I think it's at least partly due to the power discrepancy between players and NPCs.
PvP and PvE are not exclusive activities, someone doing a CG, there's a reasonable chance of some PvP occurring.
The trouble is for a typical PvE player NPCs are a walkover, players are not pushed, then inevitably when they're interdicted by another player it is a bit of a shock, and often they'll be lucky not to lose their ship.
Then it's back to playing vs weak NPCs for another 100 hours.
The game really doesn't put your typical player in a position where a PvP encounter is anything but an unwanted experience.
Then of course you add in the exploits being used by selected PvPers which after 4 months Frontier still haven't fixed, why would you.
Yes, it would be such an improvement if NPC abilities and ranks actually meant things. Hell if you can't make NPC hard enough to qualify as "Elite" you can certainly cap their ranks at a reasonable place (not that actual combat ability has anything to do with combat ranks anyway....). At the very least it would make Elite ranks a little more prestigious if Elite NPCs aren't 30% of NPCs (number is pulled out of my ---).
What I'm really surprised by is that
Starfighter Inc's first kickstarter failed, since this is basically focused on exactly the PvP style that dominates discussion in Elite: Dangerous. Customizable ships, social MMO environment, combat focus. Good thing they decided to keep working at it after the first kickstarter.
Though I suppose, even if most of the murderhobos leave Elite for Starfighter Inc, we'll still be left with a few salt farming griefers to figure out how to deal with.
*sigh* what it really comes down to is Elite: Dangerous is the only AAA space sim/shooter game available today, so everyone with interest is here and it's nigh impossible to please everyone.
And more uniquely, Elite: Dangerous has the only Milky Way simulation outside of professional cosmologists and astrophysicists (though Dr. Anthony Ross
is a professional, kudos to your work doc!). This is the place you come to if you wanna see what some aspect of our galaxy is probably like. Pew pew does very little to add to the galaxy sim. Respect to
Space Engine, but I'm going to say ED's sim is more in-depth.
As for OP Nutter: I think it's only unpopular because FD have had significant difficulty balancing the game for everyone. PvPers often go for high action "twitch" gameplay, and since FDev is often slow to change and sometimes unresponsive, they run out of patience and look elsewhere for their gameplay. To be fair, we don't have any numbers, so what "minority" means to FD may be significantly different from what we think. Remember that minority technically means <49%.
IMO it is a misconception to think there is an end-game in Elite: Dangerous. You can't "win the game" and there is no "end of level boss" to defeat. Building yourself a God Ship only means you have a God Ship. Building an Exploration Ship only means you have an Exploration Ship. Gaining billions of credits only means you have billions of credits. A rabid PvP'er who indiscriminately blows up every other player ship they can encounter, isn't "winning the game" nor are they "playing the end game" - that is only in their mind. It is not in everyone else's mind. A subjective experience, in other words. It doesn't matter if you destroy 1000's of other player ships - you'll never get that You have won the game message because there is none. The ED Galaxy trundles on as before.
So we are not all end-gamers, as there is no such thing as an end game. The phrase "end game" is meaningless in Elite: Dangerous.
Regards o7
Amen to that! +rep Genar-Hofoen!