You conveniently ignored the reputation system as a consequence to death because it better suited your argument that in game death is totally meaningless. Now you act like you already knew about it and are downplaying it.
No, I just forgot about it ... in fact I have no memory about anything it and I can only find forum posts that are highly speculative (and stupid, Jesus some people are pretty much asking for the fucking Trinity) so I am not ignoring it, I dont even know if there is one and assuming there is one, what it will actually DO.
As you know, the death system is not meant to be super-hardcore-lose-everything and have to start over.
Yes, those older systems are pretty much abandoned now.
Nobody wants that and nobody said that's what it would be.
I am pretty sure some would, there are always people asking for it ...
It's just meant to add enough weight to your actions so that you might think twice before boarding or getting into a dangerous situation.
To start, I already said what it does ... "dead for real" only happens after you lose all your "lives" and if that is true you are just penalizing the player from playing the game, in a MMO you die ... you die a lot, it can be you done something stupid, it can be you had bad luck and in some cases you have to die anyway (some TSW quests can only be solved with the player being dead), I say this a lot that in a MMO death is a occupational hazard.
Getting reputation hits is a good way to go about it. Raising insurance rates is another good way, and this has been discussed as a possible consequence as well. These are relatively minor inconveniences, but they are inconveniences.
Oh you are pulling things out of you ass because nothing have been said and believe me, insurance will NOT be raised because after the shitstorm about pledge ships ...
Don't shift the goalposts to the griefer argument now. All MMOs have griefers. This one will too. What's your point?
My point is you DONT create a system that enable griefing, you make one that contains it otherwise what you get is nothing but griefing.
That people will be able to shake off bad reputation too easily by purposefully dying? All they have to do is make negative reputation harder to lose than positive reputation.
Again, you have no idea how reputation works and no, that solves nothing ... a griefer will continue until character slot cannot be salvaged and so will start anew ... griefers dont CARE about the game, they care about YOU PLAYING THE GAME, their entire purpose is to prevent you to do so.
Also still a penalty to people that WERE GRIEFED ...after that its a 2 way street and the victims are more subject to penalties that the grifer with a wipe because the giefer doesnt CARE about rep, only were it affects its ability to grief people.
Or make it so that if enough of your next of kin end up on the wrong side of the law, your negative reputation is lowered less and less for each new next kin. It's really not that difficult to fine tune something like this. That's what beta testing is for.
In short, a overall boated system for "realism" ... doesnt work.
This is game isn't even in alpha yet, and we seen an unprecedented amount of transparency so early in the development. Of course it's easy to try and find holes and problems this early in the process. If your argument ultimately boils down to the fact that they haven't tested or thought everything completely through yet, then no shit.
I dont like that system, its a inconvenience for the sake of "realism" ... penalties already are planned to when you "lose" so this is a extra penalty for losing x times to be annoyed into character generation
and possible loss of advancement "just because" we must have realism.
Something that exists for its own sake is never good.