So we're discussing how we handle cheating and bad behavior in the DDF and it's becoming clear to me that EVE Online is dominating the development of the social side of ED.
Step by step, each of the measures being taken (grouping mechanisms, ignore feature, the on/off PC-NPC transmitter and now the almost universal outcry for policing of bad behavior I'm seeing dominating the DDF discussion) is reasonable and logical. But as a whole it's taking the 'Dangerous' out of Elite Dangerous.
It seems the playerbase wants every possible contingency of having to deal with people they find disagreeable dealt with.
I think this might be a problem with our society in general, we try to protect ourselves and our children too much from hurtful situations that they end up far too sheltered.
Ironically I totally disagree with griefing, I'm a fervant anti-griefer on EVE and I believe that people should strive to be decent human beings all of the time and apologise for it when they fail.
But this continual step by step layer of protection after layer of protection surrounding Elite Dangerous's systems and playerbase just seems ridiculous
This DDF topic is far from over and if policing is instituted I don't necessarily disagree with it, but that isn't the point...
Each step in and of itself isn't necessarily wrong, people decry the British Nanny State, yet that seems to be what we're wanting from Elite 'Dangerous' and Frontier.
Protect us from the bad people out there!
PS. This /isn't/ an attack or a sideswipe at the current DDF proposal either, although I've argued against policing bad behavior I'm not actually that bothered, it's more a problem I have with the mindset I'm seeing dominate as a sociological reaction.
Honestly, I don't think what you're seeing is so much a desire for a nanny ruleset but an outgrowth of a desire for a more single-player or jolly cooperation oriented experience. One of the obvious facts for both Elite Dangerous and Star Citizen (in which the same phenomenon can be witnessed) is that both of their developers have been questioned on and have promised to deliver some form of single-player open-world experience. ED has it's single-player offline mode that's been promised and Star Citizen has it's talk of private servers. For Massively multiplayer online open-world space sims (M²O²SS), this seems an unusual thing for consumers to demand and for developers to promise to deliver on, but it makes sense when you consider that both products are promising on delivering modern versions of classic single-player games, with integrated multiplayer. A good chunk of the consumer base for both games can be assumed to be the sort of person who would really be just dandy with a single player Elite Dangerous or Star Citizen, and is wary of multiplayer and may feel that their stuck on the multiplayer ride. (For both games it's been suggested that the experience of the open-world is hampered if you're not engaging in the multiplayer component) These sorts are worried that what they want out of these games will be damaged by the multiplayer component, that this new x-factor is going to spill egg in their avatar hair and ruin a part of the experience. It's a natural concern, especially in the case of star citizen, where last I checked it was still uncertain what ships could actually be effectively flown by one pilot.
The concern about bad players and attempts to police them is simply an outgrowth of this. An NPC is a predictable, reliable beast. You can count on them to behave according to a system of rules laid out in the program and do nothing more. A player is not a predictable, reliable beast. It may travel to the ends of the earth to harass you, endangering you even in those places where you are immune to the npcs. It might appear or leave when npcs are reliably present or absent, and they engage in behaviors that npcs just don't engage in, such as intentional ramming. Compared to the npcs, the players are unfair, cavalier, random, and potentially much more dangerous. For the single-player minded, other players are the personification of that x-factor that can ruin some part of the game for them.
There's also players coming to Elite Dangerous who have an mmo experience drawn more from games like SWG, WoW, and others rather than from games like EVE, wherein the ability to engage in player vs. player is in some way limited. SWG and WoW tie pvp to their faction system for instance, and a blood elf warlock in Orgrimmar never has to worry that the level 70 troll is going to attack him out of the blue. The Troll simply can't take that action, although said blood elf might have to worry about an Alliance player whose strayed a bit far from home. For these sorts, everyone being able to attack them must seem strange and dangerous, and a natural desire exists to cultivate options more conducive of their usual method of play. This is more of a preference for the safety of familiarity than a distaste for risk.