Here's what I think would work well: the DR sector should be expanded in size and complexity, but work in a different way according to the character's stats, or the number of times they visit DR. The reasoning stems from the fact that newbies who die can spend a long time finding the exit unassisted, but it quickly becomes trivially easy to get out quickly after a while, and Dakkru's curse isn't really much of a problem if your character stats are high and you keep the load you're carrying under 1/2 of your allowable limit.
Here's how I think it should go:
- Newbie dies: he follows the path to the citadel, eventually finds the jump hole and *poof* he's out.
- Newbie trains a little, has new abilities and dies: this time, the jump hole doesn't lead him out. He has to go to the regular portal. Just like DR today.
- Character gets even more powerful and dies: the regular portal doesn't send him to his race's spawn point anymore, but to an "extended-DR" sector, with hard-to-negociate narrow ledges for instance, arrives at a new portal and exits to the normal world. At this point, you can be fairly sure he's not a newbie anymore, so this makes sense. Also, he's not able to /tell anybody anymore, but he still can talk to players around him.
- Character is very powerful and dies: the first portal in "extended-DR" doesn't work anymore. Instead, the player has to traverse a maze, perhaps with big items spawning randomly here and there at regular intervals, to block the path of the player. Character finds new portal eventually and exits to the normal world.
- Character's stats are maxed out, or nearly so: Now the player also has to complete quests to pass from one portal to the next, or to remove objects hopelessly blocking the path in the maze. At first, one simple quest. Then two, then three, involving decrypting things that are always different, or showing some knowledge of certain books in the library (at which point the character, if he hasn't cared to read any of them until now, is in a right pickle to get out of DR), or retrieving items that may spawn at random, infrequently, anywhere in the two DR and "extended-DR" sectors. For repeat visitors of DR, some of these quests if answered wrong, might also remove some tria out of the character's pockets. At this level, the player also isn't able to communicate with anybody. No /tell, no /say, just /tellnpc to solve the quests. This should be a kind of purgatory after all.
The above scheme has several advantages:
- From the developers' standpoint: there's only one extra map, or extension to add to the current DR, which I understand is something that is going to happen eventually anyway, and there would be a bit of work to make items spawn randomly in the maze and for fetch-this quests, and to craft several extra quests.
- From a player's standpoint: the difficulty is gradual, so there's no frustration. Currently, newbies have a hard time getting out, and seasoned players find it a mere annoyance if they don't go to DR on purpose. With this system, newbies and old-timers have challenges according to their respective levels.
- Players will want to improve their character to visit the new sections of DR. Only maxed-out characters will be truly penalized, because they would have seen it all, but they'll have to complete more and more frustrating quests. But even them will always be able to get out. This should also please those who like to do quests, even if they are pointless and give no reward.
- The darned Dakkru curse, which is really just a hack to prevent players using DR as a shortcut route back home, can be done away with: players who exit DR, at any level, will have earned the privilege of living again. No point in hurting them any further.
In any case, I'm viscerally opposed to permanent death or stats cutting for any reason. I want the many hours I put into improving my character to be a definitive investment. Planeshift is a game, and if I want to be permanently hurt or frustrated, real life provides plenty of opportunities for that. Games are supposed to allow you to escape reality for a moment, so I don't want my character to suffer permanently from unfortunate things that may happen in the game. I have no problem with having to spend hours to get out of DR because my character's stats are maxed out, so long as (1) I'm guaranteed to be able to get out eventually and (2) I'm good as new when I'm out. But if it takes me that long and I can't talk to my in-game friends during that time, I'll think twice before doing reckless things again, which supposedly is the point of DR.
Just my $0.02...