Cool idea. I’ll try to re summarize your post, while adding in a few tweaks/points of mine, because I really like this idea. You’re free to add my ideas into your post w/o reference and can critique my thoughts as well. This idea can go far.
There are a few terms and definitions we’ll need to go through first:
Server: I’ll be using this loosely, for lack of a better term to describe where numbers/information can be stored for DECA’s access.
ID: A series of numbers and/or letters forming together that will identify to one item and be unique to that one item.
Refresh Period: A specific part of the game which forces the player’s client to refresh all items in inventory/vault and compare the item to the stored data in the server.
After reading that, you probably have an idea of where I’m going. Let me just lay it out from scratch:
1. Whenever any item drops, in a soulbound bag, anywhere in the realm at any time, it is assigned an ID and the time in which it was dropped. The ID of an item can be seen by the player below the item description, but not the time aquired (or it can be seen as well, whatever your choice). Once the ID has been recorded, that specific item and it’s ID’s data will be sent to the server.
Example: An Doom Bow drops. It is assigned an ID of 1A. The next soulbound item that drops, anywhere in the game, is a fulmi. It is assigned the ID 1B, and so on. From this idea, one can infer that there would have to be a system with a list of IDs, applying each ID to each item in alphabetical order (1A-Z, then 2A-Z, then 3A-Z, and after those being 1AB-1AZ, you get the idea. this way there are trillions upon trillions of different combinations).
Possible question: Won’t the server need loads of storage to store the IDs of every item in existence?
Yes, even as IDs with numbers and letters take up very less storage in binary digits, such a large amount of them will end up being very great. Therefore, we can adjust the requirements for things that actually need IDs, because no one tries to dupe Archon swords.
Possible question: Won’t it be somewhat difficult to keep track of so many things dropping everywhere and give them an ID?
Perhaps, but we could make it so the system, if you will, can take it’s time with giving items IDs, and we will not be able to trade or equip those items until we’ve waited for their ID to be assigned.
2. An item will never lose the ID until death with a char. After one ID is used for an item, it will never be used again. Point 3. addresses difficulties faced by potential dupers because of this.
3. The specifications of this point are subject to discussion and alteration as individuals may have better ideas than I do. Until then, here’s how we can imagine this will play out:
When entering/exiting portals (during that black screen describing the place you are travelling to), there will be a refresh period. The system (I have no better words for this, my apologies) will scan your inventory to make sure that all the IDs of the items you carry are completely unique. This can be done with a simple analyzation of the item and comparison with the ID data stored on the server, hopefully nothing too complex code-wise. If an item is found to have the same ID in the server, the item will be immediately deleted. Once the player has finished the refresh period, they will enter nexus or whatever with a message in their chat log, saying: “x” item in your inventory shares the same ID as another. It has been removed from your inventory and your account information has been sent to DECA for review."
Example, in place of a duper: Jimmy is stoked about duping his jewel eye katana in his vault and proceeds to sell it in nexus for the big bucks. The two katanas both have the ID #69DD, but Jimmy doesn’t care and enters nexus. While travelling there, the server discovers that not only are there two existing jewel eye katanas with the same IDs, but one of them (the duped one, in this case) also doesn’t have a time in which it was dropped, giving the system two facts to prove that the item was duped. The system immediately deletes the item from Jimmy’s inventory and gives Jimmy the error message. Jimmy cries himself to sleep that night.
Possible question: Won’t all those refresh periods take up a lot of time/server power for each player entering and exiting a portal?
It probably will, but we can reduce the intances in which the system would perform a refresh period, for example only when entering nexus or exiting vault.
Possible question, AND this is the only legitimate flaw I see in my idea/@ConsoleMC’s idea: How would the server know two types of items even exist if they both have the same ID? Wouldn’t they be seen as the exact same then?
Very true, and that’s why I added the timestamp part later as well, hopefully it’ll serve as a second step in verifying a duped item. hopefully someone with more knowledge in coding/verification could add some input to this.
In conclusion, I tried to add on to @ConsoleMC’s idea but thought that the whole The Authenticator machine would be annoying and tedious for many users. Please give thoughts, ideas, and comments to both me and @ConsoleMC
@Atrapper @Xaklor @RMGnoob @MrLoaf I’d love your input
I realize later that it may seem like I’m sabotaging this post. Please tell me if so and I will kindly delete/move this to a separate thread.