I was more less talking about in game. Obviously you can go to a RMT website but in game how would you know? I saw tons of threads with “ZOMG your items will disappear” but I traded for dozens of items over S6 via in game trade and never had anything vanish.

I was more less talking about in game. Obviously you can go to a RMT website but in game how would you know?
For regular Legendary items, it becomes real apparent when a seller has an inventory of dozens of multiple identical items, right down to the affix numbers. It’s also quite telling with amulets, as they have the largest affix pool.
Do I know for certain? No.
But I also don’t know for certain that the guy in a trenchcoat saying “wanna buy a Rolex” isn’t selling actual Rolexes.
But I’m 99.99% sure!
I am fully aware man… just my way to mock the DEI coders!
I would delete this stuff is I were you tbh…

I would delete this stuff is I were you tbh
No reason to. It’s already known, there’s a literal sticky on it at the top of the forums in the HOTFIX ALERT in big, blue letters.
Don’t confuse me posting a known fact with taking advantage of an exploit. The former I will do, the latter I won’t.
EDIT: And it is tempting to want those quick and easy Mythics. And knowing Blizzard will likely do nothing at all, maybe I should subscribe to “exploit early, exploit often”. But nah, I’m good where I’m at.

significant amount of manhours and effort to resolve.
game state synchronization, transaction atomicity, state persistence, caching, session management, event handling, and rollback logic
I’ve seen this laundry list of “complications” here a few times and the reference to the best of the best required to fix it.
I think this overstates the difficulty.
I’ve also commented a few times what’s needed to address the issue
in other threads.
In short, transaction atomicity to be part of the architecture.
Yes, architectural components are designed to cooperate with each other. Rollback and sync are relevant considerations. Architecture roles are inherently of a reasonably skilled/experienced nature.
Qualified devs are trained in the principles and experienced devs are out there a plenty. These solutions have been pervasive in the business software world for decades.
I agree in so much as there’s man hours involved, as there is for most non trivial changes. I suspect it just needs management to support this getting resolved.
In the meantime it’s a mod and player burden to “manage”.

I suspect it just needs management to support this getting resolved.
i assume the sentiment of “dup bug caused me to quit” wasn’t significant enough for management to commit to fixing it. instead, they seem to have found a sweet spot by symbiosing with exploiters through selective bans and encouraging them to reacquire the game, which brings in new revenue.
while the dup bug could eventually kill the rpg-loot experience and sunsetting the title, but diablo 4 is resilient enough to likely last until diablo 5 launches.
That last part got me laughing