My point was, if you're looking for objects that match some criteria that doesn't align with categories, then you'll have to check several categories, or in the worse case all of them. For those, having more categories makes search effort larger instead of smaller, and the number of categories becomes a trade-off.BansheeXYZ wrote: ↑Wed May 01, 2019 1:48 pmIt depends. It's slightly slower for weapons/armor, but avoiding the "misc" hodgepodge makes selling those items faster. Classic combined provisions (torches, bandages, potions), clothing, jewelry, books, letters, parchment, maps, recipes, and relics in one category. That's a lot of stuff, especially now that people have a reason to carry torches. And jewels went into ingredients even though they're not.Well it depends on the use case, if you're looking for say heavy objects, or things you could sell, then multiplying categories actually get in the way.
[They're alternatives, for example you could replace categories with more abstract "views" concept that combine adhoc filtering and sorting.
Say you notice players often get overloaded and look for heavy items to drop; You could add an "heavy objects" view and shows only objects over 1kg (or the 20 heavier objects you're currently carrying), sorted by deceasing weight, etc.
It'll probably display weapons and armor, but also maybe those 15kg statues, all in one go.
The drawback is that it's no longer a partition in the mathematical sense: each object does not show up exactly once, so it could confuse some players ("where does that second statue come from?")]