Negative realm points might, somehow in theory, not be such a bad idea. Or, at least, the idea that there should be some (minor) drawback from dying. However, in reality this is a hard one. First off: in this game the occation of dying is not equally distributed among classes. You pretty soon realize that - in an open fight - there are certain classes that always tend to be the last ones standing.
This is how I think it should be and is part or balance, somehow. If you play a tough fight well - there use to be a conju among the surviving (if the conju dies, the fight wasn't that well played after all, right?), and some might get ressed. Also, dying is sometimes neccessary to win a fight - if you only knew how many suicide MoD-rushes that has changed the ending of a fight (well, at least with the old MoD).
But that's another discussion. The conclusion, however, is that negative realm points might be very hard to implement (well, at least if inter-class RP-stats matters). But if they are implemented, they could actually make one good thing: the difference between good and bad players will be shown better. Right now, the ones who spend the most time in ZG gets the most RP - with another system we might get a situation where the ones who actaully play good get high up on the rankings.
But there is one huge problem with this: each and every system that I can think about
will benefit a certain behaviour and/or playing style (i.e. drawbacks from dying might cause hunters to camo and run when the fight turns ugly). This is really bad! One of the great points of this game is the diversity. Also, and more important, the biggest point is that we badly need good teamwork. And any system where any individual, at some point, thinks of his own benefits instead of the groups progression is, by definition of a RvR-game, a really bad system.
[OT] Ok, I can imagine other situations that just in RvR games that this is bad, but that's an entirely different discussion [/OT]
Negative realm points have the potential to be the basis of such an individualistic system.
I actually think that those are Znurre's true ideas. He's the kind of person who have very clear opinions about this game - what it is and what it should be. I've been playing with him for quite some time now, and Znurre seems to value this game very high and is very dedicated to keep it a really good game (according to his point of view, of course). So prejudicism? No, rather a lot of experience combined with a stong personal will/mind. After all he's somewhat pretty old-school, so to speak