Originally Posted by
lolipope
There is an obvious reason and here it is: people interested by pve instances or afk wacking a loot pinata out of it's raid instance will choose a pve server and stay there, people who can handle some casual pvp and pve will stay on their already established regular pvp server with their friends and guilds. Rage should have been much more but funcom didn't dare to do more than another server with the same pve grind to win and entirely minigame instance based pvp progression in the end, so ppl enjoyed the first low lvl rush but in no way were they rdy to ^ all over again without any twist and new players 'd rather join populated and established server if the alternative doesnt deliver.
How can a server be labelled hardcore pvp if you are not even allowed to attempt to crush the first player skull you meet out of the solo tutorial gate, if grinding pve bosses in safe instances for AA is the way to go and death doesnt have any meaningful consequences? What about turning all dungeons/raids into a house of crom/onyx kind of public dungeon specifically for that server, now that would make things a bit more interesting but what about xp loss, armor and items durability loss on death, items dropping on death? The goal here is to avoid the terribly boring and linear pve power progression curve of this game because it's supposed to be hardcore pvp and it means challenge=risk=consequences=reward.
also funcom should think someday about disabling the possibility to zoning while in combat since town hubs are desesperatly safe zones and wannabe hardcore pvpers stick to entrance doors and use it as soon as they lose half their hp, of course funcom while you also complete the coding of that powerful anticheat system.
if not, turn it into week end season rushes with 1 life per char and public dungeons only, a leaderboard for top killed, top lvl achieved and best group rewarded by account wide titles and achievement plus 1 item you can claim on fury or crom.
~regards from another galaxy...