An honest thread about the option for *Offline only, LAN client* and acceptable price for it.

Guys, tppap had this right in the first page.
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tpapp157 wrote:
One of the major reasons offline play isn't supported is for security. Giving people access to an offline client allows them to see how the PoE servers function. Offline clients open the door to potential hacks and dupes that simply wouldn't be possible otherwise. Given GGG's goal of creating a long term viable and secure economy that supports fair pvp, offline clients are out of the question.

This is not a matter of money.
It's not a matter of whether there's a market, or whether the offline version would generate enough extra income to justify the expense it would cost (although smart money's on "no" for that one).
It's a matter of security.

If we make an offline game, then you're running all the server-side stuff locally. That means anyone with the offline version can get at all inner workings of the server and work out how to dupe, exploit and otherwise break it, and then apply that to the online servers.

The fact it's an online game, and our servers are only our servers, which we control, is the reason we're able to keep the game as secure and as we are for all our online players.

It's not about what an offline version would cost us. It's about what it would cost our players.
Players who (hopefully) pay us money, and enjoy playing the game for a long time, because we can provide them with secure servers and a robust, dupe-free economy. Which becomes much, much harder if the server code is available to everyone to crew with in the form of an offline version.
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tzaro wrote:
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Mark_GGG wrote:
Guys, tppap had this right in the
If we make an offline game, then you're running all the server-side stuff locally. That means anyone with the offline version can get at all inner workings of the server and work out how to dupe, exploit and otherwise break it, and then apply that to the online servers.


Even if people memory edit their client locally or write function hooks, how exactly would that interfere with private functions on GGG's server?

Unless the POE client does a lot more client-side than it should be doing, such as generating loot drops. If that is the case, then it is only a matter of time before people start hooking game functions, offline client or not.
That's exactly the point. The game client DOESN'T do those things.

And offline version would have to do those things locally, by definition, because you wouldn't be connecting to a remote server that does those things for you.

An offline version of the game would need to be able to do all the things the servers do, because you wouldn't be connecting to the servers to get them done. At which point the offline version would mean people had access to (most of) the server code, and could do what they want with it, then apply what they've learned to the online servers.

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