EVE Online: Character advancement is accomplished through the activation of skill training kits. Once a training kit is utilized, a certain period of time must elapse before training is complete and the skill is functional. The activation time required is measured in real time and training continues regardless of whether or not a player is connected to the game. The training time needed for skills may range from less than an hour to several days, depending on the type and complexity of the skill.
Ultima Online: You gain XP by using your skills. You don't have to kill a creature to gain XP, just hitting it is enough. The good point with it is that it can be easily applied to PvP (but must be balanced, hitting a lower level shouldn't make you gain XP) and make the XP sharing easier.
A NWN2 server I was on: Role Play communication give you experience ! If you use the RP channel, you gain XP. It's a really cool system for non combative characters. But it's kinda hard to avoid system abuses. The communication have to make you win just a little XP, making combat more interesting for those who would abuse RP XP system.
Multiplayer don't have to mean multiplayer getting experience. Multiplayer means that you can meet other real players here.
The devs are going to implent other ways to level for sure, don't worry.
Yes but why should it stay as it is ? Why can't we be innovative ? You're incredibly conservative.I hope so, but Beta means also suggestions. It's really not a problem to talk about it and try to find innovative ideas.
At least it would be nice if it was viable to lvl multiplayer PvE, not like currently - who kills gets the exp.