Why this is so hard to fix duping ? - Easy solutions

So as the title states, why this is so hard for them to do it ?
There is basically a few things they can do with a single patch.

Can not fix duping ?

Boss Materials are now Account Bound .

Can not fix duping v2 ?

Boss Materials are now part of the Materials and no longer take inventory space .

Future Duping Solution and helping identify the dupers :

As some of you know, each item should have a UniqueID .
Solution here is, adding a random ID to the item that user obtains , which would identify the specific item in the players inventory.
Which can be then traced easily, by implementing a script that notifies them on abnormal quantity of the item, which can be then traced to the source .

Boss Material deficit fix

General :

You can now obtain other materials in limited quantity from all of the activities that involve Boss Summon material drop .
Boss summoning Stygian Stone requirement increased from 1 to 2.

Legion :

Now provides 4 times more Exquisite Blood

Nightmare Dungeons :

Now provides 10 Distilled Fear minimum , up to 15 per dungeon closed .
(+1 per 20LVL of NMD)
Now provides 2 Exquisite Blood .

Pit :

Now provides 1 Stygian Stone per closed dungeon starting from Pit Tier 60 .
Now provides random amount of boss summoning materials .

World Boss :

Each Weekly Boss Kill will now drop the following :

10 Mucus Slick Egg
10 Shard of Agony
35 Exquisite Blood
35 Distilled Fear
20 Malignant Hearts

NEW Exchange NPC :

You can exchange your excess materials for a chance to get different ones .

You can purchase a reward pouch for the following price (The pouch will not contain the same material as the one that was used for the exchange) :

x10 Exquisite Blood
x10 Distilled Fear
x6 Malignant Hearts
x2 Mucus Slick Egg
x2 Shard of Agony

Excess Gold :

Gold is now account wide and is shared by all characters of the realm.
( This removes ability of RMT people using multiple characters to store gold )

Trading now has been limited to 1,000,000,000 per single transaction.
Gold Cap is now decreased to 10,000,000,000 from 99,999,999,999,999 (or w/e it is)
( These changes remove inflated prices from the market such as diablo trade )

Enchantment Cost has been reduced 10 times .
(This allows people to interact with Enchantment more as current system is failing)

4 Likes

Simple Answer:
Boss Materials are stackable.
Stackable items - unlike “Gear” - cannot have individual unique ID’s(identifiers) to prevent duplication.
Otherwise they’d be unable to stack.
They’re just coded as a generic item and all share the same id string.
Therefore Anti-Dupe scanning will never ever detect them.

What people are more than likely NOT doing is: Duping Gear.
If there is a way or one has been found - that’s a cause for major concern.

This is likely the best way.

Duping cant happen. Its the number 1 way to destroy a game. It just cant. They have to figure this out once and for all. All those caught get permanent ban. IF you traded with someone that duped gold or items I dont agree you should get banned. How are you supposed to know???

Its up to Bliz to enforce a fair trade experience. ITs not up to the players to question every single trade they are doing on its merits.

1 Like

Yup, that is the reason why i added second solution to the problem, as I don’t know how much of a spaghetti code is there in the source code.

And I also think the second solution is the best, that is why I have listed things that they can do to solve issue of materials basically becoming untradable .

1 Like

Part of the problem with this is you REALLY REALLY hurt group play doing this. I’ll find randoms in trade and we’ll pool mats together to fight a boss to whoever has the stygian on them (since they’re the least likely to just take off with the mats and if they do it’s no biggie since they’re trash mats anyhow).

Ideally they just need to get their server checks in order. Personally what I’d implement is this: every item created should have it’s own unique ID and that ID would be persistent if transferred from one player to another. Items that can be stacked get stacked onto the 1st unique ID created with the number count indicated in the code.

If an item is consumed, sold, etc it’s unique ID is then recycled globally after a 12 hour cooldown period. Just in case Blizzard has to do something with a broken ID or something, this should make it easier. In theory it means if a bug wipes out your item they can restore it super easily too.

And most importantly, due to being a unique ID, there can be no duplicates. A duplicate would cause a server desynch and probably crash or disconnect you, sending you to the login screen.

Poof, issue with dupes has been solved as long as the code works properly. Gold is another issue, that wouldn’t be fixed by this and would need it’s own dupe fix.

I have a new solution:

DROP THAT PIECE OF CRAP YOU CALLED BOSS MATS

2 Likes

Im good with this. Reduce drop rates to accommodate it will be like D2 meph farming.

I mean it is not wrong thing to drop :laughing:

The only question will be , what will you do with other activities so that players dont just simply abandon them ?

I love how people are serving solutions to Blizzard for 1.5 years straight and yet there is no change :D. Just love it

1 Like

Boss items should not be traded. This is a form of pay to win, because if I only torment bosses for an hour I will receive ubers and the best items.

Duping is hard to fix because there are literally 7 places where this bug could occur at any point when communicating with a client (the gamer) and the server (the thing that actually tells you something dropped).

See: www.freecodecamp[DOT]org/news/osi-model-networking-layers-explained-in-plain-english/

wow why don’t you apply for a job in Blizzard? You literally just solved everything!

1 Like

If someone is serving poop it’s normal others won’t eat it.

Did i hit that sweet spot with this?

You hit nothing with that.

Don’t you think Blizzard developers didn’t think about possible solutions? Do you think they can apply any of them?

This company makes money out of banning accounts so why would they try to fix anything at all.

funnily enoguh Duping in Diablo 2 way back in early 2000’s didn’t. it wasnt “fixed” until like 1.5 or soemthing iirc & ppl just tossed stuff out like candy to point devs made the diablo clone event to get ppl to vendor a ton of SoJ dupes.

I do agree its bad for modern games though.

blah blah blah lmao

aint gonna ever stop it, join the dark side

Join duping???. Did you just Rob us and encourage duping???

1 Like

i meant become a storm trooper thats where its at

Because this now means that instead of an item simply being a row in a SQL database with an id saying what item type it is, it now needs to also store a unique item ID. I’m assuming items in D4 are a variable-sized data structure, with the item type ID adding or removing fields (thus allowing the concept of item modification). This also affects item stacking.

Item stacking is probably simply a number on an item ID of how many there are, with each “box” in your inventory or stash holding exactly one item (again, with the “stack count” value). How do you stack items with unique IDs? Or if you stack them do they simply collapse and lose their unique ID? But now if you do that you’ve lost the item’s original ID, thus the trace to the original owner through SQL transaction logs. Or do you now fake stacking in the UI, trying to combine multiple items of the same type. But man, would that get really messy.

(Consequently, this is probably why compasses can’t stack, because they are probably implemented as customizable items like gear, which also can’t stack for obvious reasons.)

The way to fix duping is not to simply take away features you build for originally. (Yes, you absolutely can and maybe at some point they will.) They’re obviously just treating it like other hacks and exploits: find the causes, fix them, and ban the accounts they internally proved were cheating.