Guild Wars vs. MMOG's - The Tech Side
MMOG's: They have servers, the servers know where you are, and what you are doing at all times. You log off it, knows you log off. You get booted, it knows you didn't log off, so it can wait for you. When you log back in it says, "Oh Inde just logged in where does she belong?" And it puts you there. Also in groups they get a signal that you were booted (since you didn't actively log) and it awaits a signal that you returned. So with persistant worlds you can go in and out of connections more readily since the servers know where you are at all times. Problem: all those servers cost a lot of money.
Guild Wars: All common areas/shared space are hosted by ArenaNet. From the understanding and investigation of several people I've spoken too, once you leave a common place into a mission/instance you are removed from the ArenaNet servers and begin to go into peer-to-peer connections. So you get booted from the instance and reconnect. You hit ArenaNet's server and it says, "Hello Inde, I have NO clue where you were or who you were connected with nor do I care, welcome to the world." It puts you into the last common place you knew. Problem: you lose the persistant connection but it's CHEAP because you are connected to all your peers versus having datacenters full of servers. This also explains why ArenaNet does not have "worlds" such as other MMOG's but "districts". They don't have to have 100's of servers per world such as World of Warcraft or other MMOG's. They only need as many servers that would support just 1 world to run everything they have to deal with for Guild Wars. This is similar to how Battle.net worked I believe for StarCraft.
Now for the issue of reconnects, and why they have not been implemented such as in other MMOG's. They can't do it as other MMOG's, they are having to find a new way. Losing connections in an instance, when you are peer-to-peer in an instance and you suddenly cannot see another member, it simply drops you (The dreaded 007 [how ironic Licensed to Kill]). Why? Because it doesn't know where you are anymore. So why do multiple people get err007 at the same time? They loose a key peer and they're all sitting there trying to connect to that peer and cannot so Boom another dead group.
So who's problem is it? Not really ArenaNet's unless you drop in a shared area. So all these err7's are your problem. You are the responsible party losing a connection whether your own ISP is being inerrupted, or someone else in your party. But should they do something about it? Yes, they need to figure out a way to improve the handling packet losses or member disconnects (such as having redundant connections waiting for someone to drop). From my understanding, all the tracert's and pings in the world to the Guild Wars server mean nothing when you err7 and drop in an instance, it's your friends you need to try doing the tracert's and pings to and finding out who has the unstable connection since it their computers you are connecting to.
Now I don't know all this for sure, I'm certain some will have more tech knowledge then I but this explanation certainly explains a number of things for me.
EDIT: Interesting discussion beginning, please read through the posts below as we dispute and argue the article before directly quoting what I have said above
