
Originally Posted by
Barraind
Its not handled well in any game that does it.
You either end up with the GW2 system, where things just work in cycles and outside your personal housing zone, where you get to make 6? choices that matter, everything you do is undone by the environment within an hour, or you get something like ESO where theres multiple levels of phasing on multiple portions of every zone, and you walk into a far-flung village to use a guild trader only to realize you have to do a full quest line to kill all the red named npc's in the town until it phases five times into the actually usable version of that town where other people exist and you go WHY DOES THIS WORK LIKE THIS?!?!?!
Theres very little you can actually affect in an MMO without using absurd levels of phasing (14 uses that sparingly to add/remove/move NPC's), which has its own issues in how its presented to the playerbase and how you have to separate portions of the community into what is essentially instanced phases.
The best way to do it in MMO's IS restoration / idylshire style content. You run it for a year or two, players do the content, then at the end, you have the final step and thats the version everyone sees going forward. The next expansion then has its own one or two pieces of over-arching server-wide content thats relevant while that expansion is going, it gets done, and from there on, its in its last step. It gives the server community a measurable, completable goal, and players can participate or not if they want, and it gives the server an overall meta-goal for the expansion / part of the expansion. 14 has done it to where you dont actually miss out on anything other than the content, and restoration "content" is 3 fates a phase where you cant actually see anything anyway, because the game cannot draw that many characters at once.