Quote Originally Posted by Azagthor View Post
Glad you're aware of this, and hope you're able to come up with some solutions. Without knowing how your code works, don't now how useful this suggestion is, but would changing the stage of the process where ironite is charged be a potential fix? Have the ironite cost occur at the final stage, when everything else has been confirmed to have worked? Could potentially mean connection errors allow refreshes to happen without charging, but at 'only' 10 ironite, you wouldn't be losing out on too much. Certainly not compared with the bad will us players feel when already frustrating connection errors come with an additional cost.
While I am by no means an engineer, I can definitely ensure that these points are shared with them if they have not already been considered. I'm glad you've found a way to help prevent these losses for the time being, but please do write in if you have unresolved Ironite losses. It's important for us to not allow for such frustrating losses to occur without recourse.

Quote Originally Posted by MuzakMaker View Post
Word from the wise don't use phrases like "Unanimously" especially when there are posts all over the place showing that it's happening elsewhere.
Every single case I've looked at in regards to mysteriously disappearing Ironite in the past month or so has been a result of this particular issue, regardless of the assumption of the player. Some might say it's reason X, Y or Z that's taking their Ironite, but when I comb through their account history, the culprit has always been the same. That said, since the losses vary based on how long you sit to wait for a refresh, it can be easy to let small losses go unnoticed for a period of time before having to wonder what happened.

Keep in mind this is unrelated to perceived losses due to caching errors and devices that are trying to catch up with true information as well as clearly defined resource losses due to disconnecting while in a battle.