The Universe as I see it in ED is not a true persistent world. Merely a giant spreadsheet being accessed by multiple instances.
But yes, it does serve only the PVE people it would appear.
There is a difference between "persistent" and "instanced". You want things to be single instance so players are forced to interact with each other, without a workaround; that — forcing players to interact with each other — was never in the plans for ED, though, which is very likely why when choosing the networking architecture they weren't turned off by P2P's inability to force players to meet.
And no, it doesn't serve just the PvE players. Many kinds of PvP are served perfectly well by P2P architectures. But yeah, it's not a feasible architecture for a game with EVE-style control of space, which seems to be what you wanted.
(But then, of course, if this game had EVE-style control of space I would never have bothered to even keep following it, much less to back the game. I don't want EVE with joysticks.)
1. I have paid for, and have never minded paying for subscriptions to games I determine worth my while.
Not having a subscription was among the main promises Frontier made about the game, though.
Which, in turn, makes shifting the game to Frontier-supplied instance servers close to impossible, due to the ongoing costs.
Solo and Group should have been pure offline and P2P respectively, in a static universe. Forget a dynamic universe if all you're interested in is playing with yourself. Jeez.....
Not being willing to let Solo players be in a static universe and wanting their input in how the galaxy develops were the reasons offline mode was canned, you know. Many of the players that got the game for the offline mode actually begged Frontier to let them have an offline game with a static universe. Heck, for many players having anyone else influencing the galaxy, at all, is actually a downside.
Meh... wait a minute. It wouldn't make a difference. With instancing on a 32 player max. Nothing really matters anyway.
Pfffffft.... why am I even wasting my time here?!


Plus, players that know a bit about networking, or know enough google-fu to find the info, can easily prevent anyone else from seeing them while still playing in Open. Player blockades, players controlling space, and all those things that require players to be able to block each other were never part of the game plan.
Dont get me wrong. I am happy that ED has a PVE group like Mobius is. I even am a member for the times I am in the mood for peacful traderuns, or when coming home from exploration. Its great to have this community. I just dont really get what would be the benefit if the pve group would become an official game-mode, other then having more publicity.
Among other things:
- Not dependent on the goodwill, and continuing engagement, of a single player. As things stand now, should anything happen with the player Mobius, thousands of players will suddenly find the game far less enjoyable.
- Potentially making it more effective. Mobius can only kick unruly players after they have already caused damage; an official PvE mode could prevent the damage from being caused in the first place.
- Publicity, as you say. The vast majority of players aren't aware that a PvE group exists, so Mobius has only a small amount of the potential players it could have, the rest being either in Solo, unhappy in Open*, or else might have even left the game altogether. An official PvE mode will mean those PvE players that don't
* Not saying that everyone in Open is unhappy, not by a long shot. But those that are currently in Open and would leave it for a PvE Open mode are probably unhappy where they currently are.
He got some stats from ED. There are about 1500 inactive out of almost 20000, so not as many as you'd think.
Wait, what? That is enormously better than I expected, and likely far better than ED's retention as a whole. We are, after all, talking about a game that sold over 600K copies through Steam alone, but that has less than 6K concurrent players playing through Steam on its weekly peak.