I'm glad that "Meaningful PvP" was singled out. PvP is important to me and its one of the things that Ultima Online got right that vast swaths of MMOs since have floundered with (in my opinion). In parts of the world (Felucca[1]), UO was a rare RPG where anyone could kill anyone, for any reason, but with the repercussion that they would be branded a "Bad person" (visible with a gray or red name instead of blue). Stea…
Vote yes to permanent death [1] in MMOs! Richard Bartle: "[without permanent death] Newbies (and not-so-newbies) feel they can never catch up. The people in front will always be in front, and there's no way to overtake them. The horizon advances at the speed you approach it." [2] [1] http://en.wikipedia.org/wiki/Permanent_death [2] Designing Virtual Worlds, 2003
That's all my way of saying Permanent death may sound great in theory, but it takes a hell of a lot of balancing against to make it work well in the long term. Maybe making it easier to get up to speed with any single character? Or maybe making it worth your while to be altruistic to other players (I'm not sure what that mechanic would be, but it would be interesting to see something that make people more social as opposed to the antisocial element that PvP tends to foster).