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How would you feel if EQN had some sort of hybrid time based + action based progression system?
EVE has time based progression where you earn as real time passes (not a fan of the offline progressing). GW2 rewards players for pretty much everything they do (exploring all the major cities will earn you a few levels when starting out), Wildstar has multiple "Paths" to allow player to focus on their interests while doing the normal PVE combat grind.
I think EQN could benefit from adopting a little from each.
Time Based Rewards: Earn a steady amount of points for X hours a day, maybe 4-8 hours (no need to try and work the system or stay up for 72 hours or have 5 people playing the same character, enough cheating and gaming fatalities already).
Action Based Rewards: Earn points for everything. Exploring (discovering dungeon, new areas, different mobs, etc), Crafting (Buying/Selling - Being a Merchant), Building (Extra for helping someone else build), Unlocking Classes, Quests (Helping others doing quests you aren't on), Rally Calls, etc.
PVE - Mobs: Killing a random goblin in the forest gives X points, killing the same mob during a Rally Call gives several times more as does "fighting fair" and avoiding zerg combat.
Discourage Zerging by not rewarding players for mass attacking mobs. Set a limit of how many can be rewarded for killing a mob. Goblin Whelp - 5 Players, Goblin King - 20, Orc Horde - 50, Dragon - 75, Dragon + 5 Drakes - 150, etc. If the suggested player amount is exceeded, give no reward or a very very small one. Without static spawns, zerging should be difficult to begin with.
"Progress Points": Everything you do earns points that are added to a pool. You are able to do whatever you wish with them. Spent all day killing Kobolds as a Mage, put the points into a Bard or Crafting. Spent all day buying and selling goods, put points into a Rogue.
No Respec: While you can spend how you wish, you can't unlearn anything. So you have to think ahead and spend wisely.
Earning points is continuous and you are rewarded fairly, so no need to respec constantly. Goes along with your decisions follow you. Once you are a Tier 4 Warrior, you can't erase that from memory. Could make becoming particular classes (Paladin/SK) interesting. Maybe if you become a Paladin, it takes several times longer to become a SK along with whatever other steps are required.
Without levels or vertical progression, I think they can get really creative with rewarding players for actually playing and enjoying the game as a whole instead of trying "beat" it as quickly as possible by doing whatever gives the most xp.
A mixed reward system would allow everyone to earn something, even if it is just time played points, while rewarding those that are active and out there participating in the story or doing their own thing and adventuring. As long as you are actually playing the game, you'll never be "left behind".