I've noticed the weird behavior of stacking, but that's the first technical suggestion I've seen as to an explanation. My problem with that is that when I've had things not auto-stack, they usually (always?) have stacked when I "forced" them to by putting them 1 by 1 into the product slot on the paper doll. That suggests to me that there isn't any underlying difference between the objects in the database, but rather some kind of issue with the auto-stack routine; maybe they have multiple versions of that, with different jobs getting different versions? Maybe something to do with when they rearranged the jobs on the maps?? Just guesses on my part too.
That's all well and good in theory, but in this case they were designing an MMORPG from the beginning, so IMO they couldn't possibly have failed to expect these objects to occur thousands of times. If they did then there's got to be a good nerd story there.
You will be surprised. Not this game but I've been in games where the same error occured over and over. The developer(s) seem to have never learned, fixed it in old game, then same error occured in the next version or worse, a completely new game...argh.
Trivial things such as, you should not be able to build negative amount, or demolish beyond 0.
Tribalwars.net had one such interesting error but at least it was not prevalent, you can get negative wall (or at least you could, not sure about now) when you queue up demolishing walls and at the same time, massive ram hits, reduce your wall to 0. Subsquent demolish make your village's wall becoming negative.
Of course, I was not immune to bugs/errors myself. I setup rigorous bounds check on input, due to my background (back when I had to work with only getc() and write my own input parsing routine). The upside is harder for all those typical overflow stacking error attacking windows because I check for bounds and illegal input at input stage.
The downside is if I hardcode too much to meet deadline, if my code live beyond its intended life, it can be a nightmare to modify after many years.
I won't bore you guys who are not interested in these stories. I just feel this game needs to get on the right direction. I watched my friends quit this game, due to being griefed to "quit" by duelers, boredom, lack of goal, and what not. Games should be fun, not all those senseless fun reducing nerfs, such as this proposed 30 item limit in the backpack.
What are the benefits of limiting 30 items in backpack?
1. Reduce amount of items being stored on the server.
2. Reduce the # of jobs workers can do since they can't carry around an assortment of equipment for different jobs, thus cut down on the # of good jobs they can do. This is good from the developer's perspective as it will take longer before players reach level 99.
3. Force duelers to work on even less jobs if they can't find targets. Duelers tend to have skill points in dueling related skills, too bad for you, you need your dueling gear, it's your livelihood, 30 items in your backpack.
4. Force people to gather quest items after they accept quest to minimize the amount of items in their backpack.
5. Force people to leave town and shop earlier, rather than collect items in their backpack and sell them while shopping at a town because now you can't maximimze your $$$ by deposit in bank + store them in your backpack.
The list goes on and on.
This game is still development in progress, I thnik it's obvious when quests stops at around level 50. Items in shops (excluding gun smith) stop around level 45 requirement.
I just think there are better ways to nerf, hence my proposed allow shoot out in town to demolish buildings. Some players play for ranking, let players take matter into their own hands and demolish other top towns to advance their own town's ranking. This also give wars more meaning. Right now, wars are quite pointless in my view. Damaged town also give builders something to do, rather than nerf builder (thank god that was scrapped)
I also support guard job + bounty system but adamently against dueling npc because guard job + bounty can address some of the inbalances that favor the duelers slightly and also address the inbalance for some duelers as their dueling is way too high, hard to find targets and a bit more stable income. Dueling npc simply further add benefit to duelers when duelers already enjoy a slight edge. Duelers need to know the problems they will likely face as they duel too much, it's a problem of their own making, nobody else is at fault but themselves.