I think chests should to a certain point be randomized.

They could even throw in a routine into the game that checks to see how many times you reloaded to get a better item. For example, you reload for 10 minutes trying to get a better item, but a great item was offered that you passed up. Unlucky for you, you begin receiving apples over and over! xD

I didn't like how 2 handed swords were forced upon me. I wanted to use 2 1h swords, but I always seemed to get good 2 handed swords as quest rewards. Even upon reloads this occurred, I got the same item, over and over. So I guess some of the items were static/hard coded?

Chests could be limited and still be dynamic. For instance, you clear a dungeon for the first time and get nice items, but upon return you have to clear it again (minus the boss/bosses) but don't get the same nice gear you did before when you cleared it, just random 'helper' items and experience.
I understand that leveling like this could be exploited, but this could be prevented by placing a level cap on the player UNTIL they reach a certain point in the game. So it would just be killing sometimes and no experience reward, which could even be rewarded there again with great items depending on how hard the player played without receiving any experience. Just some ideas!



Good luck out there little buddy... you're gonna need it.