Recently I've been thinking more about PvP encounters (I'm on a PvP server) while questing / doing dailies.
So ok, its a PvP server but still I there are things that look like they were supposed to prevent excessive ganking (or fully PvP geared players from farming others). There are heavy lvl 55 mobs in bases, there is the PvP extended stealth time etc. The problem is, those things don't work.
Eg, I do my oricon stuff and then a shadow/assasin shows up, destroys me ofc (class balance is another thing here). Ok, he had his fun, I'd like to rev there and continue but no, he can see when I get up, AOE and my PvP stealth is useless.
About high lvl base defense mobs - why allow classes that have stealth to go past them? They can still easily gank inside and then run away into stealth again.
I get that it's a PvP server, I usually don't atack other players in the open but it opens some more possibilites and can make the game more fun. Especially when you destroy someone that has attacked you. But for that you need some chances against PvP geared people, the classes should be balanced (I'm pretty much convinced now that you stand no chance against stealth classes in the open, and even if you're better they'll just run away).
Things that IMHO could help:
Add a buff after death that prevents dmg from player that killed you, say 15min, unless you attack.
Make expertise not matter out of WZ/pvp areas, this stat shoud be for WZs. But then on WZs there is PVP bolster while you don't get it anywhere else.
Do something with permanent stealth, maybe add some 'detectors' in bases that would expose hidden players.