Can we do something about resource duplication by players?

Players can very easily duplicate resources and keys and break any economy. For example, someone drops resources while being one-shoted and they duplicate. There are other countless glitches they use to break our games, and we can’t fix them. Another example is that you can go inside a changing booth while equipping cloak gauntlets, then become invisible all the time. We want to have legit gameplay that takes a lot of time to complete, and these glitches break everything. I don’t have a repro of how they do it, but I do have a video that shows gold duplication.

https://1drv.ms/v/s!AkG5n8_vobVPwKQsCr4JZzI9WqtCtQ

Not much to do for item dupes but you could create a checker device that has the most amount of gold or resource you think players can realistically make in a time period and periodically tracks players, punishing those who go above the set limit

Maybe keep track of resources internally and persist the exact amount they did accumulate in your game excluding what was deducted and not what they picked up or duplicated. Maybe they do not even have to “have” the resource in their inventory - less opportunity to cheat. We use such virtual currency in Fortune Finders.

Other way is to design a gameplay where players cannot drop stuff. We have this approach in The Spaceship.

Third option is to have mutator zones where all dropped items disappear immediately. But this approach has a few limitations. We use a few zones in Frozen Lake.

Fourth option is to wait for the issue to be fixed.

In our survival game there are a ton of resources and no menu to see them. It will be confusing unf but I understand the idea.

I wonder what happened to item trading that was on the original roadmap at the start of the year, it was probably intended to solve these issues

Trading would go hard on our map. Would absolutely love that and its one of the most requested features from our community. I think Epic realized it can be built manually, but there are tons of issues if you do it in a scaled project (like dropping something on the floor could make it disappear due to many items on the maps being dropped as well, or you need a conditional button for every item in the game to track without dropping, which is not realistic for memory)