Quote Originally Posted by Slynk View Post
If they don't have it already, they'll probably write it in the future
I mean you no disrespect, but I seriously doubt they will. They never did for FFXI and we had all the same things for that (different character styles and augmented gear - gear with different stats from the base gear) and that was designed for computers 10 years older.

With current day processors assembling a character into an engine built for generating characters really isn't that complicated, even with 50+ on the screen at a time. I honestly can't see it being the cause of much network lag either, since again each person is just component parts which are assembled on the client. The persons "name" is probably one of the biggest parts about the character data and assuming they're using a compression algorithm the whole random character as you go by is going to really tiny.

But if they cache the character then when the person ran by instead of saying "Here's X and his gear" you'd be querying the server and saying "I've got version 8 of Scott Pilgrim, what's the current version?" "Current version is number 10 here's the data for him" (sending it anyway). It's just messier and people change their gear so often, you can't cache that which is dynamic.

The graphic issues you speak of aren't anything to do with the character generation, that's literally down to graphics settings on the clients. It doesn't matter if I have 50 points in mind, or 300, my cure animation will look exactly the same regardless. Same for audio issues , I'm not exactly sure of what you're referring, but if you're saying the computer is having issues rendering graphics AND audio when there's only 20 people on the screen, might be worth turning down the graphics options and/or investing in a better CPU/graphics card (which I know no one ever wants to hear, but there isn't much else you can really do there).