Posted July 16, 2016
low rated
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Mind you Dead Space is 8+ GB, Dragons Age is 22 1/2 GB.
over the rest of the day i worked on downloading the files, I got all of them but 1 file, and then a "hotfix" was released for the version I was downloading, a 3 MB file, to fix a 22 1/2 GB install, that's fine, but with a 22 1/2 GB Download don't get rid of the original files immediately and replace them the next day with corrected files, not when the DL is over 10 GB.. that is counter productive, instead, put up a new subpage for a "Current" version and another with "previous" with the hotfix attached to that release so you don't confuse people nor do you make them redownload the entire thing again you just let them apply the "hotfix", that was the point in the "hotfix".
so instead of downloading the last 4 gig file i get to redownload everything all over again, after downloading 18 1/2 GB of the game already, some "hotfix".
have you considered the effect on your own network traffic through such negligence and carelessness? you know you actually cause bandwitdth problems on your own end in such ways.. sure, your setting at a T3 or better, you say "big deal" BUT.. it does indeed affect you there, irks your customers as well, and confuses others, leading to problems for your tech support people that wouldn't have been there before..
look, short and simple, if you come out with a hotfix for a version of a large game, don't replace the files on the server, not overnight, provide links to whatever they need instead, saves you time and trouble in the long run.
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but the issue is deeper then that, see GOG's update system internally is incredibly slow and this has been a criticism leveled at them before.
the process is as follows
>Dev sends them an update
>GOG goes and tests update making sure it a) does not render the game unplayable and b) contains no traces of DRM
>depending on the type of update they either release a patch file and/or release updated installers
They used to always release a patch file, but since devs now just send updated complete builds that has changed.
But yeah it would be nice if they did as you suggested, GOG has alot of flaws that need fixing but it might be too late by the time they address them...if at all.
why else would point out the components of the layers of TCP/IP packets like i did?
I am merely saying that they need to keep archives and not do maintenance on the web teams end so fast because it causes issues for 4 other parties (which i pointed out implicitly) plus us on our end as well.
if the web development team works AGAINST customer service, tech support and the customer while causing bottlenecks of packets on their end for the sake of keeping everyone else busy they only work against themselves, by trying to not have to keep archives, it's like 300 monkeys trying to screw a greased football, kind of like congress.
the fix is actually simple, that's much to hard for them to see, if they had foresight it wouldn't be that way.
I just hope they figure it out, it is annoying..
you all can't actually feel the bottleneck already? download something and see, is slow on my end, like 200K upwards of 600K, i usually get 1.1 - 1.2 MBPS from GOG..
Part of it is others wandering around with cell phones and all, but part of it is from the bottleneck and wasted bandwidth, I am on a shared network, but a very fast one still, in excess of 10 MBPS but you are limited to 1.2 with a wireless NIC.
Post edited July 16, 2016 by capricorn1971ad