Of course the 'training' villages would be voluntary. Anyone who creates an alt or new character is not going to want to go through the tutorial again, unless they want the rewards. Also, one would not dump all the newbies in one newbie only area. Your choices in CC would dictate where you start (rather than race). Rough example follows:
Mining background- Start point is a working mining camp near a mostly safe public mine. Mining type NPC trainers would be right on hand. Reward for finishing the tutorial before leaving would be basic mining tools, some training, and mining maps.
Soldier- 'Boot camp' in a military complex. Reward fro completing training would be light armor, basic weapons, and future access to official military quests.
Gladiator- Similar to Soldier, but with greater choice in starting weapons, and access to paid fights rather than quests.
General crafters- Start in a bazaar-type area, or individual craft areas. Rewards would be many and varied, depending on what you choose as your background.
Peasant- Start out on 'the farm', a large government owned ranch. Rewards would be knowledge of herbs and plants, minor fighting skills and weapons, plus an easer path to owning your own plot of land.
And so on. Each way would give you a general path to follow, but you could forgo the reward and just leave. Also, each 'camp' would be a working area of the game, so that there would be good reason for developed characters to return there. Player characters could be paid to become teachers, drill masters, and masters (IC advisors) if they themselves went through a more advanced training path in the same area. You can not expect many players to dedicate themselves to teaching new folks the ropes if there is no reward.
In this way, you give new people the knowledge they need in an easier format, and you give older players a greater sense of purpose. LOL and such could be virtually eliminated. (if that be what the Devs or players want)