Seperate the patch types reduce impact.

Seperate the patch types reduce impact.

in Guild Wars 2 Discussion

Posted by: Boyd.5438

Boyd.5438

could you guys @ anet attempt to separate the updates?

say if it doesnt impact dungeons or fractals, make it so it doesnt affect it?

you guys have a build number that goes up in value everytime u do a patch that is general and involves everything to be restarted. if not patched we cannot continue after applying update altho its unrelated.

please make build number like worldmap.dungeons.wvw battleground. example w02.d03.b01 which doesnt impact and force us to update and lose progress midway if dc? or patch?

so to say if you fix a server crash @ w02, you can increase the value to 003 and doesnt affect the other 2 parts of the game causing people to lose progress?

you have long instances, you have events that are chained. can this solution or idea be considered?

Seperate the patch types reduce impact.

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Posted by: chemiclord.3978

chemiclord.3978

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?

Seperate the patch types reduce impact.

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Posted by: Boyd.5438

Boyd.5438

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.

Seperate the patch types reduce impact.

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Posted by: chemiclord.3978

chemiclord.3978

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.

Seperate the patch types reduce impact.

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Posted by: Seera.5916

Seera.5916

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.