but i'd love my extra exp to be
Why would you have exp in a vertical progression system, once you have reached the end and begin the "gear grind" ala WoW it is useless? In fact why even bother with levels at all? If your progression is gear based, then forcing a player to "grind" to max in order to equip that gear seems like an enforced slowdown of gameplay
The trouble is that once you are at max level, either all gear is equal across the board, or there is some kind of better gear to aim for. a need to constantly fight to get the latest tier of equipment (just like WoW, but with guns) or improove what you currently have (ie tinkering or whatever) must therefore exist
I would have thourght that a horizontal system, aimed at perfecting your character, presumably unlimited in scope, would appeal more to players. An approach like Asherons Call would seem to fit the bill here, with a characters stats being improoved over time by "spending" experiance in a stat to increase it +1 (much like ER) each point in a stat costing more than the last point in that stat, but it is theoritically possible to reach the sky given enough time
Or even a hybrid approach which is what Firefall tried in 1.6.
From my personal experiance, the vast majority of problems that firefall faced when 1.6 was released (after all the pathetic bugs, obviosuly) was people unable to compete with those who had time on their hands.
Any system implemented will have the same issue, unless all players are equal at all times, in which case players will get board pretty soon and stop playing.
What I truly believe is that most players have not got the foggiest idea what they are talking about (or even want) and just parrot some catch phrases that a more vocal forum poster used