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its the same as any game that does seasons, at end of season the stuff is xfered to the permanent side ( in this case eternaland) and everything is reset at least in this you keep all the important stuff and with how abundant and easy resource gathering is you can be up and running in no time
The equal footing argument is just a B.S. excuse they use.
In their seasonal messaging the developers frequently stress how important wipes are because everyone needs to start each season on equal footing to promote fairness. Strangely, at the same time they also try to allay concerns about wipes by telling players they'll be able to transfer some of their items with them between seasons and give their new level 1 characters an advantage.
They're essentially describing what is known in MMOs as "twinking". And anyone who is familiar with twinking knows very well that a twinked character is *not* on a level playing field with everyone else. The contradiction is as ridiculous as it is blatant. Sometimes it just feels like they're making stuff up, tossing it to the wall, and seeing what sticks.
The reality is this: Every time they roll a new seasonal scenario out it will be taking place on a new set of servers. The servers running the concluded scenario will be shut down and removed from the server list at some point after their season has wrapped up.
Their idea (although they are far from it) is for you to look at the server list and see a list of servers running several different seasonal scenarios concurrently. You decide which scenario you're interested in and play on a server that is running it until the event concludes, and then you repeat the process. You can play the same scenario again or you can pick a different scenario. Other players are doing the same thing and not necessarily choosing the same scenario as you. Obviously this results in a more fractured community.
It is simpler to look at it as a collection of mini-games to choose from, and a central account to which rewards obtained from those mini-games are funneled to. You can think of Eternaland as the visualized lobby you always return to between games; a place where your rewards are stored. Your character is not a persistent entity, but rather a device used to participate in those different mini-games. One month you're opting for Freeze-Tag, another month you're opting for Hop Scotch, another month you're playing Hide-and-Go-Seek. You get the idea.
It's not necessarily a horrible idea for a game, but it feels like a far cry from what people were expecting, and a lot of that has to do with the way marketing portrayed this game as a horror-themed open-world survival MMO. Yes, it is an MMO in the technical sense in that it is a multiplayer game with a high population count and it is online, but it does not fit the mold of what players typically expect from an MMO like WoW, FFXIV, GW2, etc.
Seasonal wipes primarily exist for one reason: because it's easier for the developer. They embrace a seasonal model is because it places more burden on the player and less on the developer. They can create less and have you, the player, just restart a character over and over and over again and call it content.
When the season ends specific items are sent to Eternaland's storage. Eternaland is essentially a personal glorified lobby instance. You can build on the island without worrying about those structures being wiped. Think of it as a creative mode. You can not play the main game from here.
When a new season starts you can choose to bring a fraction of the items from your Eternaland storage with you back into the new seasonal scenario. How many items/which items you can bring is based on a budget allotted to that season's scenario. The rest of your items have no other use beyond being converted to sand, which is the building currency for Eternaland.
That's it. That's all Eternaland does. It does not protect your character from wipes beyond what I described above.
Grouchy and inaccurate.