Jajajaja great image!!!! Battery issues in my walkman!!!!
But other games have so high penalty to the players death? I think around 3 hours of progression is a little hifh penalty, which is why i combat logged yesterday (and i apologize for this, despite i didnt hurt anybody).
I think could be othe penalties to solve this problem.
High death penalties (when other stuff is done right) create a different kind of game. One where players are more cautious, one which encourages teamwork and rewards thinking. A good example are the different game modes in War Thunder.
In Arcade Battles, where getting killed is usually not a big deal because you have four or five vehicles/planes left, you can often see players doing kamikaze runs, blindly charging to get the first kill etc.
In Realistic Battles, with harsher penalties, you see a lot more caution, tactical moves and teamplay, simple because those players who do not play smart, get eliminated first.
In Simulator Battles, you can see players doing stuff that real pilots or tank commanders do. Because that's what it takes to win.
So high death penalties can be a good thing. Sure, they can be tough on new players, but there is a remedy for that too. In EvE Online, a game with arguably the harshest death penalties of all, inexperienced players are often advised to purchase a stack of 100 cheap frigates and get killed 100 times while attacking other, more experienced players.
By the time they're done, they will be ready to outfit a proper combat ship and do some real damage. See, high death penalties instill a sense of fear and excitement in players, which often results in adrenaline surge and that messes with your head. You do silly mistakes, you panic, and you lose. And the real reason experienced PvP players often win is not that they have higher skill over PvE players, but because they remain cool under this perceived pressure.
But all this depends on players not having an easy way out. If they do, they'll take it, because why shouldn't they. And that defeats the whole purpose of designing the game with harsh penalties.