>>1757651Logi is that it is fickle. Hard to gauge if players want to participate. For example, Squad or HLL can be an issue at times with pugs because the amount of volunteers that want to do it is low. It works for foxhole, I'd say that's more of the exception then the norm. That being said, I do agree with you on what it represents. PvP games need to offer activities that can be done without fighting off gankers none stop (logi can be killed, but its not as easy as say ganking someone in WoW on a pvp server, just as an extreme example). All that being said, if you use foxhole as an example to the "money men" to get them to invest a large budget, per your
>>1757775 reply, you're not going to get very far. Peaking 4-6k players isn't a huge number. Its not dead, but its not enough as evidence to get people to invest a AAA budget. Numbers are against people who want a pvp mmorpg. The "big name" pvp mmorpgs of the 2000s failed. Out of the past 25 years, the only notable pvp mmorpgs that are still going with strong populations are EvE, albion, and foxhole. You have "PvX" mmorpgs like ESO, Gw2, WoW, FF14, etc; where their respective PvP modes are the least played content. You have revenue reports that probably point towards PvPers being the demographic that spends the least in mmorpgs. Like if PvP in ESO/Gw2 was 10x higher in popularity than it is now, that would be an exceptionally strong case for a publisher to invest a AAA budget. NW has done pvp content recently (pvp zone, always on server, upcoming new map/mode. If all those are not popular, it further cements to the devs that pvp is not the way to go.
I will say that I do think pvp mmorpgs can work. But they need heavy guardrails. They pretty much HAVE to copy albion. They need zones with different pvp rule sets. They need places players can go and play the game and not have to worry about getting ganked constantly, but still feel like they're progressing in some way. Gear needs to be easily replaceable.