Maybe. But before that verdict is made we’ll need to look at why AO is dying/died in the first place.
Overlooking the fact that AO’s largest problem at the moment would probably be just lag and optimization, that way people could fight in a city without thousands of particle effects going off as well as blinding anybody nearby in a smoke cloud the size of Hiroshima.
A lot of the issues in AO come from a concept standpoint. Objectively its a good game, strong combat system, a lot of mechanics to keep things interesting, naval combat, exploring the dark sea. There’s plenty to do…but a lot of it is just HARD to do or HARD to keep track of. Take combat for example, it changes all the time with a tweak that makes or breaks builds but the devs refuse to acknowledge the largest issue at hand: the MAGE build. It can deal large amounts of damage across large areas with virtually no drawback or consequence.
- Weapons need aim, which is hard because the only reliable constant with AO’s aiming is that it’s unreliable.
- Berserkers actively put themselves in harms way to deal damage, only to not even hit the target because they weren’t fast enough or were just a micro-meter off target.
Meanwhile mages have placed explosions, pulsar and cannon spells, and a dozen and one ways to obliterate entire islands from a safe distance. But the dev’s wont fix any of these issues. A key in this would be general stubbornness, it’s a magic game so magic has to be center stage, and another is that the top players are all meta-mancers who’d throw a fit if their precious build got touched even a bit.
Combine that with how hard it is to get items, weapons, and gear, and you have a game that takes forever getting into, and even longer to get good equipment, only to find 30 hours later that you chose the wrong magic/fighting style and now you can’t deal damage for shit.
No casual player, no new player, hell even a lot of loyal players want to put up with that constant grind just for a chance of having fun. I’m speaking from a point of not having played AO for almost a year and just now getting back into it. I’m still seeing most of the same problems that made me stop playing in the first place.
Will the full release save AO? maybe. The game went from nearly NINETY THOUSAND players (at it’s peak) to just one thousand. And it can be described in one simple word: tedium. You can only dangle a carrot in front of a mule for so long until it decides “fuck it, i’m finding another carrot.”
I’m sure I’ll get a dozen replies telling me that I’m wrong, and that the game’s still fun, and that it’s just a skill issue, but the numbers do not lie. If you have a game that was the anticipated sequel to one of Roblox most popular games, only to have it fumble 99% (That’s not a joke either. The drop, represented as a percentage, is nearly 99%. You can’t make this up.) of it’s player base, then SOMETHING. IS. WRONG.
So what do I think would save the game? Just letting the builds be equal. Get Mage out of the meta because at least half of the player base doesn’t wanna do mage. I personally find it uninteresting. I want to have fun as a berserker, as a warrior, conjurer or warlock, not have to be forced to select Venom, Crystal, Metal or Explosion magic on every god damn build.