The best way to develop an MMO in today's market (as an indie) would be target 100~ or so concurrent users, and scale up if your needs actually reuire more than that (Which they won't, honestly).
This is rather non-advice.
"Scale up" is a nice term but you display an alarming lack of appreciation for what it actually
means. There isn't some knob or switch you twiddle to "scale up" a network architecture. It isn't as if there's a constant NUM_MAX_CONNECTIONS in the code that you just crank up to 1 million.
An architecture that can scale to 100 players is going to look radically different from an architecture that can reach 1000, or 10000, or 100000. There's even a name for this phenomenon: a popular threshold is "C10K" (referring to 10,000 concurrent users).
My point is that if you build a game to handle 100 players and then suddenly become wildly successful and need to handle 1000, you're
probably rewriting most of the game at that point. Literally.