Fair enough.
At the moment I've genuinely reached a point where the ratio between seeing a hollow blob on my scanner and being interdicted and shot at is, literally, 1:1 and it's becoming boring.
I could understand it if there
was some strategic need for it but, TBH, this is probably where the allusions to "sadism" come in bacause it's more like a bored kid pulling the legs off spiders because they can't think of anything else to do.
Yeah I mean, basically I think we agree. The boredom thing is certainly a factor. Full disclosure, Elite is probably first game I've ever ganked anyone in (as in killed without a contextual reason in this case, rather than specifically "in a gang" or seal clubbing) and I genuinely did so out of sheer frustration - there
is no context or outlet. The best you can do if you like the (mechanically substantial) pew-pew aspects of the game is try to find someone like-minded and shoot them, but the game and its networking do not make that easy - presenting you with both a heavy time investment to find a good fight, and the possibility that said fight will end up with a transaction server error for your trouble.
Willing to bet that if PvP was incentivised by the game, rather than sidelined, a lot of PK complaints would dry up. Think pvp hotspots for powerplay, incentives for players to join in combat zones in open, functional pvp bounty hunting, suddenly there would be an outlet for thousands of players who hitherto had no end-game focus. Low-tier gankers would still gank sure, but a more manageable number would. Player-imposed structure like tournaments and San Tu exist despite the game's mechanics rather than thanks to them, and rely 100% on Discord as an organisational tool.
This isn't a "just fix PvP!" rant, the issue is also with the PvE game... "you can all haul biowaste together across several instances with
wing missions" is not really functional multiplayer content so offering that as a viable alternative won't fly for a lot of people. AX combat is the closest it gets, simply because it involves healthpools high enough to actually make cooperation desirable.
The long winded point I was, I think, originally getting at is this: addressing some of the root causes of ganking by providing outlets for players would probably be a lot more successful in the long run than futile escalations in punitive measures that provably don't work.