I should first say, I have been playing nearly a year I think it would be THE BEST way/reason to restrict an area if it were the opposite of what proteous suggested: an area only accessible to characters with a certain amount of time in game or existed long enough. And i mentionned i have only been playing under a year to make the point i would fully suppot making it a minimum 2 year character or such..
if one day the game were "complete" and there would be no more additions or updates etc; areas locked out by time characters have existed/played leaves the game with that same feeling off novelty & anticipation/suspense that we have become addicted to when there are updates: as seen here where even if it makes us bonkers we love it.
Amount of time ingame and/or character age are not necessarily relative, since Garon has existed for a long time (a year or two iirc), since I made him in 0.3.013 (or earlier, this is the last version I remember playing--I do remember when Ojaveda was where BDroad2 is now though, if that tells you anything, and when there was a furnace to the right of the entrance, and smithing didn't work at all), but I'd say I have about as much time as someone who's been playing for a month or two, since I've only been playing Planeshift for that long after I came back, and I didn't play for long earlier. Garon probably would have come about earlier if I had managed to get the late atomic blue versions to work on my mac at the time I found the game (I've been following this game longer then I've been playing it). Character respect or the like because of how long a character existed doesn't really measure knowledge of the game Yet using time ingame seems very OOC to me, since it's a measure of how long you've played the game, and not of a character's respect in the game or the like.
From what I understand there will always be updates (and, again from what I understand, Planeshift won't be even a remotely static world anyways, so there will always be something new), so the claim that it would add new attractions isn't true, I think it would add just a lot of OOC "I need to play for a another 3 months to get into place x so that I can do task y" sorts of ideas in people's playing methods.
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I think the current quest system just needs to be standardized across all quests, something that I've seen being done, and give us the basic syntax of the quest statements (the way to use about, give me, give, etc.). I haven't had much trouble with quests once I understood the basic syntax of how to ask for something and how to ask about something, although sometimes I have to resort to trial and error.