It makes perfect sense based on the arguments presented over the years, and over two decades of online gaming in general. I am not arguing for anything, I am conceding a position presented by others makes sense. That doesn't mean that it is what I want. Something can make sense even though it may contrast with what I personally would prefer. The complete and utter inability of you and others on both 'sides' of this discussions to consider other perspectives is what makes discussions like this so tiresome. And for a community that likes to congratulate itself on being so mature that is a bit disappointing.
So based on content not here and your measly two decades of online experience. I'm at three decades so I win.
Your decision to hand waive my points and assume I'm close minded puts you on the people not worth talking to list. Have a nice day with your presuppositions.
Yeah I have but I can restate it. So the premise of the suggestion is that because PvP can only exist within the greater context of the game, which is pve, the enhancement to that greater context would be beneficial to both groups.
That all sounds awesome, but as an addition to all game modes with the system police responding to Player and NPC agression alike.
Not invisible walls or flags.
Invisible walls is terminology for incompatible game states. That's cross platform, cross latency and also cross interaction desire.
All the cool stuff you want can be added. You still haven't made a case for why someone's desire to never see another human player should be denied when we have the tool to enable it.
I'm describing the current layout of our game. Security levels, economies, allegiances etc. Make them actually count for something. If it's similar to Eve so be it. One mechanism similarity is not the same as the entire game being the same. That's disingenuous at best.
They do count for something, just not for player interactions. I'm in favor of your expansions to NPC capabilities and more weight in the BGS and Powerplay.
Safety shouldn't be based on player threat, but currently player threat is the greatest threat. I don't think it should be that way. Case and point, jumping into a thargoids incursion system should be completely butt puckering if you do so unprepared. It isn't.
I can support this too, but it's got nothing to do with removing solo and group game modes.
The rest of your post doesn't address what I've said at all, which is modes and flags are lazy game design, whose issues they are meant to address should be addressed in the context of the actual game.
I've made no moral stance on the matter, reading ain't just for rich people Jethro.
This is where you seem to be misunderstanding me. You claim that those are lazy design. I see them as an efficient way to solve the problem of allowing players to control their online experience while opening the games content equally to everyone.
You are making a value judgement. One I suspect you feel so deeply that you haven't asked why you feel that way, it appears to strike you as axiomatically true.
I disagree with you about that and I'm trying to get you to support your position.
The things you want to add to the game all sound awesome to me. However none of them need us to remove solo mode.
The fact is some people don't want to play with other people and if you want to force them to you need to justify that.
So far, I see no justification. I do hope we get the powerplay and Thargoid enhancements.