PvP and Nodes: Adding complexity and reinforcing playstyles
So hot topic at the moment is PvP and its place in Ashes of Creation. I know that PvP is projected to be a core part of the game, and has become something of a point of contention amongst players and outside observers. Part of what makes AoC an interesting game is that it has a variety of playstyles, and I don't just mean classes; you can opt in to PvE content, PvP content, and even get to max level doing gathering, crafting and commission quests. Which... is why the idea of the current node PvP structure seems to come a little into conflict with that ideal.
Now, I don't want to be forced into direct PvP all the time, and I'm sure that's a sentiment many share, but I don't want to eliminate it entirely. Everything has a place is games like this but what matters most is that things like direct PvP can be avoided. So, is there a middleground? How do we retain AoC's unique world features without imposing on players that want to avoid direct certain elements of the game? I think there's a solution to be found in the game's 'Node Types' and 'Node Wars' by potentially marrying the two concepts.
Right now, any nodes that are above stage 3 are able to participate in any Node War content, regardless of their type. Personally, I feel as though there's a missed opportunity here. If we look to franchises like Sid Meyer's Civilization, there are different strategies for war time, and that's something that Ashes of Creation touches on, but more could be done in order to ensure that people's prefered playstyles are not infringed upon.
Personally I feel like we shouldn't be putting anyone and everyone at risk of their hard work being wiped out because they aren't willing to engage certain parts of Node Wars, things like sieges and citizen conscription. So, what I propose is this; each Node Type has it's own stratagems of Node Wars, with things like Sieges being specifically a Military Node thing. Of course, there will still be interactions with other ally nodes, which is what's planned already, so there will be opportunity to help other nodes without directly being involved in their affairs.
First and foremost, Military nodes have access to War Types associated with force, such as Sieges, Caravan Attacks and Territory Control. These are you traditional direct PvP style events that we're likely more familiar with.
Economic Nodes will undertake a more political driven approach. This could be Espionage, Hostile Takeovers, and Market manipulation. This is stuff that's gonna require savvy and gambling, using coin to try and win a trade war.
Scientific Nodes would be focused on supplies and skill. This could involve Service Denial, Blueprint Theft, and Sabotaging Crafting Stations. Things that require you to craft and use tools in the field.
Divine Nodes handle matters of faith and religion. Stealing Relics, Desecrating Shrines and Establishing Cults. These are things that require some sort of dungeon delving in order to accomplish.
Succeeding in a Node War rewards citizens who participated with Node-specific currency, while nodes that lost the war instead end up with a setback on their progress, potentially dropping them down tiers, or outright causing them to be destroyed or abandoned, ready to be picked clean.
So, in effect, players can effectively "choose" the type of Node Wars they engage with by being selective about what Node Type they become a citizen of. This in turn helps make different playstyles thrive, without forcing players feel as though their enjoyment is being stifled by being forced to participate in content they dislike. It also helps make different Node Types feel more unique in terms of governance and influence, creating a more intricate and varied world where PvP comes in many forms.