To have a weapon in your possession means the line of code that represents that weapon is tied to the account.
To have a weapon in your possession means the line of code that represents that weapon is tied to the account.
The better comparison that I have seen working in restaurants is the guy that orders an expensive steak, eats all of it except a tiny corner piece and then demands he not pay for it when he receives the check because the steak was over/undercooked, tasted bad, or some other random stupidity.
No code means no weapon. Ive got a buddy that tried the same thing. Said he lost something of a higher rarity level than what he lost. Was giving back a legendary but wasnt the one he "said" he lost and he got pissed.....see where im going with this?
I agree, that's why I said "somewhat understandable". I can see why you would implement the policy, however: You have been able to confirm that the player has been hit by the bug several times. You have a database that you know has lost data several times, forcing rollbacks. You have repeatedly released patches that failed to deliver what you said they would deliver and created new problems in the process and you have many users who feel like your company doesn't know what it is doing.
If you can't verify that the weapon was lost, you basically have three options: 1) Give a customer the benefit of the doubt and replace the item anyway, 2) let the player know that you are unable to confirm the loss so in this case you can't restore the weapon, apologize, and offer to continue fixing any future losses that you can confirm, or 3) Tell the customer they are out of luck and to stop bothering you.
Of these, number 1 is probably too easy to abuse, but number 3 is by far the worst outcome for the customer and the company. If that's really the policy, I'd strongly suggest rewriting it
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