I though it was fairly clear which subset of the open player-base I was referring to - you know, the ones who say that because a particular mechanism is in the game (among many, many others) that they are justified in any form of play - with absolutely no regard on what it may do to the nascent community.
Trying to place some sort of obligation on the less pugnacious players would suggest that you think that they should play in a way that they might not enjoy "for the good of the community". There seems to be a distinct lack of a similar obligation, from what you have written, for more pugnacious players to play in a way that they might not enjoy "for the good of the community".
You are (again) completely missing the point relating to the differences between the "I can do what I want" players who force interaction upon other players (with potential to spoil the latters' game) and players who may opt to play solo or in private groups (and, from the point of view of players in open, could just as easily be offline). One group actively affects the other while the converse cannot be said to be true. There is no obligation on players to form part of the open population, just as there is no obligation on players to play the game at all.
While you may contend that everyone is in it together, that is most definitely not the case. There are some players who only ever want to play solo. There are others who might play solo or with a few friends in private groups. These players have no obligation whatsoever to the open game - we are told to "play the game how you want to".
It's not clear until you explain it precisely, and even then, it remains quite vague: are we talking about griefers, or about anyone that does something you don't like?
Still, if they're people being a problem, again, they're only dealt with by facing them, and avoiding them will make it worse, and while, again, it is grossly exagerated, it could very well become as bad as some think it is if it keeps on being avoided. So in fact, you're talking about something that doesn't quite exist (and depending on what you really mean, might not exist at all), and that is made worse by being avoided. How does it change anything?
They don't have any responsibility, it's not their presence that is the problem, it is both expected and needed, but the absence of some others which are supposed to counter theirs. We know how to deal with them, and you're part of the solution, it's only up to you to step forward. Their existence is a normal thing, but your absence isn't quite so, and it's not about changing, it's about being present, so the community is a perpetual face off of the different playstyles which counter each other and eventually even each other out. To balance a community, you don't exclude people, you attract others.
But then, we might aswell start giving names: how many griefers are there really? Even then, just give me their names, I'll hunt them down, like I chased a couple pirates just yesterday, allowing other commanders to exit the station safely: it was unscripted, unexpected, it just happened. Because that's what you do among a community, you identify your enemies, call for your friends, and face them: everyone got what he wanted, the pirate got a fight, I got a bounty, traders got their safety after a tense moment, and that's how things usually work, and how I hope they'll work in Elite: Dangerous.
Obviously there is no obligation, but then you can't just act like your behavior won't hurt the community, because it will. You need to choose between considering it an obligation, or facing the responsibility of ruining the community, and you won't escape that choice by hiding into a group. It still doesn't change that it might not be worth it to play in a group at all, when people in open complain well enough about not meeting anyone, and when your presence could solve so many problems, including your own, by making open play a place enjoyable by everyone. So no, I didn't miss the point, I'm only questioning reasons for solo and group play, considering pretty much all those mentioned range from exaggeration to lies, and when that happens to put the whole community at risk, it worries me.
An NPC has no intention - it only acts according to the rule-set of the AI for the role that the NPC is fulfilling. Interesting point about players possibly being preferentially targeted by NPCs - the converse could also hold, of course - it all depends on how the AI for each NPC role is set up and any environmental factors that may be taken into account.
Regarding how a player gains their assets - your prejudices are showing a smidge - "or if he cheesed it by playing solo".... The player could just as easily have been twinked on the day that they joined the game with donations from the membership of an online community playing the game.
The idea is that why that happened that way is completely beyond your understanding, and that it would be quite a waste of time to focus so hard on it.
Regardless, the idea is that this is quite a minor issue, and even then, a minor issue of one of the outcomes of something that hardly ever happens. I would run out of synonyms for "rare" and "uncommon" pretty quickly if I were to explain the chain of events that would lead to such a situation.
It can only be taken care of *in open* by facing it - it cannot exist in solo and is unlikely to exist in private groups (for very long, if it ever occurs). Thankfully, even if it never becomes a problem, players are still free to select their mode of play on a session by session basis, depending on mood.
All I'm saying is, open play can be a great place for everyone, but everyone needs to join for that, so that the balance doesn't shift too much towards one playstyle. Avoiding griefers is the only proper argument, and even then its existence is discutable.
After all, as it stands, no one really needs to take care of the griefing problems, but the community has no safeties, and the first few days after the release will make or break it.