Asheras wrote on Mar 1
st, 2019 at 10:08am:
Exactly. It probably just splits the population of the game even more than it already is. But how does this really make sense? So they release the server with a cap of 10. No transfers, just new characters. You start a 1st lifer with no loot. Then you can run content to 10. Can you only run the content available at the time? Or just anything 1-10 (so slavers is an option, for example).
If no, then what's the point? All the original release content is massively outdated and easy and has bad loot. So you run to 10 on a warlock/monk/sorc/artificer/rogue (take your pick) on a first lifer that is like 500k XP. That takes all of, what, 5 hours? Then what? Nothing to farm really, besides collectibles and ran gen loot to level crafting. So you go back to your regular server till they release the next update. You can't TR yet, cause you can't get to 20. So not much to do.
If yes, then OK. But how is the progression server much different than playing by the pretty common hardcore/permadeath rules that people play on live right now? I guess you just have more people doing it at once, so you can pug it vs it having to be primarily a channel/guild/static group thing.
For once, I agree with you. This is just one more way to fracture and divide the already minimally sufficient grouping base on each server. Not sure why, but the devs simply don't seem to be able to comprehend that they should be doing things to consolidate the playerbase, not divide them up into their own little niches until everyone is soloing.
This is the Reaper mode mistake all over again. The idea of Reaper mode wasn't bad but the implementation left a lot to be desired. It served to alienate the more casual players from the powergamers.
If they release a progression server, it will essentially divide the player base into 4 groups instead of the current two. We'll have casual+non-progression, casual+progression, powergamer+non-progression and powergamer+progression.