>>1996062
True, but in knowing I'm still occasionally checking these threads, (You) can still flag me down on occasion here.
I might not be actively playing TERA at the moment, but I still know a good deal about Starscape at any rate. Even if it's not the most popular of servers these days, eheh.

>>1996085
>For PvE, the entry level hard modes already filter out a lot of the playerbase.
On a related note...
Not sure how much of this holds true for OSTO, but a constant frustration against Starscape's player retention was the unfortunate fact that it simply took too long to get to the interesting bits.
Despite being able to skip straight to 70, the gear requirements for performing well past earlygame were /steep/, necessitating an absolute TON of spamming the same mindless lower-tier dungeons ad-nauseam. The "Tier 3 Wall" - as it was known on that server - was very much real, and the primary cause for new arrivals eventually departing, even with the server's locals regularly bending over backwards to help those same newbloods out.
Was a real shame, as once you made it to the latter-half of Tier-3, the game's encounter design /finally/ started to shine, properly pushing players to perform in demanding, mechanics-laden battles. But of course, hardly any Anon who gave Starscape a shot ever saw those highs, leaving well beforehand due to being bored to tears with endless Red Refuge, Thaumetal, Channelworks, and RK-9 spam.

I'm hoping a similar sort of issue isn't quite as prominent in v31/OSTO. Can't remark from experience, as I never actually made it to the level cap on Classic, despite putting in weeks worth of playtime into that doomed place during its big surge.

>[As for] PvP there isn't really much fresh blood that decides to stay.
Ah yes, the same conundrum which plagues literally every single form of niche person-to-person competition.
TERA's PvP can be fun, but I can't rightly blame newbloods for not getting into it. Ain't fun to get wrecked without hope.