I appreciate all the replies. I see lots of stuff I disagree with, but no-one has flamed and the opinions are all thoughtful. That's almost unique in the forums.
I want to hammer away at a single issue here until I find the words that make it clear what I think the issue is. The issue is *not* about making death something innocuous, nor taking away challenge, nor even changing the existing nature of the game.
Let's try this way of looking at it:
The phrase "death penalty" is ambiguous. It can refer to the perception that dying is a penalty (or undesirable outcome) to players. Or it can refer to a specific unpleasant alteration to game play that happens as a result of dying, which affects game play after you die. The two concepts may overlap a little bit but they are different.
Most of you are saying that you want dying to be unpleasant, because you think people should want to avoid dying. IOW, you want dying to be a penalty. Fine, I say, go for it. Make it nastier in Ryzom than it is now, if you want, because it currently isn't extremely nasty in this game.
You don't have to argue back at me that death should be nasty, or that dying should be discouraged, because I'm not disagreeing with you. Or agreeing with you. I am talking about the other kind of death penalty.
When there is a Ryzom-style DP (50K XP, or 500K XP, or whatever), yes, death is nastier than without it. Death is a penalty because you don't want the DP.
But Ryzom-style DP is *also* the second kind of penalty, a penalty to your life after death. For a while -- a short while or a long while, depending on circumstances -- after you spring back to life, nothing you do gets you anywhere except to the end of your DP. All you are doing is grinding, and this has no purpose other than to allow you to stop grinding. There is no reward other than the eventual cessation of penalty.
These DP recovery phases of my Ryzom are not fun for me, and I can't say I've met anyone who has claimed to like them. The best I've ever heard is something along the lines of "It's not so bad, when compared with Everquest [or Lineage II or whatever]."
If Ryzom-style DP was the only way to make death unpalatable, then I guess I might be acceptant of the situation. But I have tried to make the argument that there are plenty of ways of putting teeth into death's bite, without leaving the player to bleed XP for minutes or hours or days or weeks afterwards.
Am I getting my point across? So we don't need anyone to re-confirm the general consensus that death shouldn't be nerfed, yes?
If you think that what I propose is just substituting one life-after-death grind for another, then speak up. If you are right, then I am wrong.
If you think that there is some value, in a $15 per month game designed for entertainment purposes, of slogging through the grind, then speak up. If you are right, then I am wrong.
If you think that there is no way to make death off-putting *without* a life-after-death penalty, then speak up. If you are right, then I am wrong.
Any other issues should go to a different thread. OK?
Adayl