So I never played GW1, how is the PVP handled, for instance when you're questing or something? I've read that resources are specific to you, but how about quest mobs and stuff like that? Are all the servers the same besides a roleplay server having certain community rules?
1. PVP in GW2 comes in two varieties; Structured PVP and World Vs. World (WvW).
Structured PVP pushes everyone to level 80 with equal gear and skill selection (so nobody strolls in with uberswords and dominates). So far we've only seen one type of S.PVP: Conquest, where players fight to control key locations on a map to accumulate points.
World vs. World is a huge, always-on, multi-map battleground where three servers are pitted against each other for domination. There are four maps; three duplicate 'borderlands' for the red, blue and green servers, and then the "Eternal Battleground" that those maps funnel into. In order to win, players must capture and defend fortifications. Siege weaponry is involved and there are lots of ways for everyone to contribute (small groups can capture supply camps and escort supply carts to ensure those defending keeps can repair them, or get supplies to siege camps).
After two weeks, a winner is declared and within minutes three new servers are matched up and the battle begins all over again.
There is no "World PVP" ala PVP servers on World of Warcraft, because there are no player factions; everyone is on the same 'team', basically.
2. All players can gather all resources (Wood, Plants and Ore), without the need for a tool or gathering profession. All resources are instanced, so everyone can gather them and nobody fights over them.
3. Quest mobs are not instanced, but the traditional questing system has been eliminated. Instead of clicking a quest giver and killing 10 rats, you instead participate in "Dynamic Events" that are automatically joined when you enter their area. The objective of the event is global, not personal, so if the goal is to kill 100 rats, it's 100 rats total, counting everyone's contribution. Events can be failed and often lead into each other. If there's something you need to do for a dynamic event, you're not fighting anyone else over it. Unlike Warhammer's Dynamic Quests, these don't reset every 10 minutes, they scale based on how many people are participating, and everyone gets a reward.
4. No word yet on Roleplay servers. The good news, however, is that you can transfer your character to any server, any time, and play with whoever you want (world wide) without getting ripped off $25. The only restriction on this is World vs. World, where the server vs. server setup doesn't allow you to represent anyone but your own. But Structured PVP and PVE is gravy.