Granger wrote:PvP can't be only consenting, for reasons already outlined in the developer view on PvP.
Given that, and I agree with it, death needs to have consequences to be somewhat meaningful. When death mechanics in a game get to harsh (by either being unfair in the sense of leaving the victim no chance, or by destroying the ability to continue the game) it impacts the will of players to play. Dying and having to restart from scratch works for games like Realm of a mad God where you'll be back to where you died within some minutes. But it doesn't work for one where you'll need months, so people work around the issue by avoiding danger, exposing only alts or even automate the process of creating them.
All happening in Haven: getting killed by other, superior players for fun, unable to retaliate as the time needed to get the character back to a state where tracking the scent and creating a nidbane of reasonable quality that it succeeds takes longer than the scent lasts. Getting the character into a state able to fight back without simply acting as a low level NPC is impossible. Reaching out to neighbours for help is pointless unless the neighbours are a PvP faction and the ones who got you are not. Burying and state funeral sound like great mechanics but they are mostly unavailable to the average hermit. That leaves paranoia behind walls and alts.
My gut feeling is that death consequences in a game paced like Haven that last longer than a week kills player retention by killing any incentive to do something stupid (like getting together a horde of farmers to rally against their oppressors) for the fun of it. When you're PvP faction member and have access to burial and the fruits of (automated or not) industries this problem doesn't really exist (as can be gathered from forum comments, because these seem to voice that all is well except they just have it too hard to project their will on others because of siege slow and visitor sucks) since then you can recover quickly. But the median player, at least at world start, isn't PvP faction but hermit or larper village member.
Hence I proposed to have a world that is more of a game by making death suck less but still give a week of downside, less alts (as of less need and also by making them non-free) and to run this in parallel to see what works better by giving the players the ability to decide the world they want to live in.
i know its an unpopular opinion, but i personally think player death should be 20% lost stats (10% if you have the body), but have a increase of stat loss the more you die in a period of time say a week. So if you die via a pvper or a bear you not completely f'ed for a long period of time but if you keep going out pissing off a bear or rezzing during a raid you lose 50% the next death then 75% then a flat 95% after that and it takes a week to move back to the next bracket.