Kaios just beat me with his point as RL detracted me from submitting this. Anyway:
Headchef wrote:On forums people like to pretend that everyone who quits is just from a death but most of the time it is pure boredom.
Could well be true. Problem is that for most the decision is to quit from either boredom or from stupidity - the latter would be trying to do PvP with their characters as these would simply be low level mobs to the 'real' PvP ones so they would be killed without further through or delay (making these characters also irrelevant for the rest of the game) while the former would be from avoiding confrontation from knowing that it would be futile from the start.
That's the reason why I argue toward !rage = !death so
everyone, including larpers and hermits, could happily try out 'stupid' things without automatically flushing down the rest of what the game offers them ('hording stuff and raising numbers' as it was summed up short while ago by someone) down the toilet as currently where their PvP auto-die characters would do exactly that (die) - but a worst case of 'just' getting 'some' wounds and losing gear (which in my view is, in comparison to character death, palatable*) could well bring more people out of their walls as it wouldn't be the guaranteed end of it all.
Some disagree with this as they like permadeath, question is if there are enough of them to sustain the developers... which I think isn't the case.
*) This is under the premise that characters continue to be the sum of their actions over their whole existance. Should that change so that they might be the sum of what they did over the last 6-8 RL weeks (just to pull a reasonable timeframe) the verdict might be different as the triangle of open PvP, permadeath and long character development might have lost one corner that makes this combination unacceptable to many video gamers. Nevertheless I think that wounds that gimp defeated characters for 1-2 RL weeks could work better.