You mentioned that there will be permanent character choices that affect the phase of an area—for example, saving a village or not saving a village. Let's say I did save the village and my friend did not. We are not in the same phase; how will we be able to play together in that specific zone? – By Pavle Vivec
In some areas, phasing (or “layering” as we call it) is not based on a choice, but on whether or not you’ve done a certain thing yet. In this case, separation from another player would be temporary. In other areas, it can be based off of a choice you’ve made. Those choices tend to come at the end of the activity for an area, reducing separation.
There are other mechanisms we use to reinforce choice that have nothing to do with layering. You may experience something completely different than someone else based on your individual choices, but the ways we show this don’t separate you from others at all. The latter techniques are used far more frequently than layering. And finally, there are still other solutions we’ll discuss later that enable you to better stay together with others even if you’d normally be in different layers.
Also note that layering and channels are not the same thing. The megaserver places players intelligently into channels to make sure your gameplay experience is good and to prevent overcrowding. So if you’re in Glenumbra, but you can’t see your friend, you may be in a different channel. You’ll simply be able to join your friend in their channel or vice-versa. Channels, however, will be largely invisible, as we’ll try to put you in the best channel with the highest preponderance of your social connections.
In some areas, phasing (or “layering” as we call it) is not based on a choice, but on whether or not you’ve done a certain thing yet. In this case, separation from another player would be temporary. In other areas, it can be based off of a choice you’ve made. Those choices tend to come at the end of the activity for an area, reducing separation.
There are other mechanisms we use to reinforce choice that have nothing to do with layering. You may experience something completely different than someone else based on your individual choices, but the ways we show this don’t separate you from others at all. The latter techniques are used far more frequently than layering. And finally, there are still other solutions we’ll discuss later that enable you to better stay together with others even if you’d normally be in different layers.
Also note that layering and channels are not the same thing. The megaserver places players intelligently into channels to make sure your gameplay experience is good and to prevent overcrowding. So if you’re in Glenumbra, but you can’t see your friend, you may be in a different channel. You’ll simply be able to join your friend in their channel or vice-versa. Channels, however, will be largely invisible, as we’ll try to put you in the best channel with the highest preponderance of your social connections.
Now as I understand it, "layering" is basicly Zenimax's version of Blizzard's "phasing" meaning that content is shown/removed all compared to what you have achieved in a certain area.
"Channels" are basicly loadbalancing, without going into more details.
Now I know techncally why channels are nice, as you can control large quantities of populations and such but for a player it kills immersion. (especially when having played Skyrim with its open world)
Wow did this correct over 8 years ago and it baffles me still why lesser MMOs havent been able to use this seamless system?
We want immersion - not segregated corridor worlds a la SWTOR planets or Age of Conan