The PvP rules seem to be set up pretty well to reduce ganking.
1. You can't attack anyone more than 8 levels below you.
2. There is an honor faction system. If you attack someone who has 80% health or better, you get loot and you gain faction in your city. If they're between 50 and 80%, you get nothing. If they're under 50% health you get bad faction in your own city. If you attack enough people low on health you'll bet bad faction in your own city and end up KoS in both places - which means nowhere to live/shop/travel/guild until you're high enough level to be a Maj'Dul resident, I guess - or maybe they'll eliminate that possibility.
3. No one can attack anyone under level 10.
4. We have no corpses or shards to camp (coincidence? Hmmm) and we reanimate at full health.
Also, your spells and combat arts will work differently in PvP than they do in PvE. They can do that with their system so they can balance PvP without effecting PvE, something that caused a lot of problems in EQ1.
Have you ever tried to kill a healer in PvE? They're the hardest MoBs out there, IMHO. On top of that player characters have a lot more mana available to them for self healing than MoB's do.
Having noted all that, in the interest of fairness to the PvP system, if the PvP community is anything like the official PvP board or those people who spend all their time challenging lower levels to duels on the newbie Isles, I must pass, TYVM.