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TRB wrote:people can hack items all they want in 'offline mode', doesn't mean they can trade them with other people or profiles online, since an offline character wouldn't be allowed to log into a multiplayer environment.

TRB wrote:I'm actually not sure [from reading your last point] if you know what a 'client' is in terms of software.
TRB wrote:a 'client' is by definition offline, it is stored locally.
wikipedia wrote:A client is an application or system that accesses a service made available by a server. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network. The term was first applied to devices that were not capable of running their own stand-alone programs, but could interact with remote computers via a network. These dumb terminals were clients of the time-sharing mainframe computer.
http://en.wikipedia.org/wiki/Client_(computing)
TRB wrote:I'm actually not sure [from reading your last point] if you know what a 'client' is in terms of software.
a 'client' is by definition offline, it is stored locally.
that 'client data' is already going to be installed on every computer where someone plays D3.
You can't hack a server by using the client offline in single player any more then you could the online variant, in fact there are less options since in an offline capacity you can't even use code injection to spoof packets, since there aren't any packets.
It really does sound like you're not familiar with how this stuff works.
Jay Wilson wrote:Our games have a server-client architecture. You take that and you allow offline play... you have to put the server architecture into the build that you give to players. So once you have that server architecture it's way easier to hack it. Where a lot of the item duping issues for D2... probably the number one complaint people had about D2. So being able to make it online-only makes it a lot easier for us to be able to deal with security issues.

TRB wrote:a 'client' is by definition offline, it is stored locally.
Spooler wrote:TRB wrote:a 'client' is by definition offline, it is stored locally.
BAHAHAHAHAHAHAHAHA
Post of the year !
O wait you were serious ? ahhh my god you cannot make this stuff up, you sir win the dunce cap.
Marius wrote:Here's a quote from the video by D3's game director:Jay Wilson wrote:Our games have a server-client architecture. You take that and you allow offline play... you have to put the server architecture into the build that you give to players. So once you have that server architecture it's way easier to hack it. Where a lot of the item duping issues for D2... probably the number one complaint people had about D2. So being able to make it online-only makes it a lot easier for us to be able to deal with security issues.
I'm really not sure why you feel the need to stoop to questioning my understanding of the issue.
If you disagree with Blizzard's technical interpretation, then say why, but be prepared to have good data to back it up, because they have a lot of credibility. Blizzard being the makers of the actual program know more about the game security issues than either of us.
TRB wrote:
No, the client is the part you already have on your end, it connects to the server.
The client remains even when you're offline, it doesn't stream all its content from the server.
Thats why you have to install D3 client.
TRB wrote:Seems you people don't have much idea how easy it is to make things work this way.
Spooler wrote:
O wait you were serious ? ahhh my god you cannot make this stuff up, you sir win the dunce cap.
Spooler wrote:Client is not offline that is silly.
a client program is not a client

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