My buddy and I have limited play time and we have limited resources within the game.I wonder why there’s such an ideological struggle between PvE and PvP and Gankers and Anti-Gankers. Sure, playing cops and robbers in game is fun and all but the stuff that spills on the forums really can go over the top.
This weekend we want to find our first engineer and make progress on that story line.
It would be really bad for our experience if our hours of work (representing a couple of weeks of play) was destroyed by a single murder hobo.
To have only a couple of hours to play - to be within a couple of LS of the engineer's base - and then wham, interdicted, wham, shields down, wham dead.
It would be nice if I could do a rebuy and repeat the trip but damn, times up, I have to go mow the lawn.
Worked weeks to get to the point where we were going to explore a new feature only to have all that effort be 30 seconds of lolz for someone else.
Now that won't actually happen as all my engineering work will be done in private play.
But that explains why there is a disconnect between the PvE crowd and the PvP crowd.
The murder hobo is getting what he wants in the encounter, and the PvE guy is losing (potentially) weeks of work and not having fun.
That is why PvP can be extremely popular in games like Battlefield or League of Legends and so forth.
People enjoy PvP but they don't like to lose weeks of work upon death (those games are niche) and any time a significantly stronger character can halt the progression of a weak player you've got game that will either be very small or fail outright.
I don't see that problem in ED as private play/group play allows players to progress without interruption.
To be honest, if it wasn't for solo/group play I wouldn't be playing ED.