yes yes, bunch of questions comes up

and some things have to be clarified.
Well I\'m glad you guys agree with the first idea, but the samoths idea is a bit shaky because it involves lvling of some sort.
Well I strongly believe an RP HAS to have some kind of experience gain, even if it\'s not straight character leveling. If you all believe that players will just sit at spawn spots and kill monsters... you might be right, but that can be cured with changing the main attention of the game. If a newb comes to play for first time and he sees everyone litterally sitting at spawns and killing mosters, he will do same.. But if the first things he learns is that this game is quest based.. well who knows... but anyway, I think i\'m bit off topic here.
How to make weapon leveling both rewarding, but not the main attention of the game?
The point is to take away the concentration from the weapon leveling and make players forget about it. Let\'s look first at what benefits the % of weapon improvement will bring:
This is just an example, and can be used of course:
All players start out with 0%
On the first %
+2 attack power
+3% defense increase(blocking with weapon)
then second percent gives you:
+3% increase attack speed
+4 attack power
third :
+4% increase attack speed
+5 increase attack power
+3% defense increase(blocking with weapon)
So ok.. how to make players forget about the % increase and focus on something else.
I believe that the way to do this is to slow the leveling process down to unbearable and hear me out now.
The last 100% will be achieved through 1 year of playing this game, where player plays 1-2 hours a day and uses one type of weapon.
Also the first percent should come just as slow as 100th one, The only difference is that stronger monsters have to be fought to move up higher %s.
Why so slow? Well because if it was fast, people would want to get it done really quick and have uber strong weapons and THEN go onto quests, or do same thing with many different weapons and not have to worry about finding friends with different type of weapons.
But if they see that this process is slow and it takes a week to raise even 1 %.. players will be at first faced with dissapointment, and think that this is unneeded feature

and NOT focus on this.
but maybe later this will grow into future goals for many..
With the % moving up so slowly, players will not worry about keeping same weapon, and the majority of players WILL in fact have only 3-5% over most weapons, and that is fine, but very dedicated ones will perfect only certain types of weapons.
Well I\'m not a psychologist, (although I find this field interesting at times), and I cannot predict how \"most\" people will react, but what do you think?
So what will be the final outcome.. the 100%.. WELL, I think it shouldn\'t be anything fancy, anything rediculously powering. But would show a significant improvement, just like in real life experience. (the more you use certain type of weapon, they more you get experienced.)
This is just example, but I would propose something close to this
+45% attack speed with weapon type
+60 attack power with weapon type
+25% increase in blocking with weapon type
Well there I go again, writing a book again.. anyway, what u think?