I saw in another thread, loftar said he wanted death, while final, to be a part of the experience, so players will start a bloodline. perhaps they should look at the inheritance or prestige mechanic employed in many idle games currently. When your character dies, their cause of death, current stats and total lp could be used to choose categories that will cost less to level, and grant an LP multiplier. Like say for example, your cause of death was combat, your highest attribute was con and your highest skill was sewing. Death in combat would give you the inheritance lore of debt of blood. This decreases the cost of one of the combat skills, and con and sewing doing similar things, selecting one skill to effect, while total LP could perhaps be +1% lp gain per 1mil lp a character gained, scaling up as lp gain gets easier after each inheritance.
If their was such a benefit to death, and rebuilding your character people would be less determined to quit immediately if they got PVPed to the dirt. We could also add in a new mechanic, aging, to force even the most god teir characters to eventually die and rise again to become more fearsome than they once were. Perhaps hearthlings live for something like 2 ingame years before they reach a vulnerable age, and any wound could be their last. It could also be the resource some of the more magical things take, each heathfire you make, each charter stone you travel take up some of your life energy, could even be a good excuse to add in some more magic stuff like nidbanes, as it's a risk reward bloodmagic system.
I know nothing about programing games and if this is feasible, but I feel like this could solve a little bit of bitching if it was implemented well.