It's a precedent the Elite series and even ED itself generally held to until about 2016. I mean NPCs were always dumb, and their distribution didn't always make sense, but the setting has never described most of inhabited space as being anywhere near as safe as rural Kansas.
Actually you're wrong. in the 1984 BBC version of Elite at least, some systems like Lave were harmless trading points with little chance of pirates and Anarchy were 1-2 waves of 3 pirates per J (speed up time in system) jump
If you argued for the same, harmless safe zones and Anarchy hell holes, Id agree, but it does seem as though you always argue for more hell for noobs and other players and never for more safe zones, especially at CG time? Shouldn't there be hellish CGs and fairly safe CGs, you seem to miss the point of the Wild West analogy that most people tried to make it less wild by setting up towns and areas of 'law'. Isn't that more like real life which is what you claim you want?
I meant it in the sense of 'succeeding'.
You are missing the point, making a non-argument. I am criticising the game design in hope to get a better game in the end. Why do you tell me 'I am not forced to play the game'? Are you telling your partner 'you are not forced to live with me', whenever there is a disagreement?
I am a bit shocked by this. I don't try and restrict my partner in the first place or trap then into the relationship therefore they are free at any time to walk out, not something I want, but not my choice or within my control. My choice is whether to make it a loving caring environment where disagreements can be had but theres room for all and hope that that encourages them to stay, that's what I can do. And if we decide to play paintball we can both blast each other and ambush and attack and trap and manipulate to trap and then just blast away from the vantage point...but then we would stop when the game ends and laugh about it.