| Gileain |
Hmmm first post and I'm going to jump into this puddle...
I played DragonRealms for many years, and I really liked the death system there because it could hurt a lot. This is going back to the days of text based MUDs. We had to do a fairly long quest to retrieve an orb, and then spend some time exchanging a small part of currently processing exp into it. You could store multiple orbs, but each one required more to fill it. If you die with an orb you can res at a temple, and there would be a small penalty as opposed to getting a res from an actual priest who could lock your memories so that you didn't lose exp in the process.
The catch was that if you died without an orb, you risked perma death. I believe there was a 2 hour in game window in which you had to get someone to res you.
They also dealt with the leaving loot on your corpse problem, because yes, having someone nab that spiffy sword sucks. Where you die is a grave that can only be opened fully by the person who died. Over time, items will randomly surface so there was incentive to get back to your body as quickly as possible, but you could at least get some help if you were in a bad place.
I liked being able to drag people as well, if you ran across a deader, you could drag them back to town to the temple or at least to a safer place for them to get a res in the wild.
Just some extra thoughts to throw into the mix.