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If I were in charge of itemization for a game, I would do the following:
1) Progression (killing new bosses), would unlock new armor models. You could use any armor model you want at any time.
2) Progression would yield a specific amount on <RESOURCE> for each player. This <RESOURCE> would be used to improve the characters gear.
3) Characters would have complete control of the stat distribution on their gear.
Example:
Bob is a character in my MMORPG.
Bob kills random creature X. Bob gets <SMALL AMOUNT OF RESOURCE> used to improve his gear. Bob spends <RESOURCE> to increase the level of his helm. Helm increases from 12 to 15 points. Bob assigns 30% to stat1, 30% to stat2 and 40% to stat3.
After killing Y random creatures X, Bob notices that he stops getting any <RESOURCE> to improve his gear. I.e. There is a cap to how far this method of improvement would increase gear level.
Bob complete quests X, Bob gets <MEDIUM AMOUNT OF RESOURCE> used to improve his gear, this resource would be able to increase gear level higher than killing random creatures, but would also have a cap.
Bob kills bosses in small group instance X. Bob gets <LARGE AMOUNT OF RESOURCE> used to improve his gear. Once again with a higher cap than questing.
Bob kills bosses in large group instance X. Bob gets <MASSIVE AMOUNT OF RESOURCE> used to improve his gear, and a <NEW ARMOR MODEL>. Once again with a higher cap than small man instances. More difficult tiers of large man instances could be introduced with higher gear caps.
Cuts out all the DKP, who gets geared first, ninja, and poor itemization QQ.
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