Well, leveling and XP gain has been done in so many other games to good effect that I think it\'d be difficult to *not* come up with one that works.
Remember, it\'s hard - almost nigh short of impossible - to give any one scenario for how many XP an encounter would give and thus how long it would take for someone to level up...
Take into consideration the following (common) scenarios:
1. Player level vs. MOB level:
In general, there\'s a formula that determines how much XP is gained per kill based on the MOB level compared to the player level.
Player is 0-3 levels < MOB = Best XP gain per kill
Player is 1-3 levels > MOB = XP gain per kill decreases
Player is 4+ levels > MOB = XP gain decreases, makes it more and more a waste of the player\'s time to continue killing this MOB.
2. Player Party/Team level vs. MOB Level
In party situations, they could conceivably go after far more powerful creatures which sorta raises the bar a bit. So the same system could conceivably work, but on a more \"escalated\" setup.. Parties of 3 lvl 10 players could conceivably go after a MOB that\'s level 15 - maybe more. So those situations carry their own \"ideal\" level range, etc, and in fact, a level 15 MOB against a party of level 10s might be considered \"evenly matched\", relatively speaking.. That\'s a bit more complicated.
The point is, XP gain is not an absolute as there\'s always some kind of formula working behind the scenes, taking a \"base\" amount of XP and modifying it based on the player\'s or the party\'s level versus the MOB\'s level.
It seems that in that kind of setup, the higher level the MOB, the higher the \"base\" XP value is for it - so... while a lower level MOB, say around level 10 skill level, might have a base value of, oh.. 100XP (for example\'s sake), well that\'s going to either increase or decrease for the player killing it based on that player\'s level relative to the MOB\'s. Likewise, a higher level MOB that\'s maybe level 100 could have a base XP value of 1000, which will, again, decrease or increase somewhat relative to the level of the player fighting it.
That\'s something, I think, that we may well be seeing alot of tweaking going on with over time because until a system is put into practice, it\'s rather difficult for the devs to see whether it\'s making the game too easy or too hard or is ideally balanced, etc...
Remember, too, that there are different types of players.. There are those who are gonna consistently go after those mobs that are 3 or 4 levels higher than them because they want that \"near death\" thrill of fighting.. They\'ll gain alot of XP per kill at the cost of a lot of down-time for healing, etc. While others will take the safer route and maybe take on mobs that are an even match or maybe a little weaker - they\'ll have less down-time at the cost of less XP gain. Then there are those who will mix it up based on their mood at that given time (that\'s how I tend to be :-); sometimes feeling super aggressive.. sometimes not feeling quite so brazen...
So, how fast a player advances through the levels/ranks is largely dependent on their playstyle. The ones who wish to reach the highest levels are likely to be the ones who are most aggressive while the ones who aren\'t so focused on that, or maybe more \"protective\" of their character, are likely to be more liesurely and take longer to get there.
I\'m real curious to see how that works out.