... I agree that right now the mechanics for what earns skill points, how many, and how often, need to be revised. I don't agree that everyone in a party should be getting the same amount of skill points. I don't like carrying people in groups. When I join a group, I join with the intent to give it my full attention and play to the best of my ability. I'm not interested in helping some scrub rank up his character while he spends 3/4 of his time watching TV...
Ok ill buy that.
But what about the guy who - just like you - has come to play with full attention and ability, only to be consistently awarded less SP - or ZERO sp - per kill because he healed instead of nuked, or missed several times in a row, or waited for the tank to establish initial threat?
Is it even possible for the game to distinguish between careful play and lazy play? Is it possible for the computer to determine when a player's lack of action was warranted or when their action was reckless? I don't believe it is, and in the absence of such a mechanic the only truly fair thing to do is give everyone the same reward for defeating a target.
Perhaps another extreme would be itemizing SP gained for each kill:
Your group defeats the Ugly Monster. You gain 100 experience Points and 150 Skill Points.<- baseline for the kill; awarded to everyone in range.
You gain an additional 100 Skill Points. <- for successful actions performed
You are awarded 100 experience points and 250 Skill Points. <- zomfg a TOTAL
I actually LIKE the 'successful actions award skill' model. It was used in FF:Tactics, X, XI and probably others that I haven't played. There needs to be some type of baseline gain though. When your best bet to gain SP is to perform as many actions as possible to deplete a target's health bar regardless of everything else, group mechanics fall apart - and that's what the OP is talking about. Edited, Oct 22nd 2010 7:21am by Timorith