Seperate the patch types reduce impact.
I’m really sorry if I come across as insulting (maybe English isn’t your first language, and if so I do apologize), but…
What?
I’m really sorry if I come across as insulting (maybe English isn’t your first language, and if so I do apologize), but…
What?
i mean, make the patch do not affect other section of the game.
say if there is a patch to fix a living story thing, or a new map section, if they are unrelated, could anet just make the updates separate?
so when they patch wvw maps, people in world pve maps or dungeons do not get affected by the patch. they can continue to stay logged in until whenever they decide to go to that other sector of the game vice versa.
what im suggesting is a situation where things can continue progressing without the interruption caused by patching. example dungeon instance cannot be entered after patch have been applied, and the person that disconnects will not be able to rejoin the dungeon instance because of client build mismatch but no changes were made to dungeons.
Ah. I get ya.
I’ve never seen a program where a patch could be implemented without shutting down the program at some point. GW2 would effectively have to be three different games on Arena.net’s end for it to be possible.
Even if it WAS possible, the effort needed to make those changes (and that’s with Polyanna-ish assumption that making such a drastic change to the game’s architecture wouldn’t break things) I can’t imagine Arena.net would find worth it.
They give like an hour notice ahead of time before they kick you out.
So what you should do when it pops up is stop at the next convenient time and go: can we finish this dungeon in the given time? If yes, continue on. If no or you do not know, everyone quit, patch, and restart if you want. That way time is not wasted.
It’s not like they boot you immediately.