These quotes from the second meeting
Robin Linden: First, looking at general characteristics (size and number allowed)
...
Eloise Pasteur: You said in phase 1 raise number of groups? Roughly how high are you thinking?
Kamael Xevious: That's what I mean and hallelujah!
Robin Linden: I'm not sure yet Eloise...it depends on what the devs tell me with respect to the database hit
and from the third meeting
Robin Linden: Jana I want to increase the number of groups.
Robin Linden: However it's a hit to the database so the question is how many to allow.
and from the fourth meeting
Robin Linden: Groups are database intensive
all has me thinking that if our inventory were reasonably capped, if squids were allowed only a given number of textures thus limiting us per sm, and a few other reasonable database limitations were imposed, the asset server could afford us a few more groups per av. LL has given up the hippie notion of supplimenting builds and events that, in the end, don't represent self supporting uses of the software (killer apps). Internet bandwidth is not free after all; LL are obviously beginning to understand that the general public are beginning to realize that.
Might LL also believe the population to be grown up and savvy enough to understand that a centralized asset server has it's limitations as well? Does it seem reasonable, at this point in time, to tell the population "you can join more groups if you'll agree to limiting your inventories to 15k items and your texture applications to thirty per 16sm?
I'm making up numbers of course. Working values will require some inhouse analysis. My questions are whether or not such limitations will free enough resource to afford more groups per av, and whether or not LL believes the population can swallow them.