Talk:Game updates/2013-04-10

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Maintenance?[edit]

What is with these 'maintenance' updates? Surely 'maintenance' should be a server-side thing. And if they are just 'maintenance', why are they so large? --Combatter 12:09, 11 April 2013 (UTC)

This has been explained before. Any kind of update requires both server and client updates, because the build number changes, and you can't have different build numbers on server and client. The client update is ~50 MB because there is a core set of 9 files that, apparently, internalize the build number, meaning that whenever the build number changes, these files are changed as well, so they always have to be downloaded with every update. —Dr Ishmael User Dr ishmael Diablo the chicken.png 12:59, 11 April 2013 (UTC)
Ah I see. Seems very inefficient. Thanks for the info. --Combatter 13:53, 11 April 2013 (UTC)
It worked fine for Guild Wars, I've yet to see a game with a better & smoother way of updating with patches or doing maintenance really. 68.105.101.28 04:09, 12 April 2013 (UTC)
This update actually put a stop to a security issue that was present that unfortunately was publicized. Nothing the average player would be concerned with. Also, keep in mind that the build number is the revision number of the code base. MadMaxx 04:24, 12 April 2013 (UTC)
Speaking as a programmer of eleven years now, this is not inefficient at all. —Jyavoc 05:21, 12 April 2013 (UTC)
It makes me think that's how they mention they update the game using programming magic and run two builds at the same time for updating, then the maintenance is simply shedding the old build. They probably have other actual reasons, but that always sounded cool.--Relyk ~ talk > 06:49, 12 April 2013 (UTC)
Also speaking as a programmer of eleven years, this still seems inefficient. If no changes are actually being made to the game, I shouldn't need to download 50MB of data! --Combatter 08:45, 12 April 2013 (UTC)
I played Guild Wars too but do not remember ever needing to download ~50mb of update for 'maintenance updates' with no changes. --Combatter 08:47, 12 April 2013 (UTC)

Node resets[edit]

So I've had a pretty tough time with the Orichalcum, Omnomberry, and Ancient Sapling nodes in Orr these past few weeks. This is the 4th or 5th update, and it seems every time the game is updated (whether it's a large update or just maintenance), the nodes completely change location. What's worse is I've been very thorough, updating the online interactive map at GW2NODES, but have to redo it each new update. Makes it very cumbersome if I am trying to get multiple characters to do the farm, since each time I log in I have to go scouting the entire map all over again. Is this normal behavior? Do the nodes reset with every update, and if so, does that also reset their character-specific spawns? And lastly, are the node spawns completely randomized or are there certain rotating "spots" that the nodes spawn in? --Kristofferus 15:12, 11 April 2013 (UTC)

This has been known for a long time. Nodes are randomly distributed (from a set of predefined locations) on each server after every update. —Dr Ishmael User Dr ishmael Diablo the chicken.png 15:23, 11 April 2013 (UTC)
Including the end of every week, it's a mechanic you'll have to deal with while farming nodes.--Relyk ~ talk > 15:26, 11 April 2013 (UTC)
Classic ANet anti-farming tactics, not that I'm complaining since farming nodes like that shouldn't be so easy. 68.105.101.28 04:09, 12 April 2013 (UTC)
It has nothing to do with anti-farming. The game is more interesting if nodes aren't in the same place for week after week. Resetting after server updates is a convenient time to do this; last month, we had few updates, so it wasn't noticeable. If all you want to do is farm, use orrmaps.com. Depending on your server, someone reliable usually has a map of ori ore locations within 30 minutes to 2 hrs after an update. 75.36.178.24 04:13, 12 April 2013 (UTC)