Point taken, but in my Elite 1984 experience,RidequatRiedquat was entirely avoidable too
Edit: correct 40-year-old spelling issue.
100% - the challenge is there if you want it. Most players went to Diso or Leesti from the off to complete their first trade.
I'm not saying that it ought to be instadeath as soon as you leave the starter systems, but the challenge (again IMHO) should be there when you're ready and have the equipment to deal with it. As it stands there's very little challenge or difference going to a high sec or low sec, anarchy or democracy from NPCs. That's what I'd like to see addressed.
.... and any loss was but a reload of the save game away, as many times as one wished.
Yes and again this ties into another aspect of game design - player failure.
Failure ought to be a challenge to overcome, not a punishment. And it needs to be clear to the player - ideally through in game means - why they have failed.
Let's take exploration data as an example. Loss of potentially months worth of real time not to mention the credits accrued because of a momentary lapse of concentration, momentum or player action is punishing, not challenging.
A Deciat first time visitor with meta alloy in tow being destroyed at Farseer is punishing, not challenging.
As much as I go on about learning the skills to fly in Open - being bounced by a G5 murderboat, even at a CG is punishing, not challenging.
In all of these examples, the game does not give feedback or explain how (or indeed why) you're dead, beyond the obvious, but crucially doesn't advise you on how not to do that next time.
We do have ship insurance which mitigates somewhat, but no cargo or data insurance. We don't have NPC wingmates. We don't have an introduction in a "safer" environment of how to avoid interdiction.
None of these things individually would cure the grumbling, but they would certainly help.