Prepare your escape pod, pirate.
I'm quite confused by the grouping system, it seems to have strange paradoxes and loops that deify my understanding. I'm going to wait for the game for practical clarification.
Its pretty straight forward. You play in an 'all' group - which is basically your typical multiplayer world.
But you can create a solo group within it which magically makes all the other real human players vanish from your game - leaving you with NPC encounters only. Similarly you can join a private group that does the same as solo, except there will be a few other human players in there with you - the players you specifically invited.
As far as I know you can pop back into the 'all' group pretty much on a whim - not 100% sure on that though. I would hope there would at least be a 24 hour timer to reduce exploitation, but haven't heard it mentioned.
In the 'all' group you also have a friends and ignore list that works in a way that anyone on your ignore list has a reduced chance of ever appearing in your instance. And those on your friends list have an increased chance.
Basically if you never want to deal with player pirates you can add all the well known and notorious ones to your ignore list and reduce your chances of ever meeting them in your travels, or you can drop into a sub-group and be 100% positive you'll never meet them.
I'd be surprised if strooka's loophole isn't closed by the end of beta. I think beta will, as you say, give us practical clarification on it all and iron out any issues
