This was posted today by Draconni In response to a RNG question
This is less the RNG, and more about the resource system.
Let's break down Trammel, for instance. Trammel is 7,168 x 4,096 tiles (including the dungeon areas east of the oceans).
One thing you'll notice in common amongst all the maps is that they're evenly divisible by 8. We call 8x8 areas of the map "chunks", and this is where the ever popular old "8x8'ing" got its name.
What we do is divide every map into these chunks, and assign each chunk its own set of resources. These resources can be anything from a given amount of ore, lumber, water, fish - even skillpoints. When a player performs a related action, like fishing, the following things happen:
* Is the tile the player chose a water tile?
* Does this kind of water tile have a resource type associated with it? Like fish?
* Query the entire chunk to see if there are any fish left. If so, give one and subtract from the total available to the 8x8 area.
When the chunk runs out of fish, you need to move to a new chunk to get more. Obviously, chunks refresh their resources over time, or the world would be very quickly fished out.
There are many reasons the resources are handled this way, but would be as equal in scope as explaining the RNG (the topic of the day). Just think of it as way easier for the server to handle 450,000+ chunks instead of assigning resources directly to nearly 29,000,000+
end quete
So I guess you wouldnt call it 8x8 but it does confirm each recourse (8x8) or (Chunk) can potentially have a certain number of skill points to give out there for moving can help with gains!
here is the whole link
http://vboards.stratics.com/showthread.php?t=144665