ArcheAge-related thread inspiration context for those interested:
https://www.youtube.com/watch?v=xRzxBIQunIA
The first 8 minutes of this opinion piece about the current state of Archeage (If you have barely any background info, the summary in first 10 minutes
here is worth a watch) highlight the problem fairly directly.
I was only around when Trion set up the ArcheAge beta and have recently been watching videos about the course ArcheAge took that led to its downfall. In my perception, aside from the obvious monetization stuff, it comes down to one very vital thing: Motivation and justification to do what you want to do, when you want to do it.
I wrote a 1k word long essay on why PvP needs its own space, but no one's gonna read that, so I'll try my best to leave the discussion to the community, and only give the gist of my suggestion.
I come from a different background than the average Lineage or themepark player on this forum. The games I've played didn't have much PvE at all, and the best ones I've played had post-level-farming gameplay loops that had nothing to do with mobs or dungeons or raids. There was PvP or RvR, and that was what the game was - and it was glorious. You logged on, attacked an enemy (3 opposing realms) castle or fort, defended your own, or picked a fight with groups around hotspots. And when your sieging was successful, you raided the enemy territory.
My suggestion is pretty direct. Give us
meaningful territory-control-related PvP content (It can't just be caravans, because the current caravan design just doesn't impact the game world enough on the long term to be a persistent motivator) to
measure our strategic and fighting skill every day, around the clock.
Make it
possible for 3 players to start it and force a response out of their opponents. Make it
spontaneous and important, just like important bosses, raids, and events/quests. PvP players will still show up everywhere else, just like PvE players will still show up for important metropolis sieges. But give the PvPers something to do when they decide it's time for PvP action, rather than force them to follow an artificial schedule.
I completely see the
need for protecting players from having to be terminally online in order to preserve their achievements (if only because free wins make wins lose their meaning), but I don't think you have to restrict all PvP siege engagements to timeslots for that. You can just make sieges
span over longer stretches of time (think: days) and across
multiple buildings, so
defenders have ample time to respond to sieges across different outposts and fight and defend across stages of a siege.
Outposts don't have to decide the outcome of sieges: Each hour of controlling an outpost could just
influence an upcoming siege's timers and power balances. Or a certain
duration of controlling a circle of forts could open up a PvP raid micro-invasion heist to steal defence equipment or (on the defending side) set up additional defences.
I understand and accept that Ashes doesn't want to be a PvP-centric game, and I don't mean to replace the need for players to participate in non-PVP in order to compete. Players should be encouraged to care about the game as a whole, and fulfil their role in the entirety of it, but I do think the healthiest way to create a long-lasting PvX game with a large playerbase has to give players space to soak in their preferred side of the content when they feel like it, rather than having to subordinate their mood to the game's calendar and list of responsibilities.
Excited to hear what people think.