Following that, I started thinking differently about ganking and other type of"toxic" behaviour that I used to classic gold wow. Even ambushing a dude that's low wellness and obviously can't fight it back, it can be done to preserve this atmosphere of risk that, I believe, is the reason all of us love pvp servers. Not just the dude who got ambushed will now be more cautious about how low he allows his health to fall, but he will also be looking for retribution therefore the ganker now has to watch out also.
If it comes to extremes like several max level WOW players camping low degrees, or 3 rogues camping a songflower, it becomes more difficult to create it into a"fair" fight: the low degrees would need to log their mains, or inquire their guild, or ask on global channels for aid, the guilds that are getting killed or dispelled while amassing world buffs must rally several individuals in the guild or rally individuals from different guilds, and it is more bothersome because nobody really wants to move that far, interrupt what they are doing or lose their entire world fans when the aggressors could only log outside for 10 minutes, come back and do it again. But it can result for everyone in some fun times.
The problem is that the mindset that allows this kind of world pvp to flourish (people keen to help out, groups of bored WOW gamers searching for novel stuff to do, etc...) Is currently getting rarer and rarer. Now if you are tired in WoW, you log out and you fire yet another match up. And people generally understand what they want to do, how they want to do it, and they are not that curious about WOW Classic anymore. They won't disrupt whatever they are doing, they've played in world pvp, they understand what it is and they have their own ideas of how it'll turn out, and WOW Classic does not give a great deal of incentive towards planet pvp in terms of rewards (which are, regrettably, an important thing for many players now ).
I believe a root cause of this problem (out of blizzards first server need quote fuck up) was too much overemphasis on the superiority of PvP servers from those that played private servers, streamers, or who had been try hard WOW players and this also caused much too many casuals who would have been better off suited to a PvE server with an experience very similar to what you mentioned to instead roll PvP because that's exactly what they thought was"the cool thing to do." Then when these WOW players couldn't endure the heat of p2 in addition to the spans attempt hard WOW players goes to (and I do not fault themplaying casually in these circumstances could not have been fun) they started to complain of blizzard, Blizzard reacted with badly thought out, rather frankly garbage solutions, these WOW players left and umsubbed and so faction imbalances and the cascade of dying servers were made.
I believe Stalagg is very good proof of this, it was another server than Herod which was embraced from the reddit community and I believe OP's post essentially details what I asserted. I think it would've been interesting to have servers stratified by perceived participant skill/dedication tags from the start as well as this rulesets ie PvP, PvE etc.. I think if far more WOW players'd just rolled PvE or rolled a Casual tagged server similar to what you did from the start the overall server health and total player pleasure would be much cheap Burning Crusade Classic Gold. All this with the caveat supposing Blizzard would've made an estimate somewhere within the exact same zip code of the actual demand and released an appropriate number of servers originally of course.