hehe, first of all: Sorry, I took the wrong button

I clicked on "no", while I meant "the community should try to be more welcoming".
I guess most of what I can write has already been said in one form or the other, so I try to be as short as possible (including possible solutions, why it is probably longer than it should be ...

):
1. Newbies
Problem: They are "scared off" because they are confused. The first impression is a big world with lots of people running around, and most of these people are doing a certain business and therefore ignore everyone around.
Solution: Find a way to "mark" people according to their condition. Three or four would be enough. Examples: Every newbie has a certain symbol floating over his/her head, so they are easily recognizable. This way, older players would have a hint who might need help. And the other way round: have a symbol for people that are willing to answer questions and for others who don't want to be disturbed right now, either because they are roleplaying with friends or are doing business.
What it solves: It helps people who are in help find people who would like to help and vice versa. And people who don't want to be bothered right now are not disturbed. Easy enough to learn for everyone, I think.
2. Old Players
Problem: Their roleplaying doesn't make an impact. What I mean with this: All that can be done is done between players but when those players are gone, nothing is left.
Solution: I think what this game desperately needs is a way to "leave a trace" of yourself so to say. Examples: Make it easy for people/merchants (affordable) to buy small shops (which can be rented for a certain amount of time). Let them decorate those shops with own graphics, like banners in real world (according to RPing of course, but think about a weapon-merchant having a banner over his market-stand saying something like "...'s finest weapons - all being made by the most talented crafters" or something like that).
What I mean with this: Players interaction need to have a "visible" impact on planeshift, something that stays, even if they are not around. Otherwise old players *will* become bored over time. The impact can be a small hut, somebody owns or a shop (which is closed but still there when the player is not around. Or a non-material change (to the players advantage or disadvantage). Religion is a good example: Why are non-believers allowed to visit even the most important rooms in a temple? Or why are people who play a bad character (thieves and such) are treated by all NPCs just the same as the most kind players? This could even be extended with the "symbols" I mentioned for problem one: Invent symbols for "shady" characters and for those that are generally acting nice or helpful.
What it solves: If this world and its inhabitants reacts differently according to players behaviour, the game will be a lot more interesting.