Problem: Currently, when there are a great number of players concentrated in one area (eg: certain FATEs) the game engine runs up on the limit of player characters it can render at a time. This can make it impossible to target certain enemies or party members.

Solution: the simplest solution, as implemented in most other MMORPGs, is to assign a render prioritization to each character model, such that the game client will render those first and use any remaining render capacity for less important models. Such a prioritization queue would ensure that party members and engaged monsters are rendered before non-party members or non-engaged monsters, that companion pets are further down the list, and that graphical effects created by party members and engaged monsters are rendered before graphical effects created by non-party members and non-engaged monsters.