Nope...
I've been flying exclusively in open for the last month and have yet to see another player.
Meanwhile, I’ve been doing the same, and since the release of PowerPlay 2.0, I’ve encountered over sixty. In all that time, I met only
one hostile player I encountered
twice, and that was at the blockade at George Lucas. And I ran that blockade over 20 times, and escaped with my rares the second time because I now know what to do in that scenario.
To date, roughly one third of the players I’ve encountered were in a position for me to scan, and roughly twenty percent of thise turned out to be pledged to a power.
Meanwhile, the some try to justify the behavior of the usual suspects by appealing to the “PvP food chain.” The completely contemptuous concept that when there isn’t enough “good” PvP to be had, it’s “only natural” for the PvP inclined to go to newbie or non-combat areas in search of PvP.
I’ve been hearing the same putrid pasture pastry for over 30 years, and the “PvP food chain” is built upon a foundation of ruining the experience of those who have no interest in PvP, those who have no ability to fight back, and those too new to the game to fight back. It’s also based on the ridiculous notion that the “middle” of the food chain will stick around once the “good” PvPers show up.
Which is why I prefer the status quo. Allow the base of the “food chain” to enjoy their game in peace, and population of the usual suspects vanishes into the ether, either due to a lack of targets, or because those that remain in Open (made up the significant majority of players) can at least survive an attack long enough to escape.
I still look back at how different Ultima Online was following the Trammel/Felucca split. Before the split, the usual suspects were out of control, raiding newbie and harvesting locations at will, the “PvPers” completely incapable of slowing them down. The game was losing players like crazy, and so the split was made into two shards: one with free PvP like before, and one where PvP was restricted to those who opted in.
Afterwards, the usual suspects haunted Trammel (the restricted-PvP shard) hoping for a slip up that would allow them to kill. Meanwhile, in Felucca (the open PvP enabled shard) the PvPers happily organized to fight each other, and a crafter could harvest freely, unbothered by both the usual suspects and stiff competition for limited resources alike.