Overall, I think the best method is to a) make parries and blocks count as failures and b) gate the final steps to mastery behind longevity.
Then there are multiple ways to implement a longevity gate:
1) Single hard gate: If master is skill level 80, you can get to 79 as fast as you can possibly do it, but you will never get that skill bump to 80 until you pass the longevity gate. Worst-case scenario, you start at 79 at chargen, and never get a skillbump until you hit 20 days (or whatever the gate is). Worst-case scenario, you mudsex for 19 days and suddenly become a master at 20 days 1 hour when you suddenly begin training.
2) Skillgain timer gate: Your skillgain timer for each weapon/style skill is set at chargen, based on your starting skill and the skill level at which mastery occurs. If you start at jman (e.g. 40) slashing because of a skill boost, and mastery occurs at 80, that's a difference of 40 skill points. If the skillgain gate is set to 20 days played, the fastest you can get to mastery is 40 points in 20 days, so your skill timer for slashing is set for 12 hours of logged-in time. You can get a skillgain to slashing weapons every 12 hours played, so it will be -at least- 20 days before you progress to master slashing.
3) Multiple-step longevity gating: There are four "steps" on the way to master (apprentice, journeyman, advanced, master). Each of these steps is longevity-gated. It's not necessary for them to be proportional, but for simplicity of explanation, they'll be proportional for this discussion. 20 days divided by 4 steps is 5 days apiece. You can't achieve apprentice before 5 days. You can't achieve jman before 10 days. You can't achieve advanced before 15 days. You can't achieve master before 20 days. If you start at jman out of chargen, it will still be 15 days before you can hit advanced.
4) RL-time gating: replace each of the above scenarios with real-life time as the metric instead of logged-in time. This prevents padding the login clock by idling.
I think the longevity gate will work better for clan sparring, because once you hit the gate, you know that it's pointless to grind for yourself at a certain point. (I'd argue that the best "location" for the gate is right -after- the word-based-metric. E.g. you technically can hit advanced before 15 days, but it will be locked in at minimum advanced. This way, you know you hit the wall, and that it's pointless to grind until you hit 15 days.) Back to the point: if you know grinding for yourself is not going to be effective, you now have two options open 1) help your clannies grind, by being a good sparring buddy (much easier to do if you aren't worried about your own gains); or 2) go out and get into some shit instead of worrying about losing time not sparring.
OMG! This solution sucks! It's awful game design! How dare you make something that requires hours upon hours of play! I know a bug that lets me exploit the code so therefore the longevity cap should be removed! This is just bad game design and encourages idling! No-one will try to do anything until they reach the abritrary longevity hurdle! I might as well quit the game and come back in 1 year's time when I can finally reach master!
Yes, that's a bit over the top. But some of those points are very close to real quotes we've gotten from those who keep championing that the code be changed.
First everyone complained about skill levels not being shown, and then they were displayed.
Then everyone complained about how it takes too long to become competent, so the classes were overhauled and each class was made easier to reach competence.
Then there was a complaint that you just can't get a skill failure on combat skills no matter how much you spar, and so a change was introduced to give you a chance at skilling up from every sparring session.
Now the complaint is that it takes too long to get skill ups beyond a certain point and so it's being suggested that the amount of time required be reduced (or be codified to some OOC concept of playtime hours).
Guaranteed if the staff make the game easier to reach master on combat skills, then the next complaints will be:
1) The game is too easy.
2) You might as well not exist until you get master on all your combat skills.
3) There's no more game progression.
A good design team will listen to player feedback. A bad design team will let players dictate what changes occur in the game's design.
Every time staff has changed the game to address concerns, the old concerns have been replaced by new concerns. Some of these changes have been good for the game. I believe some of them have been a detriment to the game. I believe making doing any of the changes synthesis has proposed will result in more people leaving the game then we currently have.
I do think the game might benefit by having weapon skills be somewhat easier to master. But I don't know for sure. I do know that synthesis's solutions will simply make the game flat out bad.
Although I do expect to have this post met with a tirade by synthesis.
People have always been complaining about how long it takes to master weapon skills. Everyone knows that you branch when you get near your guild max for the skill. Everyone knew that warriors branched advanced weapons from weapon skills. So you could use this as a metric as to whether you were a "master" yet: as soon as you popped an advanced weapon, you knew you were pretty damn good. And everyone could tell what was going on: people stuck in clans, sparring, never branched advanced weapons. But if you quit your clan and went out to grind on pointless critters, lo and behold, you would branch advanced weapons. If you -started- by critter grinding, you could branch an advanced weapon in as little as 15 days, if you really put work into it and didn't waste time idling or talking to other PCs.
This is also why simply "renaming the skill levels" or "getting rid of being able to see how good you are" is not going to work. Everyone knows Enforcer branches backstab and sap from weapon skills, so all you have to do to judge the system is roll an Enforcer and observe how long it takes you to branch backstab organically. Then, this timeframe should apply to Raiders and Fighters (roughly). Soldiers branch riposte from slashing or hack from chopping...so you can use a Soldier PC to judge how long it takes to get to advanced. Beyond that...listen...if you've ever had a weapon skill at master, you can tell who's master and who's not, because the proportion of crit shots is DRAMATICALLY higher. Yes, at jman you can land a hit almost every time. But at master, you're either dropping head/neck/wrist crits or solid body shots -every- -single- -hit- (slight exaggeration). Hiding skill levels might bamboozle the noobs, but it's not going to fool anyone who's been playing the game for awhile.
That being said: this thread is not complaining about how long it takes. This thread, again, is about how it is nigh-impossible to even get it done, if you don't resort to critter grinding.
I don't think the "parries-blocks-count-as-fails + longevity gate" solution is the ideal solution. I think it's a compromise solution that accomplishes a few important goals without introducing a lot of weird mechanics or gaminess. It ensures that you -can- attain mastery by playing reasonably, but it also -limits- the number of PCs who will attain it, by setting the bar high. And the only way to game it is to idle (if it's a days-played timer) or by not logging in at all (if it's a RL-time timer). Hell, you could make the timer an AND timer instead of an OR timer: you have to be 20 days played in-game AND six months old RL time. I feel like there
probably are not enough players out there who are so sociopathically patient that they would be able to game a longevity gate.
(And listen, 20 days played/six months is just my rough guess about how long PCs live. It might be 30 or 40 and 9 months or a year.)