> b) Keep a 'multiple' count on each object to specify how many of that item > this particular obj_data structure represents. Any modifications to an > object would be treated under the same principle as copy-on-write. All for this option. It's a heck of a lot easier than playing the sorting game, ala mob & obj stacking. > 1) The number of unique objects owned by players. > 2) The number of objects owned by players. > Haven't checked this exactly on a 'live' mud, but a copy of a decent size system and the load-up stats I have running (hoarder stats) shows three types of people; 20% are newbie junk collectors. They have more bread and meat bits than anyone else. a full 80% of the eq is duplicates. Average eq list is 60-80 items. 5% are storage characters with nearly all unique equipment. average is not useful here, but varies between 50 and 400 items. the remaining 75% contain mostly unique equipment (though they all have the SAME unique eq), but about 20% is duplicated. Range of eq, about the same as the storage characters, 50-400, some with more. This is from an (at-the-time) active player base of around 1500, with perhaps 80 core (10 hr a day +) characters with multiple characters accounting for perhaps 30-40% of the character base. Also of note: this was a monty haul campaign, with no weight limits or # of items in inventory limits, and rent not required when save/quitting. Kinda a worse case scenario, though it's average from what I've seen. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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