I don't know if its been said or pointed out or understood what the real meaning behind what this work really does for us.
Making areas dynamic means that the areas do not exist until the moment we need them in the game. Now, we have two types of areas fully dynamic and half dynamic. Faded Wings already touched on what the difference is between these two, but to reiterate that half dynamic areas will be loaded into the game as the module boots up, and they will remain in the game at all times, where as fully dynamic areas will load up only when specifically requested and will be removed from game play when we no longer need them.
For example when the server boots up Cordor East is loaded into the game and it will remain there as long as the server is up and running, but Cordor East: The Golden Lady's Tradehall will not be there until someone clicks on the door which tells the server that we need the area now and it will load it up. Once the last person leaves Cordor: East, The Golden Lady's Tradehall a timer will start and if no one enters the area before that timer runs out the server will then remove the area since we are not using it anymore.
What is the benefit of doing this?
There are two major benefits.
1. When an area needs an update we can do this instantly, with out any need to wait for a server reset or having to manually reset the server anymore. We just load the new area in over the old one, and when the area is removed from the game the next time someone clicks on a transition telling the server they want to go into the area it will load up the new version. DMs also have the ability to force an update that will simple move all the players in the area to the welcome screen, remove the area, load the new area and then portal everyone right back.
2. Where we found ourselves having stability issues with the server running with the 300+ areas in the module and were in a situation where we needed to consider not only removing areas to improve stability, but we also needed to stop introducing any new areas because it would only pile onto the stability problems, we now have the capability to add infinite areas. We can run module A, stably, with 1000, 5000, or 10000 areas in it.
While I understand that most players here will never really see the truly huge difference this makes, to the development team it's going to be a huge win.
I hope you all understand this a little bit more and can bare with us just a little while longer as we work out the kinks these growing pains have caused.
~msheeler