There are many ways to implement XP systems and 'the best' approach always depends on the beholder's eye, for obvious reasons.
@Ganymede, I'm agreeing with you here, a system which scales the rewards with activity would be tilted toward people who have the luxury of investing a lot of hours into the game, and that's not right. A MU*'s lifeblood is in its casual players who log on a few times a week to have a scene, not those few who practically live there.
What I'm arguing is that a the hybrid system (such as, but IMHO not quite the one described here) does ensure that. Consider the following please?
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The amount of XP you earn through activity is capped. A player who logs on for 5 hours a day and one who gets to play for a couple of hours 2-3 times in a week would still hit the same weekly ceiling; what it incentivizes is consistency, not mere time investment.
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The advantage of Beats over automated pose counters (which I'm still fond of due to their impartiality and not adding to staff's workload) is that it's not how much but what you do that matters. Go to a bar to chat about the weather and it's going to be hard to justify resolving a Condition or the such. Someone would eventually make a frownie face at you.
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If done right, it places the emphasis on story; quite literally stories are where the game's carrots are, they're the best ways for mechanical advancement - which is exactly where they should be. Figure out a way to draw Storytellers and you're gold - which helps players without a ton of time immensely. I work a lot of hours so when I'm home in the evening the very worse thing I need is have to scavenge RP out of the blue, asking on channels and waiting to see who bites, possibly ending up in some pointless scene; compare that to an +event that starts at 20:30 which is guaranteed to come with a plot attached and man, I'm so there.
If I disagree with Eldritch's approach it's in the exact distribution of numbers but there's nothing to say I'm right and those guys are wrong. I think past the six months due to the XP cap versus the reduced automatic gains people with extra time would indeed begin to outpace the rest significantly - but that's not an issue with the system's philosophy overall, it's just figuring out the right figures to attach.