There would be no point for Open-PVE if a strong enough deterrent force was implemented in the game that would discourage all but the most hardcore of psychos.
After all, one attack in a thousand. I think we all can live with a bit of excitement in our lives.
One attack in a thousand is enough for the game to not be worth playing for me.
And it's not about excitement. A Zoo visit could surely be made far more "exciting" by going through the monkey habitat while dodging whatever the monkeys fling, but that wouldn't make the visit any more enjoyable (or worth experiencing).
What's the difference between being interdicted by a player who wants to kill you and an NPC who wants to kill you?
What is the difference between you dropping a hammer on your toe and someone intentionally hammering your toe? The end result is the same, isn't it?
I remember that was how Frontier were going to implement it originally. I think it's a good idea.
Not from the start, no. But some time during development a lot of players thought it was a good idea, and Frontier was open to implementing it if that was what the players wanted.
But, if I remember correctly, more than a lot of players thought it a bad idea. Including most of the PvP players, and quite a few of the PvE ones (like myself).
Is that the crux of the matter? The perceived intentions of the attacking player?
Not just the intentions. The fact it is a player. I don't care if the player attacking me without my consent thinks it's better for the game, if he is polite and fully roleplays the whole encounter, or even if he is willing to stop when I make it clear that I don't enjoy what he is doing; I don't want the player attack to even happen to me in the first place.
There are many ways to solve the "problem" of people migrating away from community playing. Of course the company will have to be convinced it is worth doing. I'm not so sure there is any corporate will to do so, unless there is some sort of monetary incentive to do so. There is no community ethos in this game, and no incentive to be civilized ever considered in its development. Just force everyone to waddle in the sewage together, or run away to solo. Again, not my idea of how humanity would behave if they reached the stars. Not my idea of immersion.
This is why, in UO, convincing the suits that having griefers in the game was bad for business (despite them being paying customers) was very important for dealing with the issue. And the devs did so, in part, by tweaking their working definition for griefer:
"A griefer is someone who, through his social actions, costs you more money than he gives you."
Dark souls is not an easy game by any stretch but i enjoy it... again tho... zero interest in the PvP side of things, so i just tend to stay hollow, and yet that game is FAR easier if you use some humanity and get some help, but it means risking pvp so i do not usually bother and just plough through soloing it.
And, apparently, PvP in Dark Souls 3 is now more opt-in than it was ever before in the Souls series. Seems like it was remodeled after Bloodborne, where unless you intentionally use a specific item you can't get invaded at all. Which got those that want to
stomp PvP unsuspecting players with their knickers in a knot.