Excommunicator said:
Agree with everything you said there, DraQ.
I am not even much a fan of the traditional reliance on equipment although I know many people are, and it is usually written directly into the setting, making it hard to escape.
Equipment is important, hauling and trading tons of it, however, is not.
Neither is upgrading it every few minutes.
Situations where player, instead of navigating a dungeon crawl in search for phat lewt, essentially turns said crawl into an armour/weapon mine for fun and profit are all too common.
Underlying causes are exploitability of typical cRPG dungeon crawls caused by lack of any coordinated reaction from hostiles and time being a non-factor, everyone readily buying heaps of damaged armour, as well as ease of hauling massive amounts of loot, the latter being related to he topic of this thread.
Upgrade rush is caused by retarded equipment hierarchy adopted by typical RPGs. This hierarchy is relatively narrow, but highly vertical, with little diversity between individual types of gear, and mundane items occupying the lowermost tier, while all the others are populated by increasingly epic shit.
What I'd propose instead is flattened, mostly horizontal structure, concentrating on meaningfully different types of mundane equipment, followed by meaningfully different types of upper-shelf mundane equipment, followed by rare magical items, followed by stuff of legends you may even get to see with sufficient ingenuity and perseverance. Lowermost tier could include various makeshift weapons, while high tiers would also include custom gear. Some types of gear could appear exclusively in customized form.
Of course, 'meaningfully different' mundane equipment is harder to do than crapload of epic stuff, because differences are subtler, require more in-depth modelling and cannot be accomplished by simply slapping fire damage on one sword and acid damage on the other. In any case, even the difference between tiers shouldn't be particularly large, in terms of performance, instead the differences should be really subtle, but cumulative so that they would matter in the end.