Big Mac wrote: Bonetti wrote:
Big Mac wrote:The phasing sounds like a giant instance with no limit to how many people can go into it. There must be a boarder, where two people in different phases can walk together and then split up.
I guess internally it's similar to instances (except that instances are on their own servers, and each instance gets a unique ID, whereas the phases are fixed values).
Right. That makes sense. So there will be none of the limits on the number of people inside a phase, and that sort of thing.
Just the current limits, which seems to be about 500 in one place in the world at the same time. (That's when both servers and clients groan.) Within a phase, there are no limits beyond the normal limits of a zone.
Big Mac wrote:This is going to be very problematic for all those people out there, who do online maps of WoW. They are going to need to make multi-layer maps...or several maps.
They do this already for certain instances where areas overlap (Blackrock Depths, Blackwing Lair, Mauradon come to mind immediately).
Also, generally speaking the zones with phased terrain have a story. As you play through the story, the map changes, and once you're done with the zone the map stays fixed. At least, that's how the Lost Isles and Gilneas work, I haven't tested Azshara or Darkshore yet.
Big Mac wrote:I wonder how this MMO phase could be applied to WoW RPG. There are a number of campaign settings that have changed their maps over the years, but this could be used to change small sections of the map as PCs finish certain adventures.
I'd argue that the mechanics of phasing are already there. Consider this: in most campaigns with a campaign world, once you kill Mr. Evilguy, the leader of the local bandits, the bandits disband and Mr. Evilguy stays dead. (In fact, if he doesn't and becomes a long-running villain, that's a story in and of itself.) It's not the case that you can just say to the DM "Hey, we reset the bandits' headquarters, and run the adventure again" -- the changes stay permanent and affect the ongoing campaign world.
The phasing mechanics are a way of implementing this in an MMO -- something which is difficult to do in most cases. (One-off content is just as expensive to produce as static content, and delivers much less for players.) MMOs have been notoriously static, which is one of the two major structural differences between an MMO RPG and a tabletop RPG. In other words, it's a way to have the world change according to character actions while still allowing other characters to play through the same story and seeing the same changes.
But, I do agree that a changeable game world is more believable in a tabletop RPG
Big Mac wrote:You could even ignore that thing Night Druid pointed out (about no tides) and make layered maps that have a low tide layer and a high tide layer. I suppose the same sort of thing could be done for mountain maps, with different layers for the winter and summer snowlines.
What, you don't do this already?
(I kid, I kid -- although I used to use the tables in B10 (adjusted to the later Gazetteer version of the calendar) to track weather in central Karameikos based on day