The current way of gaining stats is complete trash. Probably one of the systems which requires the most investment from SV to improve.
If you have all the blocking skills unlocked, spam blocking gives con and str. So start your character max dext and macro block. Then leave ur room and come back in 30+ mins when you can play the game lol.
Experience gain should be linked to what you do. How much damage do you do. How damage do you block. How much durability do you create.
That way macros would still work, but playing would feel more rewarding.
It should be impossible to raise combat skill above some pretty low level by "punching dummy or your friends" instesd of fighting mobs or doing real PvP, othersiwe game skill system will end being fu#ked up.
That would be a good way of dealing with it.I like the idea of PvP generating skill. But I'm unsure what system we could use to do that without making it possible to level up on a friend. You could decrease XP within a certain radius of guarded areas I suppose. That doesn't really give XP for PvP but it would encourage people to level in PvP areas. Making people leave the safetowns to get the best XP gains is good on a lot of levels really. I might even go so far as to disable XP on combat skills entirely while inside a blue town.
That would be a good way of dealing with it.
Not sure how they'd implement this, but I'd also recommend adding some sort of cooldown. For example, if you and your friend dueled once, it would still give you EXP as normal, but in contrast, if you spent the last 30 minutes punching him in a corner, the XP you'd get would be lower and lower the longer you did it, eventually giving you nothing at all.
This is probably flawed in one way or another as I didn't give it much thought, but you get my point.