Must be the translation.I know what the point is and I think your goals and the doctrine you'd use to achive them are incompatible with the kind of game this is.
Whether it's direct or indirect, one of the major features of any multiplayer game, that doesn't strictly enforce a narrow form of cooperative play, is the ability of player characters to interfere with each other. I am not in favor of hard limitations on any forms of interaction that can be contextual, even if they are subjectively undesirable, as everything is subjectively undesirable.
I also disagree on the irrelevance of NPCs. You brought up blocking and solo mode as solutions to a perceived issue. I'm pointing out that much of the interference referred to in this thread is often completely contextual and should be well within the acceptable behavior of NPCs, who cannot be avoided with these mechanisms. Solo should not be safer than Open, and not because Open should be safe.
You can, but only at surface settlements.
Everywhere else is plagued with heavy handed limitations to fill gaps in gameplay that Frontier never bothered to account for. Ideally, these places wouldn't be arbitrarily safe either.
This is less of a security problem than an insurance problem. It's also not something that could be solved by a reasonably contextual security response. If you want contextual behavior out of players, you need contextual consequences from NPCs and associated mechanisms. However, a large portion of people complaining about gankers or griefers don't want contextual consequences, they want consequences that arbitrarily elevate their prefered playstyle over others, irrespective of contextuality. And that's mostly what we have already, but many won't be happy until the game's gameplay bears zero resemblance to any other depiction of the setting.
I'm not talking about security. I'm not judging the game from the victim's side, I'm judging the game from the attacker's side.
There are bounty hunters, there are pirates, etc. they all have a specific goal.
I remember a long time ago I was intercepted by some NPC right near the station and I had already left the SC in the station area, so he also left the SC in the station area but did not follow me inside because he realized (programmed) that there is no point in killing me as he will die himself.
Conditionality Elite (I'm against it, but I do not understand how you can do otherwise and therefore put up with it) that when we are blown up with the ship we do not start from 0.
I never worry that I won't kill someone, it's not important to me, it's important to me that I won't be killed and knowing that I'll only lose credits (which are easy to make up for) I subconsciously fight to the last chance to save myself.
NPCs are not programmed to die, it would just be a bug. People who are not afraid of their death in ED in my opinion do not play the game with full immersion and feelings worthy of the game. It doesn't capture them. For playing Elite is just a joke, I don't know what the right word to use here to make you understand me.
UPD. I watch different streams on Elite. There is one great streamer (I won't say his name) and when he is in battle, he is focused and doesn't control his face, he is all in the game. My wife sees when I'm in battle and she gets scared of my face because I'm also all in the game.
And when I see a streamer who is in heavy combat and his face does not express emotions I immediately give a bad assessment of such a person, he is not in the game. I do not believe him, he is not fully immersed in the game, for him it's just a job.
And the words that a man can control his emotions I do not accept, I will never believe it !
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