Allow stack splitting when the trade window is open

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Turtledove wrote:
I could then demand an extra 3 or 4 chaos for the item to allow the person to continue playing the game.

I must applaud you a little bit on your creativity to try and wrack your brain to white-knight the status quo, but... It's pretty poor logic.

Like, everyone reading your post who's actually done trades knows that when you place an item in the offer pane, it's not removed from your inventory. Hence your hypothetical situation cannot exist because you wouldn't have space to let you split a stack in the first place.

The worst that could happen is... Splitting a stack makes it so you can no longer ACCEPT the trade because you cease to have enough space to receive those items. This is a check that's made upon clicking "accept," and of course, ANY manipulation of items after clicking "accept" cancels the current acceptance, requiring it be clicked again. And of course, players being unable to accept a trade due to space kinda happens all the time.

But... Good try on being creative. You should've just picked a route that wasn't so blatantly untrue to how the game works and visible to everyone that actually has touched even an NPC vendor.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
This would allow an exploit to be introduced that would lead to people getting scammed. Not happening.
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bvanharjr wrote:
This would allow an exploit to be introduced that would lead to people getting scammed. Not happening.

I love how you (and the others who said the exact same thing as you) act as if there's no scamming going on right now.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
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ACGIFT wrote:
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bvanharjr wrote:
This would allow an exploit to be introduced that would lead to people getting scammed. Not happening.

I love how you (and the others who said the exact same thing as you) act as if there's no scamming going on right now.


well, like with crime in societies, it depends on the relative amount of crimes.

eventually, the availability of stack splitting in trades likely depends on ggg's willingness to put more load onto servers.

they don't trust the client side which is a good idea cause malicious folks runs modified clients or even their own clients which would ignore client side restrictions like not being able to put back split currency into the inventory instead of the trade window.
age and treachery will triumph over youth and skill!
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vio wrote:
well, like with crime in societies, it depends on the relative amount of crimes.

eventually, the availability of stack splitting in trades likely depends on ggg's willingness to put more load onto servers.

they don't trust the client side which is a good idea cause malicious folks runs modified clients or even their own clients which would ignore client side restrictions like not being able to put back split currency into the inventory instead of the trade window.

And the load is pretty minimal. As I've mentioned before, this is technically a solved issue for virtually every other online game that isn't Path of Exile.

Ultima Online was made to run on servers that, as I recall, only ran a pair of single-cores @300 MHz, had well under a gigabyte of RAM, and it still wasn't an issue. (Sun UltraServer IIs, IIRC; the betas ran on older stuff, as the USII was only barely released in time for the game's launch in 1997)

GGG hasn't been very open on the sort of hardware they use, but I'd suspect it's pretty typical for today, in that each "gateway" consists of an array of physical machines, with each likely using 4+ Xeons with 4-20 cores per, and each physical CPU having at least 16 GB of RAM attached to it. Given that trading is a vastly lower-demand operation than actually hosting every single map instance, I'd say that load isn't even a non-trivial concern.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike

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