Unfortunately reviving MO is almost impossible (unless you decide on entertaining the thought of crypto and NFTs for the hype).
MO2 has been doomed to fail based on several game design choices and because it seems to have a leadership that insist on sticking with an outdated concept.
First major issue is the common mistake of over scoping.
The world is huge and if anything we have learned that even the world in MO1 was large with too much dead space.
A new player does not want travel for hours without finding anything of interest, period.
Some people will argue that it's amazing to have such an huge world and I would agreed, if it was done right and if it didn't succumb to other major game design issues.
The world should have been remade based on data gathered from MO1 which would also have been interesting for returning vets, completely new locations etc. The world should have been at maximum 2 times the size of MO1 but filled with interesting content such as cavern, camps, towns/citadels, outposts etc.
These locations should have been tied into quests/tasks for new players to learn more about the game; such as crafting/world lore, unique rewards (weapons - armor - titles).
For MO2 to become a successful game it needs a major overhaul in it's fundamental game design choice. It needs to cater to casual players and still have the deph for the the hardcore players. It should have taken inspiration from let's say Skyrim and mixed in certain hardcore elements of UO/MO.
To have a dead world that the player needs to revive works for survival games with a short gameplay span. It does not work with the core concept of MO, and it has been proven in MO1, the only difference now is that the content (players) are even more spread out in large world so conflicts have become even more scares.
MO2 has been doomed to fail based on several game design choices and because it seems to have a leadership that insist on sticking with an outdated concept.
First major issue is the common mistake of over scoping.
The world is huge and if anything we have learned that even the world in MO1 was large with too much dead space.
A new player does not want travel for hours without finding anything of interest, period.
Some people will argue that it's amazing to have such an huge world and I would agreed, if it was done right and if it didn't succumb to other major game design issues.
The world should have been remade based on data gathered from MO1 which would also have been interesting for returning vets, completely new locations etc. The world should have been at maximum 2 times the size of MO1 but filled with interesting content such as cavern, camps, towns/citadels, outposts etc.
These locations should have been tied into quests/tasks for new players to learn more about the game; such as crafting/world lore, unique rewards (weapons - armor - titles).
For MO2 to become a successful game it needs a major overhaul in it's fundamental game design choice. It needs to cater to casual players and still have the deph for the the hardcore players. It should have taken inspiration from let's say Skyrim and mixed in certain hardcore elements of UO/MO.
To have a dead world that the player needs to revive works for survival games with a short gameplay span. It does not work with the core concept of MO, and it has been proven in MO1, the only difference now is that the content (players) are even more spread out in large world so conflicts have become even more scares.