much as possible throughout the ordeal.
Firstly; each spawn should ideally have cannons on various sections where accessibility to each spawn point is possible. These cannons should be on sections where there are hills - right on the brow of them. Otherwise, the attacking players will be able to get too close.
Which, wouldn't be an issue Trion, if you deleted Fan Out, tbh. But since all the classes can AOE at some great distances, the cannons need to be not even more powerful - just further away from the spawn point, with more HP... a lot more HP. Or just make them immune to damage, even better. Each cannon should hit for 20% HP and do so, every 2 seconds. We use a percentage because hitting for 1k on a Warrior with 25k hp, is like firing a thousand feathers at him/her. Percentages hit harder and will deter folks from even attempting to spawn camp, since they won't be able to get near them to begin with.
Each spawn camp, should have a small turret, also immune to damage. This turret would heal you by 100% of your maximum HP, every second. The range would be nulled when you get to a certain distance, ideally - to the turrets. This way - if you ran towards the turrets, which would be further away from the spawn point, then the buff would be removed from you. That'll help with the camped team becoming the campers, so to speak.
12,000 kills is nice... it means the game will go on for ages, but in all honesty - I think it's too long. I was in Conquest for nearly 3.5 hours yesterday, and just on the grounds that I was being a stubborn fother mucker - I didn't leave it and fought through it all. I do not play for 3.5 hours solid, ever. People like me have better things to be doing and so 3.5 hour matches are ridiculous. I could cope with 2 hours to be honest, and I think everyone else would agree that a 2 hour battle would be more than sufficient.
Add a timer on. 10,000 kills or 2 hours. Whichever expires first, kicks the countdown timer off for whoever owns the most real estate. Hey presto, quicker matches, that don't drag out.
User Interface and sh*t.
There's nothing worse about the Rift Map UI than your party/raid member location icons hiding behind elements on the map, such as locations (or in the case of conquest) extractor icons. Bring the icons for players, up to the top level - so they can be seen OVER extractors.
With even 20 people in a raid - it's hard to see where everyone is going. More often than not, you'll see your raid following a bunch of other people who arnt in your raid, and then it just looks on the map like there's just two people against a group of say, 10-15. What would be ideal is if you could see EVERYONE on your faction. So, the icons would be the same little cyan dots, but you could just see everyone. This way - we can organise even 3 or 4 raid groups effectively. See where people are, and join the fight if needs be. We would ONLY need the dots, please for the love of god don't include waypoint indicators. Maybe a smaller dot for people not directly in your raid - or even a slightly different colour one, maybe just the colour of the conquest faction, eg; oathsworn would be orange dots, nightfall would be dark blue (or purple, whatever colour it is) dots and dominion would be just silver or white dots.
Loading lag, etc.
There are serious issues with loading lag. Running towards 60 players, you don't even know why you're getting pummelled - because it looks clear. Until you're dead, and then all of a sudden 60 red names load up.
I understand that you guys did the green aura around NPC's/Players who hadn't loaded up yet. That's great, but it's still not cutting the crumpet well enough. Something needs to be done about general loading times when you teleport/arrive in conquest/die and various other loading issues with high quantities of players.
I'm not sure how you'll go about tackling that, other than limiting the amount of players allowed in a conquest match, but then - that kind of defeats the point of large scale PvP.
For the duration that conquest actually went on for, I only got 9k Favor. In a 3.5 hour match. And I got the achievements for 1000 kills in conquest, and participated in tons of extractor captures. 3.5 hours. 9k Favor? It's a waste of time. The prestige was okay, one match I got just shy of 20k - AFTER you made the 'fixes' to spawn camping, which by the way, didn't work. 20k prestige... 9k favor... yeah that's not right.
Not enough Marks either. You can't put items in a vendor that cost 300 marks, and then have 1.5 hour queue/prep times, and 3 hour matches that only deliver on average 6-10 marks. That's ridiculous. The Favor needs increasing to be on average - to make the conquest worth while - about 10k Favor per hour you spend in there. However you work it out, that's what you're after. In weekend warfronts, without pots - you can get 10k favor in half an hour of Port Scion. Hell, I got 26k favor in one match of Scion on the last time it was weekend warfront.
I'll add more stuff to this I guess as I go on. Discussions, comments, changes, feedback welcome.