I will absolutely turn this into a true discussion of cost metrics if necessary. Do you have incentive to 'load up a Caravan by a particular time' in L2? No. Do you have a benefit in delaying an opponent group from finishing a task in time before you know they log off because
they
want to fill up their caravan? No.
The closest parallel I can give here is big boss respawns. Those encounters always required prep, in both an economic way and a quest-based activity way.
Economic part would come in the form of soulshots and loading up crafters with mats for crafting them during the encounter itself. While quest-based activities were a simple "do this quest to get a key that will let you inside the boss room".
Considering that those bosses would require a few hundred people (especially when you account for potential pvp), the economic side would need to be done at scale. Depending on how deep into a server's life this was taking place, the ease of that prep would also vary.
The quest activity was the same for everyone, so pvping enemies doing this quest would directly impact their ability to even attempt the boss, which usually led to lookout alts being placed at the locations/npcs where the quest would take you.
I've experienced several situations where bosses couldn't be killed due to a poor eco prep and I've been on both sides of "not enough people managed to do the quest before the boss respawned so we lost this farm to the enemy".
I would imagine that PKing might go up in numbers if gatherable mats get to a super high value due to some event or boss or whatever, but then this becomes kind of a separate discussion.
If the value of mats is high enough - pure PKing would be more viable, cause the risk would match the reward. Yes, I'm sure that there'll be some people that will still try to get the mat carrier killed by mobs instead (let's assume here that training mobs is not an option), but I'd imagine that there'd be more groups like yours where they wouldn't care as much about the corruption, while they will definitely care about the loot.
But in that kind of situation, there's no griefing. There's only directly intended usage of the system. I know Chaliux will not agree with this statement, but that's a whole separate thing.
Do you believe that the abuse we're discussing will go up in noticeable-enough quantity to differentiate AoC's experience from L2's to the point where our experience is not enough to viably compare the two? I'm not rulling out the possibility, but I'm not sure if that possibility is all that high.
And considering that it seem that AA's player-driven deaths only led to trade pack drops (which in Ashes would probably be mule runs?) - I'd imagine those would be separated from any mob location, so the abuse being discussed wouldn't even apply to them.