I definately prefer the new training system for various reasons, including:
- The old one required to go to an NPC way to often IMHO. And in training fighting / defending usually even to different NPCs as more than one skills gets practiced. Sometimes it meant waiting for the next real time day of playing as a NPC was sleeping
- For players who are not into fighting there now it is easier to spend some progression points on skills. Before it was rather difficult to earn PPs that exceed the PPs needed to rank the skill. My char did recurring quests over and over and over again to do this for example.
- I never understand why a NPC should validate the practice my chars made and are then magically able to do so in an instant. I just clicked train and peng there the skill was leveled
Yet I also see some challenges:
- The new training system shows skill leveling in-balances way more clearly
- The new training system reduces interaction with NPCs a lot
I elaborate on these a bit more:
I see how the new system shows skill leveling in-balances more clearly. So for example it is possible to raise armor skills in no time by equipping good armor, possibly including armor of the Defender and then have a ton of mobs fight against the char while casting Life Infusion as needed. I tried this myself. This doesn´t require botting, and I wasn´t botting. I never leaved the client for more than a minute already for the reason to watch the health of my char carefully. For me this shows that armor trains much more quickly than using a weapon. Another probably inbalance has been fixed before release and this is the famous mutiple pet command trick. But in my perception due to the extent that Empathy doesn´t raise at all anymore.
I think its important to watch out for imbalances like this and fix them over time – without punishing players that take advantage of it as long as they are not botting. Actually instead of needing GMs to more carefully watch for botting I have some suggestion to prevent extreme botting via some kind of thing that is actually natural:
It is utterly unrealistic that any char is capable to defend against to ton of mobs for almost unlimited time or do any crafting work for an unlimited time. At some time the char needs to take some rest.
PlaneShift already has a short term concept for that with physical and mana stamina. Would make adding some longer term exhaustion / recovery cycle make sense? Some value that doesn´t decrease very quickly, yet also takes more time to increase again. So that for example a reasonable time a char simply would need to take some rest (just as in real life)? Say after a hour or two the char needs a rest of half a hour or two or something ike that. It would also give more space for RP as during some times a char would not be able to engage in leveling.
On the other hand that might be overdoing things and adding complexity and it may be possible to fix imbalances and prevent some of the botting by balancing out short term stamina stuff. Actually my char doesn´t seem to exhaust at all by defending herself which isn´t all that realistic. Preventing to be hit requires agility and moving quickly, surely this should be somewhat exhausting. Of cause its important not to overdo things there as this may frustrate quite a bit not being able to practice / train for a longer period of time which is one aspect the new training system addressed (no wait for NPC to wake up).
Aside from that, maybe re-introducing some NPC interaction, but not as often, but more rarely may make sense. So at certain mile stones. It would feel natural to me that you can practice and level a skill to some extent and then need a trainer to teach you a certain edge that is difficult to learn all by yourself. In any way on NPC training: I think it should need some time as well, as I find it unnatural that with NPCs its always "Poof! There you have it.". Then this could be used to allow part of the training through giving tria to NPCs as an alternative way which adds some variety. Yet, this would also complicate things again. On which milestones and how does the player know? In that area I also very much like the idea that players can train other players as this offers another incentive to work together in a team.
Another idea would have equipment wearing out, not only shields and armor and weapons, but also other equipment, yet more slowly depending on equipment, a sickle probably quite slow, a rock pick maybe a bit faster, and armor, weapons and so fastest.. And making the effect of wearing out more clearly. Certainly a q1/300 shield shouldn´t offer much protection anymore or at q1/50 weapon be that useful for attacking. Right now I don´t see any disadvantage in using equipment that has quite reduced quality.
Well in summary I think its important to fix any skill leveling inbalances as these show more clearly now and to have some in game mechanics that prevents extreme botting cause I don´t think GMs can watch out for it 24/7. Aside from that I do think its a big improvement and I would keep the change in general.
I do think that keeping the new system offers quite a bit of new opportunities to develop the skills system further.