@pavel Sure, if that was my entire suggestion. I’m not sure people are reading the entire post. Should have made it shorter.
The suggestion is to handle XP rewards, item rewards, and ‘prestige’ rewards via separate avenues to reward different types of players in meaningful ways.
If Player A just logs on every day but does nothing else, at the end of the year Player A will have 364 XP, but no cool job title and only starter gear.
If Player B logs on twice a week, but runs an event once a month and does Bar RP every now and then, at the end of the year Player B will have less XP than Player A, but Player B’s character would have much better gear and a much better ‘in game’ position, which means Player B would probably win in a fight if coded items are being used (which I imagine they are, as this is someone who is used to AoA’s system.) It also means that Player B would be first in line for positions of IC responsibility, rather than just having staff appoint whoever they like best to run factions.
This isn’t a ‘terrible’ idea, and it would work great with the sort of system that is probably being proposed here, which obviously involves conjecture on my part. ‘Winning’ will probably involve a combination of skills, attributes, and coded gear. There will probably be ‘fiefdoms’ of some sort to run.
This incentivizes logging on AND doing scenes AND being friendly AND logging quality scenes to the wiki, all of which are desirable player behavior.