Two required things for Diablo 4

Cross play between all systems (or at least cross saving so you can use your characters anywhere) and an inventory management app for players on consoles that play couch co-op.

LOL good idea, it’s not like savegame + item hacking in consoles is a thing…

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Might as well refactor D:I into a 1-to-1 port of D4, while we’re at it.

Only because of the crappy online mode. Fix that and cheating on consoles would likely be less than on PC.

Afaik, hacked items is not a thing in seasons on Xbox/PS4 either.

Then add an offline mode for at platforms too, and we have a winner.

Pretty sure that they already announced cross-play between all platforms, even though I don’t think PvP will work well between controllers and M+K.

Non-season is full of hacked items because characters are stored locally. Not sure what they do different in seasons (check items before you started playing?).

Still, kind of silly to complain about hacking in the console versions when the PC is full of botters.

Lol right because creating and using a 1h flail with 160K DPS + 10 legendary powers is so much more tame compared to botting.

:man_facepalming: :man_facepalming: :man_facepalming:

Is it too much to expect some common sense to be used around here once in a while?

What OP seems to want is an API that allows you to manage your inventory that is on Blizzard’s servers.

An OAuth2 enabled REST service that only deals with “swap item_guid x from inventory to Armory slot Y gear position Z” won’t allow for Item Hacking.

Blizzard already has an API for D3 to allow you to view your gear.

The leap to include a “move gear GEAR_GUID from here to there” API doesn’t seem too unrealistic. Since everything is “1 slot”, you don’t have to worry about “Tetris item overlap due to dirty data”.

I would probably ensure that some sort of Row Level Security (RLS) is enabled on the database so that an authenticated person can only see his/her rows of data and authenticated services can only see the player’s rows of data where the player had opt-in (in game) for that service to view their data.

Having a mobile app would allow you to “theory craft” a gear build for D4 before jumping into a D:I game session.

As far as I know, even season chars are stored locally, which is part of what needed to be fixed.
However, storing the saves locally do not have to lead to hacked items; the server “just” need to check if the items are “real” or not. Which I guess Blizzard didn’t bother with at the start of the console releases, but has apparently started to do later on.
What the server likely cant prevent due to local saves is stuff like duping; give item X to another person, roll back your savegame and get item X back. or; craft 100 items in the cube, if none of them became the perfectly rolled primal item you wanted; roll back your save and try again => endless cube crafting.

It is just crazy to store a savegame locally for online characters. And no, offline mode is not the problem in this. It would be perfectly viable to let people create offline chars on console that was stored locally, and online chars that was stored on the server, without those mixing.

Any proof that happen in season on Xbox/PS4 these days?

I dont play on console, so I dont actually know the answer here, but when googling about console season play, it seems like hacked items on those consoles was fixed years ago (in season mode of course), simply because it is not that hard a thing to fix… you merely need to bother doing it. On the new Switch release Blizzard supposedly didn’t bother to do that.

Console games generally have LESS cheating than PC games, due to having less direct control over the console.

Definitely not required, but could be fun for people that play with friends on other devices.

I’m fine with it - just no cross contamination with all the cheats and hacks from consoles. No trading between, etc.