"Aren't the monsters hard enough with the new spell tunes already?"
This wouldn't make monsters harder, only would make the traveling soul gain
more experience compared to the duz/digga/eowyn guy.
And well, I wouldn't use real databases for this since simple byte-array and
bitshifts would be more than enough, and fast as hell. Perhaps would use more
memory/diskspace tho but that really is not an issue.
And unlike what I said before, there are no 50k mobs in game, perhaps 5-10k.
400 players online, 5k byte array. That's 2Mb of memory, I doubt that's a
problem. 8 bits might be enough to store the information needed, if not,
double that for 16bits and 4Mb of memory at peak times. Or hell, throw in
another 100 players and make it 5Mb.
Regarding the implementation issues of personal exp tuner,
First of all the architecture of our server rack does not allow a feasible
solution for drying fruits and very small rodents. The whole of our SQL
database would have to be painted green, except the corners that would need to
remain orange before we could even try to accomplish such a task.
We could add arrays of several bytes in each character object but sifting them
would completely ruin the nice 3d image that they currently form while
link-dead. (You have to look really hard and blink your eyes twice.) and
anyways the current implementation of player objects is mostly made out of
wood with various pieces of string and duct-tape.