Feedback? Ok, Feedback.
The server get more aggressive to collect any xp above lvl 15, we could change the rules of death penalty. Instead just criticize, better suggest alternatives.
1 - 5% reduction of punishment for characters above lvl 15. There are no more constant sources of xp, and being limited only to dms events, the percentage decrease is more tolerable. Each dm gives xp ranging from 200 to 500 points, so losing 6000 hurts a lot but much less and is more acceptable. 5% looks fair punishment above lvl 15.
2 - A small tweak or change of dms posture in some points. Okay, I like them, I love them, I respect them. But if all the quests are too focused on just killing mobs, players will be encouraged to create combos and builds just to put up with this kind of event by throwing away any possibility of role-based roleplay or character archetype role.
3 - Character Development. If a character reaches lvl 15, it's time for players to stop a moment, think about everything they've done so far as characters, and see if it's worth continuing as adventurous heroes or villains, rather than pestering your favorite dm to take a rp job or icly role of influence on the server, in order to win XP with roleplay mainly, and serving as a hook to promote adventures (with or without DM) along with the younger low level characters. Adventuring? Good, if the world are in risk. No? Go, lowies, and make me proud...
4 - Know how to say "no", within your character's behavior and roleplay. Players may refuse to go to events, or step back, if they know they do not good enough to deal with the risks... Not heroic, but wise oocly. We have 3 noble houses, an arcane guild, another one of thiefs, a cult, a kingdom that floats to the skies.
And in the end, we received some good coins, some cool items, but ZERO ingame recognition in most cases. Once the characters are really bothered by the lack of recognition and prestige as a high level (+15) with the important npcs, they have every right to refuse to go. And this means, or the DM adjusts the adventure for the low level to account, or manages to compensate or value the high levels.
If the risk of dying bothers so much, a high-lvl hero or fighter could have retired and turned blacksmith icly. Each desperate npc arriving for help, he would point to a group of low levels to handle the emergency. Something really awful? Ok, I go and watch, guide people and if they follow my instructions, I protect them. But I "hate" doing this because no one are good enough to take my place.
5 - Now, a personal opinion... I play with a rogue 6 wizard 6, using ordinary arrows (it becomes fun to see the message ineffective weapon), with some small amount third-circle spells that barely do damage or difference in the end. I do not have infinite money to buy tons wands and potions to compensate this. And for a long time, I stopped giving buffs to the frontlines, because (in my view) if a character only can handle what is ahead, spending 10 minutes receiving buffs outside of the battlezone to die 2 seconds later against mobs (from pve or dm events ), is wasteful of effort and time.
I prefer not to contribute in this vicious circle, where players and enemies (pve or events) seek to become increasingly and insanity strong artificially, while other classes and roles, which can not stand the stride, are seeing from afar everything happen, without making a difference, being only walking potions and walking wands. Disposable and easy targets.
In this matter, changing punishment from the death system would not change the causes of death of the characters. Sorry, I'd better focus on my rp