BLUF – I think loss of XP on death is one of the primary reasons our player population isn’t higher. Problem - The perception is that every time you die, you suffer a punishing loss of experience and skills that take a long time to recover from. The reality depends on your skill level/specialization but many players either don’t stick around long enough to learn that or don’t even bother to play because of what they hear or read. Discussion - I’ve learned over the years that perception is reality. So we have a perception problem with decay and the best way to fix it is to eliminate the loss of XP on death. I think there should be a penalty for death, but it shouldn't take away people’s time. Time cannot be recovered like XP, gold or equipment and the casual/older players know this better than anyone. And the use of decay to slow player progression isn’t necessary. You already have a system that allows the freedom of progression while ensuring the cost in time and effort to reach level 200 is almost impossible to achieve! I think that’s one of SotA’s strengths, not a weakness. Recommendation – Instead of losing XP on death, make equipment take a huge hit to durability. This will boost the value of repair kits/essences, invigorate the crafting marketplace and provide a significant gold sink as more COTOs are used for repair. It also makes sense if you took enough damage to kill you, then your equipment would be in really bad shape too. Cheers, JkB Edit: I just read another forum post with some good ideas and there are some good ideas here as well. I'm open to anything that helps fix our perception problem.