The issue is mostly that it goes from a reasonable "use skills to get better at them" to a silly "kill things to get xp to pay for skills" system. Sure the original was grindy, and it didn't offer much benefit, but I see no reason why not to make it still possible to gain IP through using skills in addition to learning skills from teachers.
There are a few benefits to not having the system... for example, have you ever spent an amount of time grinding some skill, only to get ganked by a rival corporation, or die to an unexpected gangbang of mobs? You lose whatever experience you might have gotten, as well as any IP towards the skill you were attempting to grind.
Now, you just get the experience, learn a raw, get your clone updated automatically, and are good to go. It's a little more user friendly, though I'd rather still have some form of the grinding system myself. The jobs make getting experience almost laughably easy, with certain ones (Deliveryboy and Pusherman come to mind, early on) having no cooldown at all while giving a good payout in terms of experience and cash. Also, they removed the benefit to grinding, insofar as simply buying a full skill costing the same as it would have been to grind it in HATE.
Now, you'll mainly be wanting to grind kills for drops (turtles in the sewers, the trees for their bark, etc) and getting kill journals, as the amount of experience you can get from jobs alone outweighs the time investment you would need to do to sustain grinding kills. Which is how some people are nearing the 100k experience mark already, aside from the obvious "no life" jokes, considering the game has been out for about a week now.
I'm in, as I always do in every HellMOO variant, as Chaz. Is anyone else playing?
I'm playing, my name shouldn't be too hard to guess.