I have an idea for late game skills. Currently all the skill we learn are from our own "revelation" by knowing enough about a subject and have the right "understanding" of things related to that skill, which is one of the best in the market: sophisticated, accurate and fun.
However, eventually there is one problem with the system that bug me, just a tiny bit. That is people can learn to do too complicated things on their own without collaboration. Thus I thought about a more complex system of laaaaate game learning, that is fun in my mind.
-Devs roll out new skills and crafts and tell no one about them. Let people figure them out by themselves.
- some of the most complex subjects that will be implemented later, like astronomy, clockworks, automatas, advance crafting machines can only be learned by studying the subject and conduct experiments. Or, learn from someone that have already learned that skill if you spent enough time work on his experiments.
-For the "trivial yet complex skills" that I mentioned, people will have three requirements instead of two: the usual, have enough proficiencies and learned the prerequisite skills, and another that require you to"discover" the skill by experiments.
-Let players construct various experimental objects like the current alchemy table, whenever they use a curios on it they have a chance to discover an "unknown" skill. If the skill have already been discovered by the server the chance will be greater. But generally it will have to be slim to encourage "schools".
Because the skills are unknown and their uses are trivial and mostly won't affect gameplay, it won't pose a significant "nuisance". Mostly the skills could be "better X" which mean a better version of the current skills, have better crafts like the current store bought items. For clothing skills they could unlock extravagant clothings or rediscover the legacy ones, so on so forth.
Just a rough idea. What do you think?