Full loot sounds simple: you die and another player can take your stuff. In practice, MMORPGs implement that risk in very different ways.
Some worlds make most carried equipment vulnerable across broad parts of the map. Others restrict full loot to particular PvP zones, war states or servers. Albion Online is a good example of the latter approach: lethal areas support full loot while safer areas give players lower-risk progression.
Mortal Online 2 and Darkfall-style games lean harder into persistent danger. Equipment circulates through gathering, crafting, combat, loss and replacement. Destruction is not only punishment; it also creates demand for players who gather and manufacture replacement gear.
EVE Online reaches a similar result with a different inventory model. Ships are destroyed and fitted modules or cargo may survive as loot, creating substantial economic consequences without resembling a fantasy character dropping a backpack.
Our Full Loot category therefore describes the implementation whenever possible. The tag helps discovery, but the rules behind it determine how the world actually feels to play.