I playing EVE-online with various activity since 2005 and i have to say reading trough this topic, EVE players would laugh on the people here complain about griefing or PvP in overall.
If you call anything here griefing then you don't know the correct definition of the word, i mean really there are griefing in EVE, even in the highest security systems, suicide gankers will kill you in a matter of seconds.
Basically you can't even dock out in the trade central hub called "Jita" without proper preparations, most players (including me) using freighter transportation services (players courier companies) like Red Frog, PushX etc to move their assets because regardless of security the gankers and griefers can get you.
Honestly i can't blame the players for this, sure they are short minded and most of them are young bored kids looking for fun between counterstrike matches, but after all its all the developers fault.
If the game mechanics allow to grief, gank, etc in any ways, then players will do it and you can't change this with nice words.
About ED.. PvP is fully optional currently and i really surprised the amount of players don't know how to avoid engagements, even though the trick is so simple, obviously i not going to tell the trick here, but i'm sure that anyone can easily find information about it.
I don't know what developers planning for the future, but PvP can be good for the game, it can make it from dull, boring into amazing and exciting experience, just developers should think it over how to implement and work out its mechanics.
Just to say a few opinions about these mechanics..
- There must be a way longer log off timer, 15 sec is just ridiculous, you can decide if you want to go into a pvp engagement or avoid it, but once you take the risk then you should take the consequences too and not just log off if things turn bad.
- I don't know if this one is a good idea, i trying to stay objective, but pirates would be really happy if FD fix (not sure if its broken) the "avoid engagement" game mechanic and it would make anarchy systems actually dangerous, not like they are currently.
- There must be more difference between high security and anarchy systems, in a high security system the police must act almost instantly for the calls and with much more brutal force, no point of security if they only get there after the fight is already over a long time ago, or even if they get there in time, they barely can kill a 1 day old player in a sidewinder.. There must be brutal police and peacekeeper forces with various group compositions in secure space!
- Anarchy systems need to be more dangerous, that's the place for the real pvp and i think that's the best solution for the whole pvp question, split up pvp and pve space, everyone can find their expectations in the game this way.
If you want to see pvp then go to anarchy or lower security systems in outer space / frontier sectors, if you want to avoid it completely then stay in high security space, basically in the core of the inhabited space.
Of course there must be huge rewards for taking the risk of pvp, FD must find a way to make anarchy systems more interesting and rewarding, the risk vs reward must be balanced!
I know most of these ideas are coming from EVE-online, but trust me even though EVE is fail to protect its players from gankers and griefers even in high sec, they had a very long walk until they polished out all the game mechanics, they have the experience to do it right, they just don't want to.
But ED can be different and taking a ride on EVE as example, FD could design a perfectly polished pvp and risk vs reward system.