IIRC, we have:
15 Melee Trees
4 Magic Trees
5 Forage Trees
39 Craft Trees
To me, it's the 4 that seems a bit light and the 39 that even seems a bit excessive. I kinda like the 39 tho as that kinda makes people interact w/ each other a bit more.
And I have to agree with the power leveling comment as I often run into "Masters" who know little about the geography of Atys having been marshalled through their levels at "the usual spots" w/o ever exploring the world. I see many new players make 250 in a month and they are gone after three months.
If there's to be a "training skill", I'd like a "train an NPC" skill. I wouldn't want to see every player walking around w/ his own personal npc healer and think the skill should be limited to the skill that the player is using but I don't really see the sense in:
a) Crafting Clickfests - You master a tree that's part of a set (i.e. jools, armors), then drop off half ya mats w/ an npc crafter you train, and which you pay mucho dapper, to craft off a load of mats. For every earing you make, npc assistant makes another.
b) Digging Doldrums - You master a tree, you can hire an npc digger that duplicates your efforts. You pulll 21 mats, he puls 21 mats, you blow up for 2400, he blows up for 2400.
These guys gain XP just as you do.....tho there must be a mechanism for you to level him up if you higher than him. Say you master desert dig, that puts all ya other dig skills at 50. NPC starts at 50 and he costs say 50 million dappers from the local training guld. Ya can level him up with you .... or you are higher level, you can pay the crafters guild (mucho dappero) to train him up to your level.
Besides, even tho it ain't a real person, I'd feel a lot less lonely digging with a virtual friend on those long nights of solo digging
