Why?I agree completely about the whole death system.. To me, being able to pop back into existence in an instant and be completely and fully regenerated--not to mention still powered up by your wards--is very difficult to roleplay. Death in any PW should always be seen as "Noooo, I don't want to die!" as opposed to "Oh well, I'll just farm the XP back." Death should certainly have the XP loss as it already does--and the gold loss is a bonus too!--but it should also be accompanied with some sort of way to prevent people from jumping directly back into the fray. Be it a temporary and unrestorable (playerwise) level drain that wears off over time, or just a severely lowered set of combat abilities.. anything that would prevent the suicidal adventurer from just going "Oh boy that did hurt lots! Weeee back into the fight!".
Maybe its just me, but I've always found the best way to RP is to RP, not stick stuff on your character to show that "this is how they're feeling". Death for me has, and always will be "Noooo, I don't want to die!" no matter what the penalties are, and that is in any game. Guild War's -10% to health/mana per death up to 60% was/is as much of a deterrence from death as Das' exp/gold, or Diablo 2's run out to get your body, or heck, even having to reload if your main char died in Baldur's gate.
I'm not seeing why you, or others, can't just discipline yourself to care about your characters enough without requiring everyone to suffer similar penalties and forcing your RP ideals on them. Actual forced "RP" penalties only deter people from playing proper RP builds, as they are required to make strong builds in order to not die a lot; Because so many people have strong builds that the builders have had to make a lot of areas unfair simply to make them a challenge. I know this well, because I play a -lot- or RP builds, mixtures of classes that really gimps the character to the point that they can just -barely- solo most fighting quests at the top of the level range. Why do I get punished for making a build that fits my character roleplaywise just because some people want to feel that hit when their characters die? Instead, if I have some down time I have a few choices: I can go RP with people (gain no exp), or I can go fight, if I am stuck soloing, I'm more likely to lose xp than gain any (or in a small group, if they can't protect my weaker character). If I don't gain enough exp then my allies level too far and thus to join my characters friends, I fight tougher foes and have more chance of losing exp, or as I've faced dozens of times -lose the friends to them getting to high level.
Again. Imposing even more penalties in a system that already works poorly is not going to help. It'll just decrease roleplay builds, decrease exploration(a lot of people only explore after banking all their gold and leveling, so they don't lose anything, which should say something...) and decrease fun for a lot of people and in turn continue to push Dasaria towards a mix-max dungeon crawl.