I agree that death is part of the game and it shouldn't be meaningless or with no consequence.
Still, there are some situations in which a fix is needed, especially death in places were one can't reach the corpse by foot, forcing the player to revive in the spirit healer and suffer a penalty. One shouldn't have to deal with such a penalty because of awkward technical limitations (like dying on the top of a cliff, and not being able to reach it, even though you're an astral manifestation of your soul, or a spirit, or whatever). Instead, suffering such penalty should be purely a consequence by choice - because, you know, the whole walk-to-your-corpse thingy and the repairs are already enough justifiable penalties for character death (and I'm perfectly fine with that).
So, I believe the obvious and most straightforward solution to this particular issue would be to make it possible for players to fly anywhere as a spirit, even if at a lower speed but, as obviously as it can be, it's the kind of subject that certainly needs more iteration to it. There's always a middle ground to be found, and I'm sure this mechanic could use more refining to it.
However, as it is, I believe character death bears little relevance and it's just too much of an annoyance, when instead, it could actually be an "active" part of gameplay and, dare I say it, part of the Fun factor.
Simply imagine this: you're doing your fair share of daily quests, and you suddenly got killed by a passing group of players from the opposing faction. That already means losing some precious time by walking around, and a durability loss with a repair bill (besides the awful feeling of helplessness), and even sometimes, you'd actually have to wait for those same players to walk away from your corpse. But, what IF something else could actually happen while you're walking to your corpse?
Imagine if some kind of random event could trigger: some ghostly mobs would attack you; a quest with a lost spirit in need of help; some shaman mob doing a ritual to try and seal your soul (in which you'd have to collect or meet some requirements to get away); etc, etc.
It wouldn't obviously apply to all kinds of death - like for example, PvP, Dungeons and Raids - and it wouldn't also be too much of a time consuming event. Just a quick, sometimes optional, thingy, similarly in flavor to the random sha spawns while digging for archaeology, that could also sometimes reward you with something (either a simple and not too awesome material reward, or simply a temporary quality of life improvement).
Although I'm sure this concept isn't exactly right for everyone, as Fun is a very subjective feeling, it most certainly applies some diversity and interesting bits to the death mechanic, throwing randomness around in the form of "luck", to the unlucky victims - how delightfully ironic is that?
As far as ideas go, that's all for now.
Edit: As far as ress timers go for constant death, I'm perfectly fine with it. Also, as for the 10 minutes sickness goes (and the huge repair bill associated with it), I'd be ok with it IF it wasn't tied to the limitations I explained above, AND if people wouldn't be able to join dungeons and stuff with it (I say join because, the way I see it, we could very well queue with the debuff, just not actually be able to accept and join should it still be active).
Edited by Galogon on 26/11/2012 17:38 GMT