My problem with rankings and achievements as a form of social engineering are...
1.It doesn't work. People will find a way to exploit it, or go nuts to max it out, then they will have nothing left to do... except grief newbies. Not to mention it has ABSOLUTELY no effect on me at all as a murderer. Consider this... given the choice of "behaving" and grinding out points to get some achievement or title that people will have to dig for.. OR making a name for myself in the game world through my actions.... I'd rather bathe in the blood of newbies and jump rope with their entrails just to be the most hated by PEOPLE... not a game mechanic.
2. It is a horrible mechanic. MMO's are designed to hide the grind... ranking/achievements just spits it in your face. Instead of implementing a system that has no real value.. why not make consensual pvp intrinsically desirable? I could gank newbies for 10 logs all day OR fight with my brethren to raze and pillage a town.....
Instead of funneling game play in a rather boring and non creative direction you COULD implement something like....
New skills for a NON-combat character... (I'll use UO as my example). Introduce skills like tracking, Forensics, recon...etc etc. So when you get murdered you call a PLAYER.. (see it's creating game play!) This PLAYER checks out your corpse and finds out who did it. From that point there is a limited amount of time for the PLAYER to find the murderer... perhaps the golden 48 hours would work. Then he/she uses his skills or recon and tracking to figure out where the criminal is hiding. From there, he/she could call on a group of anti-pk's to clean up. The bounty board could be used in conjunction with a system such as mine, especially for murderers that escaped justice.
If the criminal chooses not to log in that character for the duration the trail is lost.
If a system like mine were implemented it would do a few things...
1. Create a whole new marketable skill and style of game play in the "detective".
2.Give murderers a very real danger other than having a group of anti-pk's accidentally find you.
3.Allow victims to have some potential personal retribution, maybe even recover some lost goods.
4.Provide the devs with a non arbitrary method of social engineering to provide a balance of risk vs. reward for victims and criminals alike.
The problem with ALL of the PVP vs PVE arguments is that they all DETRACT from emergent game play. Whether it's creation of safe zones, immune status, or conversely... heavy handed punishments that prohibit a murderer from playing in a fun a meanful manner. ie. Having to regrind stats, afk macroing death counts off, or jailing them preventing ANY play. This problem not exclusive to Xsyon... it's existed for over a decade. Until developer spends time to create "meaningful" mechanics that are FUN for EVERYONE. We will all continue to walk this proverbial Moebius strip of "carebear" vs. "hardcore".\\
Edit- TLDR...... Give us tools to make a murderer's life miserable... make the hunter the hunted.