sentrywiz
S
sentrywiz
Hello everyone.
Been a while since I posted a thread, to whom remember me. Anyway onto my question:
I'm making an online RPG based on game mechanics from another game.
One of the things I want to include is a save/load system.
For it I've made my items with codes so that it can function.
One thing different from other online RPG's that I want to implement is a trade
system between players. That's the basis of the map, I had in mind players
selling gear they find among themselves. But when I thought about it, I see
that for example:
player A makes trade with player B, giving him item C.
then player A makes another save, gets a code.
but if player A loads with the same code as he did now, he'd still have item C for trade.
and before, he could still trade it for more money, thus infinite items and abuse.
Any ideas how to prevent this sort of thing?
I realize the unique part of the map is that items have value and I see now
that it might be difficult to circumvent that.
What do you think? Let me know.
Been a while since I posted a thread, to whom remember me. Anyway onto my question:
I'm making an online RPG based on game mechanics from another game.
One of the things I want to include is a save/load system.
For it I've made my items with codes so that it can function.
One thing different from other online RPG's that I want to implement is a trade
system between players. That's the basis of the map, I had in mind players
selling gear they find among themselves. But when I thought about it, I see
that for example:
player A makes trade with player B, giving him item C.
then player A makes another save, gets a code.
but if player A loads with the same code as he did now, he'd still have item C for trade.
and before, he could still trade it for more money, thus infinite items and abuse.
Any ideas how to prevent this sort of thing?
I realize the unique part of the map is that items have value and I see now
that it might be difficult to circumvent that.
What do you think? Let me know.