I would probably put cash drops on all mobs and then make sure players all use /autosplit so that every time they loot a corpse, they do a Save() 6 times (one for each char in the group getting money from the split), which forces a DB write of the Player Profile blob. That would be pretty heavy when doing it for every corpse that gets looted. Not to mention that MakeLootRequestPackets() (which happens when you open a corpse) also does another Save() for the client that is looting.
Then, you got the inventory updates for the items being looted.
Also, if you get the group to have as many pets as possible, I think that may cause some extra DB hits due to the SavePetInfo() function being added in places it probably is not required (such as when purchasing items from a trader NPC).
If setting the Discovered Items rule to false fixes your loot lag issues for good, then I would be a bit surprised, as it is fairly small compared to some of the other hits that happen during looting. I do agree that it should be loaded into memory and handled that way for look-ups vs querying each item that gets looted though.
|