As a final word on the matter for now on our end, here as some of the numbers from our research:
Average Number of unused IPR on all characters 200+: 15 IPR
Average Number of unused IPR on all characters 200+ and older then two years: 13 IPR
Average Number of unused IPR on all characters 210+: 14 IPR
Average Number of unused IPR on all characters 210+ and over two years old: 12 IPR
Average Number of unused IPR on all characters at 220: 10 IPR
Number of characters with no IPR left at 200+: less then 2% of the 200+ playerbase
That was from looking at active characters. To see that IPR was not a real issue for those leaving the game we also looked at the average number of IPR left on all 200+ characters that had cancelled in the last three months and that was just over 14
So as you can see there is not any major problem with people having available IPR at high levels either.
Now, as I said above, you can argue all day and all night if you want to, as to whether players 'like' the system, but these statistics tell the designers that the system is currently being used exactly as intended, and as such is unlikely to change.
..and yes Nikotin, I love that quote and it is in many cases very true, however here the arguement is as above not whether people think the system 'could' be changed (as some people will always have a different opinion) but whether we can see that they are working as intended, which they are.
Nessina, if you really can't see the situations that would be caused (and therefore have to be accounted for) by having unlimited IPR then I challenge you to think about it in a little more depth. Just off the top of my head, you would for example see a much narrower range of weapons used, in particular in PvP (because players would figure out the 'best' template), which would then mean devs would be more inclinded to add more profession specific stuff only in future, and go back and tag all the older items in the game with one or more professions as intended to avoid situations like that we had with the caterwaul back in the day, and thats just one example.
The skill system was designed to allow the player choice, which it does, and to give weight to the players choices. Now IPR is designed to allow the player to compensate for more wide ranging gameplay changes, which it does with some distance to spare.
The skill system was not designed to infinitely reconfigurable as we feel that kind of system does more damage then benefit to the overall balance of the game.
Just to be clear, we are not saying there will never be more IPR, whenever the devs consider making a major change to gameplay the addition of more IPR is always on the table to ensure that all players (whether they have overused their iPR in the past or not) always have the ability to compensate if necessary. It depends on the change being considered though.