Which is why keeping intact not only the modes, but also mode changing, is important
And it's not only based on situation either. Mood plays a large part for many people, and so do how much time they have available to play — people with more time available are more open to unpredictable things happening in game, things that might need more time to properly tackle. Even connection quality plays a part, as many people are only able to play Solo when traveling.
I used to do something similar in WoW; when I was particularly annoyed by a PvP attack, I would lead my opponent in a merry-go-round across the whole map without fighting back. After all, not only I preferred playing with a hybrid Tank/Healer spec often nicknamed Cockroach at the time, I was fairly proficient in PvP and knew how to avoid being killed
(And I would finish by either leading the attacker to neutral NPCs that would attack him — which, for the attacker, meant either allowing the NPCs to kill him or fighting back and losing reputation with that neutral faction — or by doing some kind of suicide run — I got some would-be gankers to kill themselves that way.)
I would say a 11K+ player group focused on PvE tells otherwise.
Not sure how well it would work. It's easy to tweak one's networking settings to never see anyone else despite choosing Open, and I believe the kind of people that would do this is exactly the same as the kind of people that would subject themselves to gameplay they don't perceive as fun for the sake of extra rewards (AKA the players that would move from Solo/Group to Open because of incentives to play in Open).
~Well then if there are 11000 people already getting on in a private group, not fighting each other, that seems good enough to me
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