> The other bandwidth hog is large piles of objects on the ground. This gets > costly because for each item, we send the name information (arrow/arrows) > as well as lots of other duplicate information (face for example). In > some cases, you get unique artifacts and can't help that, but most > big piles are a whole bunch of mundane objects that could perhaps be > handled in a better fashion. If it was a commercial game with known > information between the client and server, it could probably get simplied to > '80 of item 1734', and the client would know item 1734 is arrows, its face is > this, and its weight is this. > Is there a way we could simplify the handling of objects, like how you said commercial games would handle it, or would that be really tough to implement? -Sniper sniper at citilink.com