
Originally Posted by
KisaiTenshi
No matter how it's approached, it's exploitable. The developers would have to change how crafting states are changed on the server, which would mean they take significantly more time, and crafting macro's would fail if the macro executes faster than state saving.
Like in all honesty, the right angle to take with this is to "deposit" the materials for crafting, save that, and should a DC happen before the first step is executed, the materials remain available to reclaim. If the first step has been executed, then the materials are no longer available to reclaim, and are mailed back after an hour if a finishing step was not attempted. Exploitable, yes, but abuse is less likely if there is a cooldown. Another way to approach this is to actually put a CD straight onto the crafting toolbar, and if a DC happens while being a crafter, there is a CD on all crafting skills, and it gets longer if the same item is disconnected again.
To use your idea, (let's assume the DDoS's aren't actually crashing the servers for this scenario) they would need to log each action taken (hey they do this already with combat) and determine if the crafting was aborted due to client disconnection, or due to server reboot/crash. For practical reasons however, this would only work if the crafting was performed in an individualized instance (eg house, apartment, inn) so that the server can save the state of the instance rather than trying to save the crafting state for everyone in the zone.
Thus if you craft in your house/apartment/inn/barracks, you would get a "resumable" icon, and if you disconnect, there would be an object in the house/apartment/inn/barracks that goes "inside you find a partially completed <item name>, would you like to try and finish it? (switch to <crafter name> to select) and it would restore the progress as the instance recorded it. It would also allow crafts to be paused without loss if queued for DF.
If the servers are actually being crashed by the DDoS, then it's very likely that steps would get rolled back system-wide, hence the issue with being disconnected is that it may "roll back" items a few steps, and if that rolls it back before it starts, the items don't come back. Hence some kind of deposit system is needed to ensure that the materials aren't lost, but it's an engineering issue.
So "world" crafting would behave as it is, and "resumable crafting" could be done inside specific instances to put less load on the the zones in saving the state of all the crafting activity. Who knows, maybe the load isn't really as significant, and it's just "too much effort" to sync after every crafting step, and then put a "partially completed <item name>" in the players inventory.