Ive been wondering for a while....what's the reward for being a hero? Now of course it can be profitable assuming you choose where and when to be a hero carefully analyzing risk/reward and get fame,glory, and rewards.....
However most situations in which heroes are needed a reward is not guaranteed and the risk vs reward is simply not in favor of attempting the task
"oh that guy running at me, sword in hand, stole your gold, and your yelling at me to stop that guy? Not my problem until you make a bounty and I have a guaranteed chance of getting paid for stopping him."
It is my fear that there is simply not enough incentive to be a hero when it's too risky and not rewarding enough to be so. Or even more commonly you simply can't be bothered to attempt a tedious heroic act.
What I propose is a karma system In which people that perform any heroic act the game can detect will receive increased lifespan up to a certain point (say 150 years) after which if maintaining max lifespan and still performing heroic acts without dying or losing sprit while gaining surplus spirit from the heroes reward increase will result in story points that the player can then perchase a spark of life with. This of course being very difficult to do.
This concept will mirror criminals losing spirit when caught for their crimes vs heroes gaining spirit regardless if they take or get credit for the act.
Of course in order to prevent exploit it should only revolve around the justice system. Where a criminal loses spirit a hero will gain it. Aside from special cases of course.
Benefits :
The community in game will be a little more helpful and friendly. People will feel more incentive to be helpful and heroic even when it's not profitable to do so. And those same people will live a little longer within that community
Criminals will have a way to regain lossed spirit by being heroes making up for their past crimes.