Has Vetex lost his passion for AO?

yeah the journal makes it seem like he went into the dark sea but he didnt

curses cant go into the dark sea because the dense magic energy would destroy it

ok so… yes? but also no

oh damn

it really is a shame that his last attempts to hire more devs didn’t go well (dahnoob and ript), it would have reduced a lot of the weight on his shoulders

he just needs more background checks on prospective devs rather than the word of his friend or whatever

Always the same story. Dev/Writer start meandering and getting lost in the weeds for months or years and then lose passion. If only this could’ve been avoided somehow

To be fair… I don’t think motivation is gonna last long, especially with projects like this. Something like motivation is only done in short-bursts. It’s unrealiable for the long-term, and I don’t want to rely on it as it’s a setup for a longer burnout.

I don’t know what V is doing, but if he keeps relying on motivation. It’s inevitably becoming longer.

on an unrelated note: please never make pie chart again they suck so much thank you

Truth be told if Vetex doesn’t release an update and we get another drought we’re in dire straits

wait what where was this mentioned? didnt averill sailed through the dark sea across the entire world with his crew and he has the light curse?

Sorry but who is dahnoob and what happened with him?

got on the dev team purely to ban ppl they had a grudge on and contributed nothing

i’m pretty sure that’s how it went atleast

Damn, did the people who got banned get unbanned at all?

they got unbanned I believe

Think so?
but idk

What i’ve said is basically just what i can recall from from someone else

i think he should finish up nimbus story and add meaningful replayable content with bug fixes and such and then go on a long break with other hobbies like writing, then he’ll hopefully come back with better motivation and also more ideas to implement, other devs can keep the game going in the meantime (bug/balance fixes) or work on events (we havent had an event in like 2 years)


games been at a lower point

I don’t think Vetex lacks passion, I think it’s motivation. I think the real problem is that the game’s scope has grown beyond what a small team can realistically manage, and it’s creating a lot of stress on the game, the developers, and the community.

To me, AO has a feature creep problem. It’s been there since day 1 but has only manifested after the majority of planned ideas got implemented instead of scrapped. Over the years it’s accumulated 2 seas, dozens of weapons, magics, fighting styles, spirit weapons, stats, armors, professions, quests, enemies, bosses, and progression systems. That’s part of what makes the game so exciting, but it’s also become its biggest wall. It’s, as Eclipse said in his review of Full Release ā€œwide as an ocean and as deep as a small pond, which might be generous.ā€

Every new feature is more content, but it’s also another system in a long list of systems that needs to be balanced, maintained, bug-fixed, expanded, and integrated with everything else. The added complexity has compounded. I think we are at the point where every update has become harder because every change affects dozens of existing systems, on top of the ones that also need the same attention.

I think people quit the game because of the constant accumulation of small frustrations: balance problems, tedious progression, bugs, awkward mechanics, performance, and systems that never feel fully finished.

I would bet that if Vetex had access to detailed player analytics, he’d find that over half of the game’s new features and systems see very little meaningful engagement from the average player.

So I don’t Vetex has lost his passion. I guarantee it’s still there, I just think the project’s scope simply outgrew what a very very small team can realistically sustain, and over time, that kind of burden has worn himand the community down.

I think AO should have pivoted years ago toward what many players were actually asking for at the start: new seas, story content, quality-of-life improvements, performance optimizations, bug fixes, and expanding the systems that already existed instead of continually introducing new stats, progression systems, gameplay changes, realism, and mechanics.

Honestly, the best solution might be to scrap whatever new systems are currently in development or planned and spend a long period focused entirely on polish and refinement. Vetex needs to double down on the things he clearly enjoys making: new islands, story content, exploration, and lore.

At the same time, take a hard look at the existing game. Improve the systems that work, cut the ones that don’t, and don’t be afraid to remove mechanics that players rarely use or that aren’t enjoyable to develop for HIM. That might even mean deleting entire systems. It would be controversial, but I think we would all rather have a more cohesive game than one that keeps growing without becoming better.

What I’ve been saying for so long :sob:

I’d rather want to play a game with features properly integrated together with depth rather than as you quote eclipse;

From my view as a vetern developer[1], it’s both a fault of the feature-creep you stated, but too by Vetex’s lack of proper knowledge when actually writing these systems.

In a proper world, you should have as much modularity as possible that allows you to change systems without re-writing existing or writing new code.

I have personally quit the game due to the lack of replay value, unnecessarily low performance and (how they butchered my boy) heavily unfinished arcanium.

The link I have attached allows you to send a custom event, be it cooking a dish or brewing a potion, hell even waving would work, it’d send it to the Roblox Servers where Vetex could see what gets most use on average on the create page.

Then again, this is another situation where Vetex’s lack of development comes into play, I won’t rant about it again, but it’s still in play as this can be a one-line function but is quite niche as even I had to search for it.

Agreed, I can’t really say anything else.

The optimization update should’ve been that in my opinion, it was a perfect time where nothing was added but things were getting fixed… of course until the entire Ript situation where the update was reverted to a half-assed version with none of the future promised optimizations ever having a chance to get in.

A game, PAYDAY 3 tried this exact thing by creating an update SPECIFICALLY to fix everything, granted they fucked it up because their studio sucks, but they still fixed and optimized a lot of things.


I can’t believe it, but we might need AO Total Game Revamp similarly to how WoM Total Game Revamp happened.


  1. Unnecessary flex; I have 10 years of Roblox Development experience ā†©ļøŽ

Glad to see you here Tobi.

I agree with your conclusion on this topic. I think AO has suffered from a lot of feature creep, alongside those features often lacking coherence in a way that synergizes with existing systems. It’s a big part of the reason why I quit AO; as someone who’d play on multiple slots regularly, the grind tax has become extremely overwhelming and inconvenient from full release features even though if I can buy anything I want.

Custom game analytics are definitely possible! I’ve actually used the AnalyticsService API on my own game to track events as well as create hooks for other systems to use. I think AO could highly benefit from AnalyticsService hooks in its own systems as it would give insight into the game systems that people actually use.