Death is something that usually happens in a videogame. However, if a player dies in lets say minecraft, he respawns in a nearby bed or preset spawn point, with no debuffs. This is what I want to avoid. However, it would be a bitch if you die from something stupid in-game like a spider bite, when you have accumulated quite a bit, and then be back to where you first started. But when there is a wandering noob with not much at all, it doesn't really matter where he/she/it respawns. So, to try and combat this, I would say that the player would spawn in a area (100 mile or so radius, depending on the location, time, and amount of unnatural stuff was there.) if requirements, such as these, were met. A majority of a year was spent at a concentrated location How concentrated the location was The amount of player made or influenced blocks and items The date of when the player first arrived Cause of death Possibly more So using the above model, a player who remained stationary with in a base, would spawn relatively close, since the most likely deaths would be something silly, or an attack. To restrict players who have stayed at their base the entire time from respawning and coming back to try and kill you over and over again, everytime a player dies, the spawn radius gets larger and larger, eventually making it not worth the time to return. But for noobs who just tried to get your gear and leave but died would respawn so far away with no sense of where they're at it's not practical for them to try and find you again, so you don't have to worry about them coming back over and over again. It's not perfect, so please criticize to your hearts content.