QUOTE(marcho @ Sep 20 2011, 09:52)

I'd like to renew the request for a rework of the Item World format. Either a static, reasonably short round count independent of the current item level, or significantly increased rewards for completion.
Personally I'd like to see a scaled bonus dependent on the level difference between the player and item (level gain = 0.08*(player level - item level) + 1). basically gain your usual 1 level per completion plus 8% of the difference, so a level 101 player leveling a level 1 item would gain 9 levels on completion. Once an item is close to your level, the bonus falls off to nothing so you can't overlevel your items, its just easier to keep items in the general vicinity of yourself. The bonus only really has an effect at a 7 or greater level difference assuming only a 0.5 bonus is rounded up to a full level. Again on personal preference I'd like to see an arena like static round count and difficulty based on item quality rather than the infinitely scaling fest model.
This scaling bonus is too IMBA towards high-level players.
You will always want transfer equipment to a high-level player for leveling if your scale's adopted.
Current leveling system's not perfect, but I would say it's as least acceptable.
How about giving some level boost to equipments when we can forge our items?
Several pros:
1. You don't need to do that much IW when you choose to forge your equipment. Monster system can get a great boost since everyone will need those materials to forge the equipment.
2. The boost only applies on a certain player. Other will need to re-forge it when the equipment's transfered.
This can avoid high-level players to level up equipments for others.