Hm, so this game includes PvP and is about giving the chance that certain players are able to hunt lower players. Maybe there is a safe level range, maybe there are some starting areas whose are safe, but it will undoubtfully allow people who invest more time into the game to hunt down people who invest less.
I am myselfe having a job IRL and thus I can play only a few hours a day. On the other side someone going to school can easily become stronger and start hunting those who play less. Well killing people, hunting people and getting drops from people is surely fun, but for those who get hunted it isn't. Remembering Bluesaga there were some bored high players who kept killing some players until they lost like 10 levels (from level 20 back to level 10 or 9, which was the last no-pvp level) and literally making it not possible for these players to even play. Oh and as bonus to that, a killed player did lose some of his weapon profession skills. Literally weakening the killed one even more and widening the gap between hunter and killer significantly. Therefore the hunted one does not only lose his level. he loses additional strength in all of his attacks!
Even if there is a level cap or you can open a rule like 'only be able to kill a player x levels below you' then those who invest more time will always be able to farm for better gear and more potions and thus outclass those who *can* play only a few hours a day. Which reminds me on a Minecraft server I once joined just to realize that there are constantly spawn camping people in enchanted diamond amor with diamond swords who kill any noobs who try to leave the the spawn area. Yea, Minecraft has no levels, but do not think that this makes up for everything.
Now after pointing my concerns, I like to say: Having a few 'safe inventory' spots is good. But it should be added in pvp, too. A killer can still have the rest of what I carry.
About dropping weapons... I dislike the idea, but here would be a solution:
-Noob gear is undropable
-Later gear has that % chance which will increase as higher the grade of the item is. More unique items will have a higher % chance to drop
------- BUT -----
You have an ingame crafting ability to lower the % chance of dropping down to zero. The amount of how many coins it will cost depends on the grade of that item and its unique-rank.
So someone who wants to play safe has naturally to pay more. But higher graded people need to invest more money to make their epquipment safe.
Even with that I still don't like that idea of too open pvp. Rendering PvP to certain zones, OK, so people who dont like pvp can still play. well usually those who do not stand a chance anyway.
'Come into the PvP arena and have a fair duel' said the Diamond geared guy to the person who just obtained his leather piece.