This discussion is part of the Master article "From the Ashes - Difficulty Philosophy Discussion". Please visit that forum post (Also by me) before reading this one! Or don't, it's your life, read what you'd like.
This is one of the three discussion posts talking about the individual reward and challenge structures associated with the different aspects of the upcoming game!
These posts will be specific to the mechanics that we are familiar with in Ashes of Creation! If there are any gaps in this information relevant to the concepts of KPS, I will simply fill in those gaps with some theory crafting. If there are any corrections on factual information that need to be made, please point them out to me!
This KPS discussion will be on PvP, that being specifically Nodes Sieges, Castle Sieges, Guild Wars, Arena Combat, Open World Combat.
As a reminder: KPS is an Acronym that stands for Knowledge, Persistence, Skill. These are the different potential approaches to resolving a difficult challenge!
ALL OF THE FOLLOWING ITEMS ARE PURELY THEORY CRAFTED, ANY SIMILARITIES TO REAL IN GAME ITEMS IS A COINCIDENCE, OR THEY LIKED MY IDEAS!

Knowledge surround PvP is certainly synonymous with understanding the individual kits of other classes, and how they interact with your own. The better understanding of augmentations, cooldowns, and counters.. will allow you to take the win in more PvP interactions.
Defeat a player of each primary archetype for the first time - Knowledge of Blood - 50g
Encounter every primary archetype in combat -

During a Node Siege, defeat 10 players on siege weapons, on foot -

Defeat 1,000 players while on a siege weapon -

PvP Persistence is a little more unusual. Some may argue that killing many players would imply a level of skill, some may assume that it just implies that you play PvP enough that you slowly erode away the challenge through persistence. With the "Rock, Paper, Scissors" approach on PvP in Ashes, even players with less skill can put in the effort to find their best PvP scenario, then consistently perform within that. (Which may be considered some extent of Knowledge)
Defeat 5 players near a Point of Interest on the map - Bowl of Blood - 50g
Participate in defeating 100 players -

Gather 1,000 resources from slain players -

Deal, Mitigate, or Heal players for 1,000,000 total HP during PvP combat -

Skill as a term is most often thrown around in MMORPGs while discussing PvP encounters. Although skill doesn't have a clear definition, this is often the place that we find ourselves claiming it's most important. Of course this is because of our competitive nature, and why intervene with that? Skill in PvP admittedly usually implies the application of Knowledge and Persistence in order to fulfil the experience, as unlike PvW or PvE encounters, people are constantly evolving every day. Skill in the application of PvP would imply all of these challenges mentioned above, but for the sake of balancing and a diverse world, should include the same level of gear as reward.
Defeat a player that has at least a 5 level advantage against you - Against All Odds - 50g
Reign victorious in a 2 versus 1 player versus player combat encounter -

Participate in wiping a group currently clearing a World Boss (60% Kill participation) -

Defeat 100 players with more than 80% of your hp remaining -
Defeat 800 players of each primary Archetype -
These are obviously just a large amount of item concepts that I enjoyed making! Please let me know if you think that the concepts, or interpretations of the challenges, are off base or not! The items are far less important with such minimal information on the balance and technical stats of the true in-game items.. I'm really just BS'ing. I'm more curious if you think that the challenges to earn them apply to KPS properly! Please feel free to offer alternatives.
Thanks for your time!