Death Penalties ARE needed. W/O a death penalty people can do what ever they want with no fear or limitations to exploring places you shouldnt easily get to also with no death penalties this leads to ZERGS. Which is current in FF14 atm, ZERG. Everyone and there mom on leve links ZERGS the hell out of all the monsters and when they die they just instantly respawn with a minor sickness and CHARGE right back over do as much DPS as possible and die again. Rinse and repeate.

This is broken and boring.. Players need boundries. We need a death penalty and the surplus sounds like a great idea for the death penalty. Every MMO has one for a REASON.

WOW - Run back to your body/exp loss when rezed?
FF11 - Lose exp (even at 75) gives you a reason to go exp again; possible down level
EVE ONLINE - Go spend milions of ISK buying a new ship and recovering your goods
TERA - Lose all your stamina resorting in a very small HP/MP pool also losing crystal attachments to gear and weapons
AION - EXP surplus that you had to pay to remove or level it off as well as a 30sec-5min movement speed health and mp reduction
Etc.

FF14 - 3 min sickness lowering your HP/MP pool that you can heal intantaniously at any crystal and continue on with your zerg/grind losing nothing but 3 min of game time.