OP, You are trying to fix a symptom of a broken PVP system with a "carebear" solution. Make PVP less inconvenient, more predictable, and basically easier for everyone? I'll pass.
Give death consequence and watch how fast gankers fall off the wagon as they gain nothing from killing newbs, and lose a lot when defenders show up to pummel them. Obviously death penalties should scale with level, and the mechanics behind those penalties left to the devs after internal testing.
Why not auto grant everyone to lvl cap on PvP servers? ;3
All we gotta worry about then is gear and professions~
Another lousy QQ thread, TERA barely has any PvP as it is, the last thing it needs to do is discourage it further. Infamous outlaws are permanently red, if the community does not choose to kill them than it's their own fault.
They should make it so if you have recently gained infamy you are locked out of changing channels for a set amount of time and are free to be killed in normally safe zones. If you want to be an [filtered] and grief low level players then fine go ahead and do it but you shouldn't be able to hide like a coward when the roles get reversed.
If you do not like getting ganked by players 20 levels higher then you, then go to a PvE server and play with the children.
I honestly hope the Devs don't change my PvP servers for people that don't belong on them. If you want to play on a PvP server then you need to be mentally ready to get a bloody nose from time to time and not complain like a wimp.
Nice and simple solution: Infamous players get punished by, when killed by a non-infamous player the infamous player drops something from their equip slot or inventory slot.
This would prevent mass pking of lower levels as well as pking for LOLOLOL fun.
of course there would have to be some sort of reward for pking as well....... perhaps an outlaw shop for infamous characters which requires certain levels of infamy in order to equip special items.