Okay but that doesn’t actually matter to my argument.
The game is P2P, which makes any security measures you put in place about as useful as a sign that says “don’t”, because P2P means the server is running on the player’s computer and not on Rockstar’s server.
That means people can just mod the security measures out of the game or mod making tool or wherever you put it because it’s all running on the player’s computer.
Diablo does not use this. Diablo 2 closed bnet didn’t do this. Diablo 3 didn’t do this, and I rather suspect Diablo 4 will not do this.
I also actually did a lot of PvPing back in the day so I can tell you from experience and not just “what I heard from some guy” that those modded items were very prevalent.
It can and Diablo 3 was probably more secure against it. Hell, World of Warcraft was more secure against it in 2012 too but the basic underlying concept is still there.
Also offline mode doesn’t make it easier to do because it exploits something in the code that doesn’t exist in offline mode.
People dupe items with server crashes by exploiting the fact that the server will auto save your character every so often to protect against loosing progress in the event of a disconnect. Using this they try to get one character to roll back so they have the item again, and a second character is saved with the item that was given to them resulting in both characters having the item.
Removing trading entirely actually protects against this better than removing offline. If you can’t give other players items, you can’t use this.
Perhaps you should advocate for removing trading including the 2 hour trade window with anybody who was in the game at the time.
and without open bnet the modded items wouldn’t have appeared, even if they left offline mode in.
Your attempts to twist it will not change that fact.
You can think that all you want, but people who have actually played on the NS are saying that’s not how it works.
You can take a character offline and back online, you just need to make them while you’re online.
Also your obsession with the ladder is ridiculous. Yes a more competitive environment encourages more cheating but a non-competitive environment does not remove any reason to actually cheat.
People cheated on Diablo 2 despite you claiming there is no reason to do so when they’d be risking their accounts. People cheated on non-ladder characters so you didn’t even have the initial race to 99. That’s where the modded items actually appeared.
People are cheating where you claim they have no reason to and all they would be doing is risking their account. Your constant attempts to deflect by pointing out Diablo 3’s ladder system is utterly meaningless.
Well any teacher will tell you that you’re using the wrong terminology when you talk about “server side core” and “client side core” to start, so they definitely will not be using those words.
But beyond that while it’s good practice to have everything planned out well ahead of time you could still add an online mode to a game you originally planned to be offline only.
The fact that people have modded multiplayer into Skyrim should be a testament to that.
Technically speaking Blizzard could even make an offline version of World of Warcraft without needing to recode the entire game. There would just be little reason to because the online potion is part of the underlying design of the game.
Which it’s not in Diablo.
If we saw modded items on PC in Diablo 3 would depend a whole lot on how Blizzard coded the offline mode to work. If it was like console where you could take an offline character online then yeah, it would happen within 24 hours.
Which again is why we say it’s so important to separate the modes and to never allow an offline character to be taken online.
They had it almost figured out in 2000. With Diablo 2 if you had no open battle net, you would have had no modded items.
Nothing from offline singleplayer actually got through.
I would hope Blizzard in 2020 can figure out what Blizzard North in 2000 did.