I actually agree here. I'm just saying that if we have a system that protects character names, it should account for all play styles.
If someone has 100 characters they can't be arsed to actually play, at all, I don't give a damn about their character names.
My point on the hours thing is protection against life getting in the way of your gaming, which I said in my original post on the subject.
There's a lot of things that can happen to lead to a person not being able to log in for 30 days or more; military deployment, sudden illness or injury, chronic illness, computer failure, moving, loss of internet, etc.
Allow me to provide two scenarios:
I build a new character for PvP, I PL them to 50 (not that every 50 is PL'd, at all, just bear with me please), in all of 4 hours. I realize I need to farm more merits and/or inf to complete the build, so I shelf it. I plan to get back to it in about a week after I am doing farming up the resources for it, but my laptop dies. I can't afford a new computer for at least a month.
Three friends and I decide to play through Praetoria's story arcs and get the badge for switching alignments a ton. Because we want this badge, we need to turn XP off quite a bit. Maybe we're also roleplaying through, which slows us down on leveling even further. We play for 4 hours every Monday. After the second week we're still only level 5 because we had to turn off XP. Again, my laptop dies (I really need a new laptop if it dies this much ;)).
In the first scenario, it doesn't matter how long I am away from the game unable to log in, I will not lose the character name.
In the second scenario, if I can't get a new computer in 30 days, I could lose the name. Even though I have spent more time, and probably have more attachment to that character's name than I do the character in the first scenario.
As far as I understand it, the idea behind using character level as a metric for how long a character name is protected, is to provide a player with protection for their characters when life happens based on how much work/how attached to a character you are. My suggestion adds a second metric to check for that protection, to account for other play styles.
We cannot measure a persons attachment to their characters in any meaningful way, if we look at the metrics of what level they are and how much time they have spent on the character though, we can get an idea. Are they a high level? Then they probably really enjoy playing that character. Have the clocked a lot of hours? Then they probably really enjoy playing that character.
Solution to scenario 2: have one of the friends you play with log in for you.
Problem solved. Enjoy your perpetual level 5 with a lifetime of broken laptops.
Of course this won't help if all your friends die from a zombie apocalypse, a plague, or drown from tidal waves due to global warming. Or some other ridiculous scenarios you continue to concoct.