Yes, if you talk all day, you shouldn't be able to beat a goblin in armed combat. That's a consequence of you role-playing someone with little actual combat experience (all the training in the world doesn't substitute actual combat). You shouldn't be able to have your cake and eat it too.
I disagree, because your example only holds true for very combat oriented skills. And even then it is still a question of whether or not you actually need to "kill" to get those skills. I would argue most professional martial artists and soldiers haven't actually killed other people.
But in another vein, a wizard shouldn't level up from killing things. His class is about study, and precisely the kind of things you don't need to go into combat for.
And then the same is true for Rogues ofcourse, they don't learn to pick pocket or sneak, or lay down traps, by killing things. You learn these things by doing them and training them.
So if we accept that "killing" is an abstraction for learning these things, why should we not also accept that talking can be such an abstraction? Who's to say a character doesn't spend his day training such things, and then only talks when the player plays him?
On the other hand, a more viable solution, is to limit the amount of "Grinding" one can do per day. This can be done while still keeping the speed of leveling the same by diminishing returns for each hour you doe PvE (just an example). With this different mechanic, non-MMO style of PvE, people are forced to role-play since they can't spend their entire time on the server grinding. That way you will attract more quality role-players, and draw out some talent from those who are used to the MMO mindset.
I'm not saying this is a bad idea, but I think this would require a substantial redesign. So it would be a long term project. The point of this topic is to look at things we can do short term to improve the server and roleplaying experience. Or at least, that was my intent when I first posted it, it might not show clearly.
I encourage you to open a topic and further discuss these thoughts though. They deserve contemplation, and might lead to a long term perspective on what the XP system should ideally be like. (And why the current system is not ideal in that case)
If we can come up with a thoroughly considered view, that would be strongly taken in consideration as a way to improve the XP system. It would be a community project.
