Whoopsie! Did I send the wrong command again.. 
@stux In online games, we are sensitive to flash mobs overloading a given zone and slowing down a server. We build a fail safe that prevents more than a certain density of objects. (One way to do that is to teleport a random object out of the zone, when things get bad enough). I’d imagine there’s a central dispatcher that could tell the density exceeded a reasonable level and should have just started saying “do not enter”.

@obviousdwest @stux Oh, that gives me flashbacks to a game I dev'd for a couple of decades ago...

We didn't have proper locks on the database, and we had parties that the players could set up, where a sizeable fraction of the players would show up and start swapping stuff.

Items missing between the cracks, items duplicated (including unique items)... it was "fun". $fun. fun < epsilon. Y'know... *that* sort of fun.