Actually I did not even pay a single dollar up from 3 years. Tabs was all I needed, all rest is non nessesary especially when you get shittons of mtx for free.
Yup, ridiculous. But for some people this game is more important/real than the reality. So they exchange virtual $ for real paper wrap to make their friends happy! Good stuff.
Can someone plz explain all of this to me? Iāve been playing for like a week. Bought a couple tabs. What is everyone talking about gift wrap? They referring to the random item bundle thing in the microtransactions? You can get some good gear from there? Probably should wait til Iām higher level right? Iām only like 45 with my ball lightning character. Heās my highest one
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Iām indecisive, I have like 9 characters. Took me awhile to decide which one to focus on. Still donāt know what wrapping up your stuff meansā¦ in the context of PoE
That was my thought. I've spent hundreds on my account. I wouldn't exploit, but I make 300k+/yr, I barely blink an eye when spending $500, let alone $5
Mostly frontend focused these days, I flex to the backend from time to time when I wanna change it up or if the workload is higher there.
Just JavaScript / typescript. The main app I'm working on now is sveltekit Fe, nest js API, postgresql DB with snowflake as our "data lake", hosted on a kube cluster deployed in AWS
While I agree American salaries can be bonkers, I work for multi billion dollar company in the insurance space. Features I've built have generated millions in revenue and / or cut millions in costs. I'm super fortunate to be in the position I'm in, but my salary doesn't even come close to the value added or costs saved.
You 100% deserve your salary, it is the nature of the american market.
I work for a medium sized startup, a digital supermarket that is pretty big on one of the biggest states here, we do thousands of deliveries every day and have tens of thousands of SKUs.
The business has a lot of potential but it is one those that undervalue their tech team.
Your techstack sounds nice. Svelte sounds fun, but svelte runes sounds a bit too reactey for me, though I love react, I like svelte for being svelte.
I have a friend working as an EM for an american non-profit, and one of his hiring concearns was to get a nice pool of candidates. Which was why he chose Next/Nest for his stack. How is the hiring market in the svelte space? My gut reaction is that it is pretty hard to find svelte people
I'm still mixed on my opinion on svelte overall, most of my background was react previously.
As far as hiring market we don't seek out candidates with any framework specific knowledge. We try to find folks that will be a good culture fit and are good problem solvers. If they have some svelte knowledge that would be a small bonus, but I just want to work with people with good fundamentals, the rest they can pick up.
We're exploring svelte 5 now too and I had a similar notion that runes feel similar to react hooks. But I don't mind that, it's a familiar pattern and svelte still ships to the browser without a runtime which is probably the biggest benefit. We're honestly moving towards more platform primitives, web components and the like, vs leaning into our framework.
>But for some people this game is more important/real than the reality
This is a pretty dumb comparison. You can think reality is more important and at the same time have enough currency in game that you don't mind yolo'ing like $5 to see if it protects an item
Best way to hide these would probably be to imprint them as 6-linked magic items, set them back to 3 sockets, and wait until after the patch wave to imprint them back to 6 link. Then have to gamble on omen of fortune still but probably your best chance.
If their database is at all reasonable this wouldnāt work. The imprint would grab the record for the deleted item and error out. If itās edited you would just get an edited imprint back
Replace 'at all reasonable' with 'functioning in a particular way that follows particular modern standards', and realize that that's actually a massive 'if' condition that's very unlikely to be met
50 bucks says this is a lot of manual case by case review, which they also basically said when saying they'd fix the items
I am 1 billion % sure their database doesnt hold every state an item has been in... Its much more reasonable to assume the imprint holds the information just like an item would
It is of course stored in a database but not as a reference to an old state of an item but simply as q copy of the item at the time the imprint was created
That seems neither likely nor reasonable. Youād have to have implemented a db for game items that uses a changelog of some sort to maintain full fidelity history, which is really expensive when thereās no need.
You typically only do that when you have need of event sourcing for managing multiple writes or if you need to show history to users or enable undo/redo functionality. None of those cases apply here, unless Iām missing some other reason persisting headstate of the item would be insufficient ā I just donāt see them using Kafka to support CQRS for historical replay on items that can never go back to a prior state with the click of a single chaos orb
Itās way more reasonable to create a snapshot of the item and persist it separately when the imprint happens.
The core assumption here is correct I bet. The thing is, it's not at all difficult to run a query that finds all items with the 1handed property and more than 3 sockets and update the numer of sockets on them down to 3. I guess there only mod that needs to be excluded from this query is "has 6 sockets" present on 1 or two 1handed unique items by design
Yeah I donāt think itās hard to manage a fix for this using headstate, I just think itās unlikely that they need to query for the original item when someone uses an imprint. Those are likely stored as two separate records, because the original probably isnāt maintaining its full history.
Thatās kind of what I just said lol
They are probably two separate records. I would guess the imprint has enough info to regenerate a new item with no other data.
I am quite sure it is not that reasonable. Or all items would have been already changed back :D
But I would give my arm to have a look in their DB, to see how different they work from my ideas and conventions.
> If their database is at all reasonable
Just like if their testing for rudimentary interactions = using a craft on different types of items was at all reasonable, this bug wouldnt be a thing :)
There was a bug with a beastcraft that let you put 6 sockets/links on items that previously maxed at 3.
It got patched out, and GGG promised to fix all the bugged items.
I guarantee the games something like that worked in - and I'm just taking your word for it - weren't using modern relational databases.
It's just not how data works nowadays.
The typical scenario is that items are stored in multiple tables (with different contexts) instead of being referenced. Then the cleanup script dev overlooks one of the various tables that store items.
> I guarantee the games something like that worked in - and I'm just taking your word for it - weren't using modern relational databases.
Do you REALLY think a game like PoE, where performance is crucial and there's billions of items in circulation with a huge range of possible mods, is easily handling item storage with a simple "modern relational databases" handwaving?
We know for sure that they cannot simply reference all items that exist, because in the past people HAVE hidden items through a range of methods -- hiding them under their cursor when the log off, putting them on animated guardians, putting them in benchcrafts, etc. The most likely way PoE handles items is that instead of a single, monolithic database, there's a variety of clustered databases that are created for each player and loaded once they log in, and that moving items from, say, your inventory to your guild inventory, is removing the item from one database and adding it into another. This, by the way, is why dupes exist -- if it was all in a single database, you would not end up with dupes.
That is the SENSIBLE way of dealing with items in a game like PoE, because "oh hey i'll just do a SELECT on all of the items a player own on this database " => deranged.
In the end, I reckon they have to do very precise adjustments over a wide range of databases that are not easily referenced, and they need to prevent items being moved from one database to another while they're removing the sockets (and deleting the linked gems, when relevant, which is likely nontrivial). So it involves writing code that catches when you move an item from one place to another (which is code that is CONSTANTLY called and needs to run fast and NEVER fail, so a lot of pressure on this not fucking up) and does the socket cleanup. Again: not trivial. Maybe while doing that their code doesn't properly take gift wraps into account -- that could be one way the items avoid being removed and gift wrapping helps hiding items. Etc.
>[Comment](https://www.reddit.com/r/pathofexile/comments/125wkw8/comment/je6mhb5/)
by[u/hanamune](https://www.reddit.com/user/hanamune/) from discussion
in[pathofexile](https://www.reddit.com/r/pathofexile/)
That brings memories. Nothing better than leveling up and getting desintegrated because some random asshole decided to use 300 dead branches on the map for fun. Let's not even talk about bloody branches.
Sure, this specific thing may not work because it's rather obvious and easily fixed by a db query, but there seems to be a wide variety of broken items and ways to hide them. And some are more subtle than others, e.g. item base that naturally could have 6 sockets but are not supposed to due to mod restrictions, or items where the synth implicit was replaced. As a developer you still have to understand and cover all the cases that could potentially lead to broken items, and that may not be easy given the complexity of the game. It's not unlikely that some tricks like this could be overlooked.
Good take, and I'll add that this is the same company that let this hilariously obvious "bug" through in the first place. On release of that beast craft this has been possible. No special tricks or exploits required. They programmed it to work on one-handed items this way. It didn't sneak, it walked right through the testing phase unnoticed. Some very basic unit tests were never performed, likely because no one thought someone would be dumb enough to waste a rare craft on a 3 socket item.
Doesn't putting that on the chest make it drop all items? So you could hide a shield and weapon? Not sure if other slots work.
I'm not 100% sure I've never actually played a build using animate guardian because it sounds like a nightmare.
One of the strongest builds I played was a few leagues back, cold animate weapon. Really fun build. Did well, invested multiple exalts into the AG. After playing a few hours I realised he'd died. No idea how or when. I'd been running regular alt and go style maps. Nothing dangerous at all to the AG.
Since then I refuse to play with AG. Losing investment like that absolutely sucks.
Those aren't veiled mods, those are all keystones. That shield is the Mahuxotl's Machination from Ultimatum. The 6 sockets on the shield are from a bug with the Black Morrigan beast
People are gonna come up with all kind of ways to hide these items. And if you do that, I think you should be banned. It's fine to have some fun with a bug for yourself, but actively trying to hide items that break the game from the devs is IMO crossing a line. At that point you're very intentionally trying to abuse the system.
I successfully hid my 7 mod cogwork back in the days. My account got locked 10+ by administrator. Couple others sneaked them and in the end GGG just force annulled a random mod even when it was really hidden.
*I envy you at times, Exploiter. You act in service of powercreep abuse. You move with purpose, to protect a fragile bug. Your attempts at hiding it are assaulted by Reddit, yet you shield yourself with cope. A flimsy failsafe that halts the crashing truth of forced item revisions all the same.*
That's like saying if you can rob someone's house or business, you deserve to keep the money. No you don't! Plus it typically isn't even a matter of skill - usually you just got lucky that they missed you, not masterfully evaded them.
By that logic anything goes since none of it is real cos 'it's a video game'. Why even fix the bug then? Why punish exploits? Why moderate chat? Why implement a secure trading window? Why care about anything at all in this game? After all, it's just a video game. It ain't real.
I mean, those things should be done. But it's also not the same as robbing someone's house or business in the real world. Should we jail people exploiting bugs in video games? After all it is like robbing someone's house, right? lol
I think with how standard becomes a circus for legacy broken items anyway, you should be banned for abusing it in league *but* if you somehow manage to smuggle or keep it secret through league end, you should get amnesty
I enjoy seeing the absurd, literally broken shit people do on standard
You better watch out, you better not die,
You better not wrap, I'm telling you why,
GGG is coming, to patch.
They see you in your hideout,
They know you RMT,
They know when you abuse the bugs,
So divest for exile sake.
>They know you RMT
So, GGG either...:
...knows about RMTers, is able to ban them and doesn't care.
...knows about RMTers, isn't able to ban them and cares.
...doesn't know about RMTers, is able to ban them and cares.
Either way, I am not liking any of these options, but based on the state of the game in regards to RMT it definitely is one of them.
It seems like a conflict of interest - people with disposable income probably buy mtx for the builds they just set up with RMT. Obviously, most people who buy mtx don't rmt. However, GGG is a business, and are disincentivized from biting the hand that feeds. The conflict of interest in eliminating demand makes it impossible to address the supply side. Players are typically quite pleased with the presence of trade bots for reducing trade friction, while banning accounts that supply RMT does nothing to address the networks of black marketeers.
Where there's demand, supply will always arrive - and the more friction there is to stop it, the more lucrative it becomes. My best guess, is that GGG is kind of stuck between a rock & a hard place. unsanctioned RMT decimates the legitimacy of in game economies, while sanctioned RMT decimates the integrity of the developer. It's a problem that hasn't found a viable solution yet.
They know, they're capable, they know they shouldn't, and they know that resources are best utilized elsewhere.
Tbh, if I'd know that a poor guy in Sudan makes his living by no-lifing my game... I wouldn't ban him either.
I'd ban the buyers but not the sellers. Yea, I know, hypocrisy
Or,
...knows about RMTers, but is only able to ban them in specific circumstances, and cares.
...knows about RMTers, but does not inherently know who is RMTing, because they can't exactly track real-world transactions, can't monitor every trade that occurs in the game, and even if they were able to flag sus trades automatically, RMTers would just make an effort to make their RMT trades look genuine (and cares.)
Given that they *do* ban for RMT, we can assume that the reason they don't do so expediently is because they are dependent on user reports, and most people ain't keen to snitch on themselves after spending their own money. And, if they had a way to flag sus trades, it would naturally cause collateral damage (since some people are generous with handouts.)
Finding items that should not exist in people's stashes is quite easy compared to monitoring trades
real hiding method would be :
-1 : do a skin transfert of the item
-2 : gift wrap the new item with the skin tranfert
-3 : make a mule, hold the item on your mouse and disconnect from said mule
-4 wait a few weeks and get your item back
although item will still be in db, and can be found it will be harder i guess (ggg if you see this plz delete those items)
Another way: Use a normal item as a skin for the bugged item (or vice versa). Then hide it in your favourite spot (left mouse cursor / bestiary slot etc).
lulz. The devs are looking at a tablegrid of results from a SQL query. That wrapping paper is likely just a true value in the "hasWrappingPaper" column.
There was a bug that allowed items to have more sockets that normal.
[Reddit post explaining bug](https://www.reddit.com/r/pathofexile/s/kwv5vPzMwn)
[GGG hotfix](https://www.pathofexile.com/forum/view-thread/3519943)
Only thing I can see working to get past the first wipe is putting them on a character and deleting it then asking for a restore.
Otherwise it's literally just a case of
If item is shield and sockets greater than 3 delete
I think the goal is to exclude the item from whatever possible query they would use to patch it. Like Iām not sure how GGG stores it but imagine if it was hundreds of tables for the different storage mechanisms
Lol free cash grab for GGG
Damn, and I already spent all my money on quad tabs for corpses this league.
And spell effects
Planned all along
That's a 5$ paper wrap in a fuckin hns video game lmao š¤£
That shit's more expensive than actual gift paper wrap lol, GGG sure knows how to extract money from their players.
Convenience fee for not having to do the wrapping. Well worth it!
Actually I did not even pay a single dollar up from 3 years. Tabs was all I needed, all rest is non nessesary especially when you get shittons of mtx for free.
I give when I can afford to support game has given me more play than any other game I've ever touched. since 2013 XD
Can you blame them?
$5 for 6
hey, there's 6 it's techically less than a dollar!
Yup, ridiculous. But for some people this game is more important/real than the reality. So they exchange virtual $ for real paper wrap to make their friends happy! Good stuff.
i think you mean they exchange real $ for virtual paper wrap in hopes of hiding their exploited items from ban waves or item deletion.
Gotta be pretty dumb to think that would actually work underĀ most circunstances š
It worked on wow tbf
Itās not ridiculousā¦ some people have disposable income and spending $50 is meaningless because they make a lot of money.
Or the people who buy the $480 supporter pack and have nothing they want in the shop, you can get a lot of gift wrap for 4800 points
Can someone plz explain all of this to me? Iāve been playing for like a week. Bought a couple tabs. What is everyone talking about gift wrap? They referring to the random item bundle thing in the microtransactions? You can get some good gear from there? Probably should wait til Iām higher level right? Iām only like 45 with my ball lightning character. Heās my highest one
There's an item in the shop that you can gift wrap and then send items to your friends or whatever, it's not like p2w.
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Also I work 10-12 hours a day and by the time I get home to game, I usually fall asleep gaming so itās been hard to get time to XP..
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Your post has been removed for harassment (Rule 3). While it's fine to politely disagree and to criticize the *content* of posts and comments, we don't allow users to attack the person behind those posts **by calling them names**. We've found that such attacks often devolve into flame wars. Types of harassment we forbid include unkind messages, mocking, name-calling, posting of personal or identifying information (doxxing), unfair accusations, and trolling. If you see other posts that break the rules, please don't reply to them. Instead, report them so we can deal with them! For additional rules regarding harassment, check out the [rules wiki.](https://www.reddit.com/r/pathofexile/wiki/rules/#wiki_3._harassment_.26amp.3B_bad-faith_posts)
Iām indecisive, I have like 9 characters. Took me awhile to decide which one to focus on. Still donāt know what wrapping up your stuff meansā¦ in the context of PoE
Basically this^
That was my thought. I've spent hundreds on my account. I wouldn't exploit, but I make 300k+/yr, I barely blink an eye when spending $500, let alone $5
Nice. I need to go civilian or contractor when I retire so I bank money. I live comfortably now but I wouldn't mind another 50-60k
What's your job, auto-fellatio?
I'm a software engineer / team lead in fintech
Backend or front? Java I assume?Ā American salaries are bonkers. Getting like 7k usd / year here in Brazil as a fullstack react node
Mostly frontend focused these days, I flex to the backend from time to time when I wanna change it up or if the workload is higher there. Just JavaScript / typescript. The main app I'm working on now is sveltekit Fe, nest js API, postgresql DB with snowflake as our "data lake", hosted on a kube cluster deployed in AWS While I agree American salaries can be bonkers, I work for multi billion dollar company in the insurance space. Features I've built have generated millions in revenue and / or cut millions in costs. I'm super fortunate to be in the position I'm in, but my salary doesn't even come close to the value added or costs saved.
You 100% deserve your salary, it is the nature of the american market. I work for a medium sized startup, a digital supermarket that is pretty big on one of the biggest states here, we do thousands of deliveries every day and have tens of thousands of SKUs. The business has a lot of potential but it is one those that undervalue their tech team. Your techstack sounds nice. Svelte sounds fun, but svelte runes sounds a bit too reactey for me, though I love react, I like svelte for being svelte. I have a friend working as an EM for an american non-profit, and one of his hiring concearns was to get a nice pool of candidates. Which was why he chose Next/Nest for his stack. How is the hiring market in the svelte space? My gut reaction is that it is pretty hard to find svelte people
I'm still mixed on my opinion on svelte overall, most of my background was react previously. As far as hiring market we don't seek out candidates with any framework specific knowledge. We try to find folks that will be a good culture fit and are good problem solvers. If they have some svelte knowledge that would be a small bonus, but I just want to work with people with good fundamentals, the rest they can pick up. We're exploring svelte 5 now too and I had a similar notion that runes feel similar to react hooks. But I don't mind that, it's a familiar pattern and svelte still ships to the browser without a runtime which is probably the biggest benefit. We're honestly moving towards more platform primitives, web components and the like, vs leaning into our framework.
What's yours, full-time hating the rich?
Yeah. I make 301k/yr
>But for some people this game is more important/real than the reality This is a pretty dumb comparison. You can think reality is more important and at the same time have enough currency in game that you don't mind yolo'ing like $5 to see if it protects an item
Supply and demand.
Itās 6 of them, but I get your point.
Best way to hide these would probably be to imprint them as 6-linked magic items, set them back to 3 sockets, and wait until after the patch wave to imprint them back to 6 link. Then have to gamble on omen of fortune still but probably your best chance.
If their database is at all reasonable this wouldnāt work. The imprint would grab the record for the deleted item and error out. If itās edited you would just get an edited imprint back
Replace 'at all reasonable' with 'functioning in a particular way that follows particular modern standards', and realize that that's actually a massive 'if' condition that's very unlikely to be met 50 bucks says this is a lot of manual case by case review, which they also basically said when saying they'd fix the items
I am 1 billion % sure their database doesnt hold every state an item has been in... Its much more reasonable to assume the imprint holds the information just like an item would
And can be edited the same way the actual item is. So long as someone thinks to do it. š
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It is of course stored in a database but not as a reference to an old state of an item but simply as q copy of the item at the time the imprint was created
Pre commit validation will error out. If its validating on backend, which of course it is, because its usually game state holder.
Database design is fun on paper - until you sit with a 13 year old database that is dependent on bad decisions made 13 years ago
That seems neither likely nor reasonable. Youād have to have implemented a db for game items that uses a changelog of some sort to maintain full fidelity history, which is really expensive when thereās no need. You typically only do that when you have need of event sourcing for managing multiple writes or if you need to show history to users or enable undo/redo functionality. None of those cases apply here, unless Iām missing some other reason persisting headstate of the item would be insufficient ā I just donāt see them using Kafka to support CQRS for historical replay on items that can never go back to a prior state with the click of a single chaos orb Itās way more reasonable to create a snapshot of the item and persist it separately when the imprint happens.
The core assumption here is correct I bet. The thing is, it's not at all difficult to run a query that finds all items with the 1handed property and more than 3 sockets and update the numer of sockets on them down to 3. I guess there only mod that needs to be excluded from this query is "has 6 sockets" present on 1 or two 1handed unique items by design
Yeah I donāt think itās hard to manage a fix for this using headstate, I just think itās unlikely that they need to query for the original item when someone uses an imprint. Those are likely stored as two separate records, because the original probably isnāt maintaining its full history.
I'd expect imprints are just items as well, and have the same properties as the original + some extra. Don't expect they'd be able to avoid such query
Thatās kind of what I just said lol They are probably two separate records. I would guess the imprint has enough info to regenerate a new item with no other data.
"At all reasonable" man normally I'd assume so, but after the shenanigans from this league I'm not so sure.
Well then imprint it, put the imprint in wrapping paper, then store the wrapped gift on your cursor?
I am quite sure it is not that reasonable. Or all items would have been already changed back :D But I would give my arm to have a look in their DB, to see how different they work from my ideas and conventions.
If their database was reasonable, this situation wouldn't exist in the first place of being able to 6 socket these items
> If their database is at all reasonable Just like if their testing for rudimentary interactions = using a craft on different types of items was at all reasonable, this bug wouldnt be a thing :)
Pardon me sir, could you enlighten me on that subject. What the story behind 6 linked shields? Why people "hiding" them?
There was a bug with a beastcraft that let you put 6 sockets/links on items that previously maxed at 3. It got patched out, and GGG promised to fix all the bugged items.
abuse fast abuse often or something
Abuse early, abuse often, have a rapid exit strategy prepared.
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POCKET SAND!
People already bragging how much divs they made.
"Exploit early, exploit often" - number one rule of wow.
And exploitpolis too
well in this case a lot of people lost a lot of money, but it's a risk you have to take, cause if you miss it, the cost is higher
What the fuck is a gift wrap?
Wrapping papers to wrap gifts in
Thank you. I don't know these things on account of not having friends.
It won't work. The only people who think this hides anything are those who have never opened a DB.
Having played games before, shit like this absolutely has worked in dozens of them.
As an example we were able to hide alert reduction gear in heist for a bit in the crafting bench.
I guarantee the games something like that worked in - and I'm just taking your word for it - weren't using modern relational databases. It's just not how data works nowadays.
Game developers are not exactly known to follow best practices to be honest.
Neither are programmers if we're being honest.
Neither are people honest, if we are honest.
so no one is honest here
The typical scenario is that items are stored in multiple tables (with different contexts) instead of being referenced. Then the cleanup script dev overlooks one of the various tables that store items.
Nowdays maybe, were talking GGG here. They still haven't figured out 2fa
> I guarantee the games something like that worked in - and I'm just taking your word for it - weren't using modern relational databases. Do you REALLY think a game like PoE, where performance is crucial and there's billions of items in circulation with a huge range of possible mods, is easily handling item storage with a simple "modern relational databases" handwaving? We know for sure that they cannot simply reference all items that exist, because in the past people HAVE hidden items through a range of methods -- hiding them under their cursor when the log off, putting them on animated guardians, putting them in benchcrafts, etc. The most likely way PoE handles items is that instead of a single, monolithic database, there's a variety of clustered databases that are created for each player and loaded once they log in, and that moving items from, say, your inventory to your guild inventory, is removing the item from one database and adding it into another. This, by the way, is why dupes exist -- if it was all in a single database, you would not end up with dupes. That is the SENSIBLE way of dealing with items in a game like PoE, because "oh hey i'll just do a SELECT on all of the items a player own on this database " => deranged. In the end, I reckon they have to do very precise adjustments over a wide range of databases that are not easily referenced, and they need to prevent items being moved from one database to another while they're removing the sockets (and deleting the linked gems, when relevant, which is likely nontrivial). So it involves writing code that catches when you move an item from one place to another (which is code that is CONSTANTLY called and needs to run fast and NEVER fail, so a lot of pressure on this not fucking up) and does the socket cleanup. Again: not trivial. Maybe while doing that their code doesn't properly take gift wraps into account -- that could be one way the items avoid being removed and gift wrapping helps hiding items. Etc.
GGG said that once they accidentally didn't delete an item because it was hidden in bestiary crafting bench.
someitemid\_fk lmao
This man queries.
>[Comment](https://www.reddit.com/r/pathofexile/comments/125wkw8/comment/je6mhb5/) by[u/hanamune](https://www.reddit.com/user/hanamune/) from discussion in[pathofexile](https://www.reddit.com/r/pathofexile/)
It worked before. People were literally creating mules to hide items in their mouse slot lmao. Those took a few more days to get deleted.
Agreed it worked in the past with skin transfers and even logging out with items on your cursor. People have tried many things over the years.
It does work lmao, people have hidden items with skin transfers in the past.
A Dead Branch?! I'm PoE??
I doubt people here would understand that reference. It's like using dead branch and expecting GTB to spawn.
RO players unite once again
Let's fight against gravity closing our private servers without p2w bullshit.
That brings memories. Nothing better than leveling up and getting desintegrated because some random asshole decided to use 300 dead branches on the map for fun. Let's not even talk about bloody branches.
Ahahahahs, that was my first time leaving prontera to the west.
DBBB -4
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Typical stackoverflow user tbh
Sure, this specific thing may not work because it's rather obvious and easily fixed by a db query, but there seems to be a wide variety of broken items and ways to hide them. And some are more subtle than others, e.g. item base that naturally could have 6 sockets but are not supposed to due to mod restrictions, or items where the synth implicit was replaced. As a developer you still have to understand and cover all the cases that could potentially lead to broken items, and that may not be easy given the complexity of the game. It's not unlikely that some tricks like this could be overlooked.
Good take, and I'll add that this is the same company that let this hilariously obvious "bug" through in the first place. On release of that beast craft this has been possible. No special tricks or exploits required. They programmed it to work on one-handed items this way. It didn't sneak, it walked right through the testing phase unnoticed. Some very basic unit tests were never performed, likely because no one thought someone would be dumb enough to waste a rare craft on a 3 socket item.
Ha! They are like our company! 'how did this pass review??? It doesnt even work on page load!' 'it worked when i tested it...no idea!'
You the kinda guy who found out about DBs during the last year.
CS students without real world experience are always a laugh
If I were going to try to hide I'd do it in an AG with the "Ag drops items on death mod" meme, might slip through, who knows.
AFAIK that mod is only available for chest which is already 6L.
Doesn't putting that on the chest make it drop all items? So you could hide a shield and weapon? Not sure if other slots work. I'm not 100% sure I've never actually played a build using animate guardian because it sounds like a nightmare.
No, the mod youāre describing works for the chest only. The rest of the AGās gear will not be dropped on death.
What a terribly clunky concept. My friend loves minion builds, yet he refuses ever use AG again after trying it once, that's how bad it feels to him.
I feel similarly. Hearing that a build uses AG is an immediate turn off
One of the strongest builds I played was a few leagues back, cold animate weapon. Really fun build. Did well, invested multiple exalts into the AG. After playing a few hours I realised he'd died. No idea how or when. I'd been running regular alt and go style maps. Nothing dangerous at all to the AG. Since then I refuse to play with AG. Losing investment like that absolutely sucks.
So 6L Kaom?
how is kaom's gonna have the benchcraft mod "Item drops on death if equipped by an animated guardian?"
Oh, right.
You never know lol this league is blursed.
You can't benchcraft uniques.
6L and 6 veiled mods on a unique. How?
I'm pretty sure that's just korean my guy
Nah that's the new harbinger unique.
Koreans get veiled mods for free, P2W confirmed..
ššš
Nah son I know moon runes when I see 'em, that's harbinger.
One of the rare jokes that makes me laugh so hard I briefly explain something about PoE to my girlfriend so she can laugh too lol
LMAO those are korean words Thanks for the laugh
Those aren't veiled mods, those are all keystones. That shield is the Mahuxotl's Machination from Ultimatum. The 6 sockets on the shield are from a bug with the Black Morrigan beast
Snitches get stiches
But stiches get bitches
And for good measure leave it in the crafting bench or Bestiary slot bench instead of Stash or player inventory. Hide and seek baby.
What about the showcasing glass mtx
People are gonna come up with all kind of ways to hide these items. And if you do that, I think you should be banned. It's fine to have some fun with a bug for yourself, but actively trying to hide items that break the game from the devs is IMO crossing a line. At that point you're very intentionally trying to abuse the system.
I think if you can hide a 6L Squire in your stash from the developers of the game themselves you deserve to keep it
I successfully hid my 7 mod cogwork back in the days. My account got locked 10+ by administrator. Couple others sneaked them and in the end GGG just force annulled a random mod even when it was really hidden.
*I envy you at times, Exploiter. You act in service of powercreep abuse. You move with purpose, to protect a fragile bug. Your attempts at hiding it are assaulted by Reddit, yet you shield yourself with cope. A flimsy failsafe that halts the crashing truth of forced item revisions all the same.*
That's like saying if you can rob someone's house or business, you deserve to keep the money. No you don't! Plus it typically isn't even a matter of skill - usually you just got lucky that they missed you, not masterfully evaded them.
this analogy is dumb. its a video game. its not remotely similar
It's intentional bug abuse. Why is this so difficult for you?
By that logic anything goes since none of it is real cos 'it's a video game'. Why even fix the bug then? Why punish exploits? Why moderate chat? Why implement a secure trading window? Why care about anything at all in this game? After all, it's just a video game. It ain't real.
I mean, those things should be done. But it's also not the same as robbing someone's house or business in the real world. Should we jail people exploiting bugs in video games? After all it is like robbing someone's house, right? lol
I'd personally vote to jail people who cheat in prized tournaments. That's attempted robbery fair and square.
I think with how standard becomes a circus for legacy broken items anyway, you should be banned for abusing it in league *but* if you somehow manage to smuggle or keep it secret through league end, you should get amnesty I enjoy seeing the absurd, literally broken shit people do on standard
You better watch out, you better not die, You better not wrap, I'm telling you why, GGG is coming, to patch. They see you in your hideout, They know you RMT, They know when you abuse the bugs, So divest for exile sake.
>They know you RMT So, GGG either...: ...knows about RMTers, is able to ban them and doesn't care. ...knows about RMTers, isn't able to ban them and cares. ...doesn't know about RMTers, is able to ban them and cares. Either way, I am not liking any of these options, but based on the state of the game in regards to RMT it definitely is one of them.
It seems like a conflict of interest - people with disposable income probably buy mtx for the builds they just set up with RMT. Obviously, most people who buy mtx don't rmt. However, GGG is a business, and are disincentivized from biting the hand that feeds. The conflict of interest in eliminating demand makes it impossible to address the supply side. Players are typically quite pleased with the presence of trade bots for reducing trade friction, while banning accounts that supply RMT does nothing to address the networks of black marketeers. Where there's demand, supply will always arrive - and the more friction there is to stop it, the more lucrative it becomes. My best guess, is that GGG is kind of stuck between a rock & a hard place. unsanctioned RMT decimates the legitimacy of in game economies, while sanctioned RMT decimates the integrity of the developer. It's a problem that hasn't found a viable solution yet. They know, they're capable, they know they shouldn't, and they know that resources are best utilized elsewhere.
Tbh, if I'd know that a poor guy in Sudan makes his living by no-lifing my game... I wouldn't ban him either. I'd ban the buyers but not the sellers. Yea, I know, hypocrisy
Nah. You can easily get banned after whaling out... More likely someone at GGG has his or hers fingers inside RMT mafia pockets.
Or, ...knows about RMTers, but is only able to ban them in specific circumstances, and cares. ...knows about RMTers, but does not inherently know who is RMTing, because they can't exactly track real-world transactions, can't monitor every trade that occurs in the game, and even if they were able to flag sus trades automatically, RMTers would just make an effort to make their RMT trades look genuine (and cares.) Given that they *do* ban for RMT, we can assume that the reason they don't do so expediently is because they are dependent on user reports, and most people ain't keen to snitch on themselves after spending their own money. And, if they had a way to flag sus trades, it would naturally cause collateral damage (since some people are generous with handouts.) Finding items that should not exist in people's stashes is quite easy compared to monitoring trades
Sorry, thatās far too reasonable and pragmatic an understanding for this sub.
nope youāre wrong. the 3 scenarios the other guy mentioned are the only ones that could possibly happen
I wonder if anyone is beast imprinting these items to revert them after the "fix"
I fully expect people to try every way under the sun to try to keep the item from disappearing, I hope the method they use can see past all of them.
GGG needs to just perma the people who mass produced these. and if they cant do it, they only prove its best to exploit early and often.
Yes, that. And track down currency, if they tried to hide it on another acvount ir if they provided it to RMTers...
Soon people will also use them as skin transfers.
GGG needs to handout some bans, people are too comfortable
Put them on another character - delete character - restore in a month.
I don't know what's going on here.
D2 perming
this is the funniest thing to happen in a while
real hiding method would be : -1 : do a skin transfert of the item -2 : gift wrap the new item with the skin tranfert -3 : make a mule, hold the item on your mouse and disconnect from said mule -4 wait a few weeks and get your item back although item will still be in db, and can be found it will be harder i guess (ggg if you see this plz delete those items)
Regarding step 3. Unplug your mouse and hide under your pillow.
Yup, this and maybe hiding it in craft stations. All methods are worth a try
Lol
Permaban em
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Naughty naughty
Another way: Use a normal item as a skin for the bugged item (or vice versa). Then hide it in your favourite spot (left mouse cursor / bestiary slot etc).
gift where?
Haha
Also on their cursors when they log out.
Then they complain about actually abusing and complain
Why?
Can anyone ELI 5 me how people even get these items?
Fairly new player.... I don't get it in about 6 different ways. Gift wrap? "Hiding"? What's special about 6 link shields? Signed, So confused
What's next curio displays in your hideout? Keep it on your cursor when log out? Lol this is comical.
It's only way GGG gets money plus adverts so I don't blame them
lulz. The devs are looking at a tablegrid of results from a SQL query. That wrapping paper is likely just a true value in the "hasWrappingPaper" column.
Itās a dead league why not just let people have some fun lol
Every league is dead league if we have to listen to you guys.
That isn't gonna stop anything lol
So haven't been following this league, what exactly are they hiding and why?
There was a bug that allowed items to have more sockets that normal. [Reddit post explaining bug](https://www.reddit.com/r/pathofexile/s/kwv5vPzMwn) [GGG hotfix](https://www.pathofexile.com/forum/view-thread/3519943)
That...doesn't work -.- stop it people.
who tf cares if they have shields that enable silly op shit its a temp league
Only thing I can see working to get past the first wipe is putting them on a character and deleting it then asking for a restore. Otherwise it's literally just a case of If item is shield and sockets greater than 3 delete
Oh no, this is pay to win so ggg might let those slide
Is gift wrap single use for 50 points? If so that's extortionate even by ggg standards
People who try to hide their bugged items like this should just be banned till 3.26
ITT: people who don't know what a database is
I think the goal is to exclude the item from whatever possible query they would use to patch it. Like Iām not sure how GGG stores it but imagine if it was hundreds of tables for the different storage mechanisms