I dont think anyone has a problem with PvP players getting together and duking it out. In fact I would imagine thats most peoples preference. Its seal clubbers that get peoples backs up from what I've seen.
His point is that there is a trend to paint PvP with broad, negative, and generally inaccurate, strokes.
Frankly, neither of those forms of PvP hold much appeal for me. I don't much like organized matches because they are too artificial and have too many rules...they aren't representative of the combat I see in more organic encounters, and focusing only on organized matches, while useful for developing certain core skills, leaves one unprepared for other challenges. Likewise, I don't 'seal club' because it brings me no enjoyment as a player and serves none of my CMDRs goals.
PvP is a huge spectrum of activities undertaken for a huge variety of reasons.
If a significant fraction of the PvP community didn't also grief and (previously) cheat, people wouldn't call them griefers and cheaters. Blame the rotten members of your own community for tarnishing what could have been a good reputation.
PvP players regularly talk about how PvE players need to accept the consequences for their decisions about how they play. Well the same is true for PvP players. They collectively chose to accept griefers and cheaters as members of their community, and what was sown is now being reaped.
Don't get me wrong, it's unfair as all hell for the PvP players who don't want their community to be that way. There are PvP players I like and respect, and I'm genuinely disappointed that they have to constantly defend their playstyle. But it is what it is.
Trying to shoehorn PvP players into a single community is a prime example of the over generalizations that are habitually made.
I just don;t want PvP to dominate the rule set
PvP must dominate the ruleset because the PvE systems are incapable of pushing the boundaries of what's possible and thus incapable of revealing flaws to the same degree.
Any structure or system has to be build around the outliers...catering only to the mean gives you something highly unsound that's prone to collapse when an uncommon strain presents itself.
I thought a sandbox game provided stuff with which to build and create the environent. The prime example being Minecraft. There's NOTHING like that in ED so I would not call it a sandbox game in any way.
I disagree that Elite lacks this.
Elite: Dangerous' sandbox is simply more abstract. As is much of the PvP.
In
Minecraft you build with blocks. In
Elite you build with the background sim and public perception. In the former, the 'sand' is literally the terrain. In the later it's politics, economics, and belief.
I personally consider ED to be a sandbox MMO.
That's not true now the block list actually works people may be willing to return if they can tailor their version of open to remove specific players.
Fracturing Open into a cluster of arbitrarily exclusionary instances is no return to Open, just a degradation of it's function and purpose.