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The general concept is that players can't die, they can only really get "meat grindered" into being relatively useless for the next hour or so OR they give up(teleport away).
Health is instead shifted to defenses. You could have broad defenses where it blocks any type of damage(at high energy cost), or specific defenses where you block a type of damage(elemental or more specific fire. Weapon or more specific slashing). Damage amounts generally shifted towards Crowd Control effects(typically increasing costs of defenses or attacks).
Attacks are also simplified likely to the extent of mudStyle combat where players are "locked in" and trading blows. This is a design effort to limit the number of animations required and to allow players to focus more of their play+focus to activating defenses.
When a player has no defense that can be struck the player is put into a downed state for 30 seconds. While in this state they chose to teleport away, or to rise again at with an semi-unremovable debuff that lasts for 30 minutes(less effective CC, harder to run away, slower attack rates, and similar). The debuff stacks in magnitude of effect and duration as a player has more applied to them(the term "meat grindered" eventually applying).
For PvE this means I can shift the focus towards harder encounters that still allow all of the community to play through them. For instance an "elite team" could go through an entire area with some loses, where as a weaker team would have to cherry pick 1 or 2 of the bosses(instead of all 6). Death penalties from PvE are also removable on going into town.
For PvP I can change a few mechanics to make the random gank more unattractive. Death penalties for any PvPer combat(defender or attacker) are not removed at town, PvE death penalties have no effect on PvPer mechanics, and someone unflagged(did not start a unprovoked fight) has one free Downed state(no penalties, and for PvP only). Meaning the PvPer will probably get Downed at least once. The design goal for this is to have an open-ish PvPer enviromoment, but to leave PvPer to only be around for personal reasons rather than financial.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."