The problem really comes down to an issue of balance. In a multiplayer game you can't have a mechanic which supports a system of victims and bullies, because the victims get fed up that they can't make any progress and leave the game unsatisfied - then the bullies leave because their isn't anybody to play with.
It's different to a multiplayer shooter, because at the end of a short round there is a clear winner and everybody (for the most part) goes back to the drawing board. Elite: Dangerous is different, because all of us are trying to build something, whether it be a career in piracy, mining, or spycraft, whatever.
So, an example:
I've got my Mining ship, remote mining equipment and a trade run I'm using to progress my ranking and success. On my trade route I get jumped by PvPers and my ship is destroyed, my cargo looted and my mining equipment wrecked.
As a
game where is the mechanism for me to balance the score? The solution has to go beyond "go and shoot them back" because as a trader/miner, clearly ship-to-ship is not my area (otherwise I would have won the battle in the first place). There's an old saying that it is easier to destroy than it is to build. So for the Minecraft/Pokemon/Sim City game style lovers out there it is far easier for PvPers to ruin their game than it is for SIMers to ruin a PvPers game. Why bother to build anything valuable when a griefer can repeatedly come and kick over your sandcastle?
But at the same time I don't want to have to lock PvPers out of my game in order to enjoy the game myself.
There needs to be mechanisms of cause and effect in the game which protect citizens from crime. So, for example, you may get away with robbing me once, but second time? Or if anybody else tries it? You're going home in pieces without me ever pressing a fire button. Why? Because through my resources which I've developed over combat options, I've bought myself a gang of mercenaries, lobbied to increase the police presence in my system
and seeded the planetary orbit with so many Friend-or-Foe automated turrets that if anybody so much as fires by accident in my system, they're going to be dead before they can apologise.
These are the things we need to ensure that
PvP has repurcussions. It can't just be about shooter fans being able to destroy what they like and run off, chuckling. Continual unprovoked firing upon other ships, whether NPC or player, should result in hardship. Almost the entire core system should really be off limits to anybody who regularly fires on another vessel without legal authorisation; but, this should be enforced by gameplay mechanisms, not by blocking people from your server.
I think the reason everybody is getting upset is that we currently can't see any game system in place which stops the PvPers from just running riot through the game spoiling the quiet ambience for those who want it. But realistically there will have to be balance.
Because even for those of us (like me) largely uninterested in PvP I don't want to feel that my game is
Nerfed, just so that I can have an illusion of success... but, I do need a way to see my own playstyle give me a chance at competing.